P.T., Resident Evil, Silent Hill 2, and Alien: Isolation all make our list of the best video and PC horror games The A.V. Apparently, Cauldron was originally planned as a tie-in game based on John Carpenter’s Halloween movie, but designer Steve Brown, unhappy with his work in progress, went off in an entirely different direction instead. Probably not good enough. Poorly translated, slow-moving, and as hostile as any game ever released, Ice-Pick Lodge’s unapproachable masterpiece wants to make playing it feel as painful as living through its infected nightmare world would be, emphasizing the horror of surviving in a world of survival horror. The result is as ambitious as it is demented, geopolitical philosophy cut through with Lynchian psychology, draped in a screen space gradient shader to die for. The game has been highly anticipated, and so far, it looks like it will not let us down. No, really. Even when you’re not running from literally invisible monsters—as in the game’s most celebrated sequence, a bit of sewer-set terror that would earn it a place on this list all by itself—Amnesia is the kind of game where the mere act of looking at the things pursuing you is harmful to your character’s rapidly dwindling mental health. That there’s a real player, instead of AI, controlling the killer’s movements actually makes them a little scarier. But then the program starts pushing aggressively at the boundaries of the fourth wall, tossing up fake crash bugs, filling a folder on your desktop with eerie little messages from its spectral antagonist, and doing everything in its power to present itself, not simply as a game, but as a sort of otherworldly virus infecting your system. [Astrid Budgor], At first glance, there’s not much more to recommend Ivan Zanotti’s indie horror classic (later expanded and re-released on Steam in 2016) than its creepy atmosphere, nastily effective jump-scares, and ever-present fog. The protagonist, Rick, is clearly modeled on Jason Voorhees, and the other film references are easy to spot, from demonic disturbances straight out of Evil Dead to mutated monsters from The Thing. For years after its release, players pored over the game, parsing it for clues about its meaning, its creator, their fate. Although better known for their cheerier output in the ’70s and ’80s, such as Pac-Man, Galaga, and Mappy, Namco took a trip to the dark side for Splatterhouse, a beat-em-up inspired by a legion of horror movies. Universe 3. It’s also worth mentioning Splatterhouse Wanpaku Graffiti (1989), a cute, Nintendo Famicom-only parody starring a super-deformed version of Rick, and even more TV and film references than its arcade parent. Circus Games. A decade and a half later, we’re still getting Deus Ex games... and they’re good Deus Ex games for one simple reason: They’ve stayed true to the original. The game keeps kicking you out, forcing restarts, as the tape quality degrades and the software comes untethered, revealing the house’s true nature. Teens are mysteriously waking up in strange places having no recollection of how they got there. [Chris Breault], Among other questions raised by Anatomy is this corker: What happens when a ghost discovers the true evil is the house it’s haunting? After the astonishing viral success of Five Nights At Freddy’s, creator Scott Hawthorne cranked out three sequels in less than a year, all essentially reiterating the same titanium-strength formula: Chuck E. Cheese-style animatronics stalking the restaurant halls at night, attempting to murder the night security guard. Having ended up in the depths of hell, you have to navigate your way around its ghoulish network of caverns and find seven crosses in order to escape. $4.99. The game’s locked POV became a lynchpin of its controversy—kids were experiencing the violence firsthand through their own eyes, like little Michael Myers in the opening minutes of Halloween. The setting, the soundtrack and the unique enemies put horror games in a league of their own, making them quite popular among people around the world. In the late ’80s, the US toy company LJN began firing out licensed games at a ferocious rate – if you wanted them, there were movie tie-ins as varied as Jaws, The Karate Kid, Warlock, and Back to the Future – in fact, look closely at the second-hand shop window in Back to the Future II (the movie, not the game), and you’ll see a copy of Jaws for the NES prominently displayed. These games include browser games for both your computer and mobile devices, as well as apps for your Android and iOS phones and tablets. And the “monster,” such as she is, grinning and eye-gouged, is an agent of truly unfair, violent randomness, an unavoidable specter floating through the game’s code. Most zombie games give you entrails. Find games tagged 80s and Horror like Babysitter Bloodbath, Bonbon, The Horror Of Salazar House, Dead Pixels II: Straight To Video, Night House on itch.io, the indie game … Meanwhile, Jason has all of the unfair powers that he has in the movies, including teleporting anywhere on the map and silently stalking prey without anyone noticing the huge guy in tattered clothes and a hockey mask stomping through the woods. Sweet Home was one of the earliest examples of a game that uses its mechanics to unnerve the player; weapons and supplies are in short supply, and once characters die, they’re gone for good. Setting aside its temporary, mid-entries turn toward fast-paced action, the Resident Evil franchise has always scored scares by putting the player’s exquisitely bitable back against the wall. They’re a home for experimentation, where conventions are upended and taboos are shattered. Arcade. Released more than a decade later, Cyberqueen is a short, beguiling piece of interactive fiction by Porpentine about what it would be like to be in her clutches. [Clayton Purdom], Zombies are so done to death at this point that even the George A. Romero-indebted Resident Evil series has shuffled on from them. The result is a game that understands better than its more official sequels what made Ridley Scott’s 1979 film terrifying. Lovecraft story collection, Dagon and Other Macabre Tales. But they will rise again to hunt you through dim levels designed with such malice that you sometimes have to laugh, too. Memorable for its stunning box art (as were many Atari 2600 games), Haunted House was also one of the earliest – if not the earliest – attempts at interactive survival horror. Voiced to digital perfection by Terri Brosius, The God Of Citadel Station never lets you forget that she is always watching, hovering over your shoulder as you gun down her wayward “children”, whispering in your ear (even when you think she isn’t), and creating the inescapable sense that she’s digging her way ever deeper into your body, and your brain. Commodore Amiga. The A.V. Instead, the makers of early horror games had to come up with all kinds of creative ways to scare or unnerve players – and inevitably, some of these techniques worked better than others. The entire game shapes itself around fear, in a way that is difficult to play and harder to shake. As you leave it and trundle further down the slope, toward some kind of apocalypse, the game asks you to wonder: “Where does this end?” [Gareth Damian Martin], Take away the monsters, and the impossibly thick fog, and those mysterious air sirens that periodically coat everything in a layer of nightmare rust, and Silent Hill would still be one creepy-ass place: a drab American nowhere in perpetual decay, the kind of ghost town you can find in the forgotten back corners of every state. Even a simple jump-scare, often eye-rolling in movies, gains a strange new power when you’re the one inching forward through the basement. In F.E.A.R. Duskers takes minimalism to an extreme, limiting both your knowledge and your inputs. We look at 10 horror-themed videogames from the 1980s, and their varied attempts to provoke fear with low-res graphics... As Sheriff Leigh Brackett correctly stated in John Carpenter’s slasher classic, “It’s Halloween – everyone’s entitled to one good scare!” And scare us Halloween did, along with any number of horror movies before and since. Super Monaco GP. Evasion at any cost is balanced by restriction, as any action you perform is inherited by the doppelgängers that pursue you. Remarkably, Jones once claimed in a Sinclair User interview that Soft & Cuddly was originally more gory and violent, but he changed the graphics before release. [William Hughes], System Shock and its sequel (see below) work in part as large-scale interactions with a terrifying antagonist named Shodan, a ship-controlling, world-dominating AI. So to celebrate Halloween, here’s a look back at 10 games from the ’80s and how they used blocky graphics and bleepy sounds to terrify the life out of us. Action, Adventure, Horror, Sci-fi. [Julie Muncy], Condemned deserves its place in the horror-game hall of fame if only for one level, set inside an abandoned department store full of discarded mannequins and—in a truly vicious gimmick—killer maniacs dressed like mannequins. Despite its fairytale, “lost in the woods” opening, Inside is a game about a lost society more than a lost person. DEVOUR. Get the best of Den of Geek delivered right to your inbox! After all its oddball digressions, Resident Evil 4 can just snap its fingers, and the fear is back. It’s also terrifying, because every time one of these poor dumb kids dies, it’s on account of you, the player, screwing something up. The crude nature of the sprite design makes Go to Hell more comical than frightening, but then again, the gaudiness also gives the game a sort of neon-drenched, nightmarish air to it – like Hotline Miami, but with crucifixes instead of shotguns. The horror saga continues - in a fresh new way Fans of 80s horror movies rejoice as Friday the 13th: The Game nears its release date at the end of this month. Happy Game. And, of course, those ships are full of the same horrors that have rendered half the galaxy empty. But with Soma, Frictional aimed for terror of a different sort, the kind that leaves your mind racing and your stomach queasy. With the release of games like Amnesia: The Dark Descent and, more recently, Resident Evil 7: Biohazard the genre has once again found its rightful place in the limelight. Deus Ex was one of a few turn-of-the-century PC games to fuse first-person shooting with RPG stats and dialogue options, becoming an “action” game that was much about careful simulation as it was about quickfire shooting. Characters lie to you, healing items drain your other stats, and someone, somewhere, is always on the verge of being the Sand Plague’s next victim. Horror gaming fans that have played all the newer releases should check out these 10 best retro horror games from the 80s … It knows you’re here, somewhere, and it wants you dead. [Chris Breault], You can hear it walking. Club’s trip through the … [William Hughes], Horror and action fight for the wheel in every chapter of Capcom’s gloriously overstuffed pulp adventure. And save rooms are spaced far enough apart that the threat of fictional death becomes a threat of very real progress lost. Ms-Dos. But, with the day of pumpkins, trick-or-treaters, and apple bobbing almost upon us, this got us wondering: at what point did video games become scary? Little in the Resident Evil series works on the player like 4’s crooked parasite wolves or its endgame autopsy rooms, where gasping Regenerators plod slowly after you. Eventually the games would develop a broader mythos, but the economical and brutally effective first installment is the best—a shrine to the jump-scare navigated via a spectral, faulty surveillance system. [William Hughes], The sequel is perhaps a better game, cleaner and more, erm, fleshed-out, but the original Dead Space was the scarier creation, with its silent protagonist and endless stretches of rust-colored corridors. Lovecraft cosmic horror: that of a woman. [Sam Barsanti], The underrated A Machine For Pigs might share the Amnesia name, but Soma was the game given the unenviable task of actually furthering Amnesia’s legacy. https://www.youtube.com/watch?v=6CkpcZTa7MA, Read More: A Brief History of Retro Horror Gaming, Read More: New Alien Video Game in Development at Fox, Related Article: Silent Hill, BioShock, and the Art of Scary Games, Read More: Revisiting Splatterhouse at 30, Super Mario 3D World Never Promised a Revolution, But Still Stands Apart 8 Years Later, Dead Pixels Series 2 Review: E4 Gaming Comedy Has Levelled Up, Red Dead Redemption: How Undead Nightmare Found the Fun In Horror Gaming, Silent Hill, Resident Evil, and the Art of Making Scary Games. Although hamstrung to a certain extent by the Atari 2600’s simple hardware, there’s something oddly disturbing about Haunted House. [A.A. Dowd], It was strange enough seeing Nintendo’s name, synonymous with brightly nonthreatening all-ages entertainment, on a survival horror game. The result is a malformed hybrid of puzzle, stealth, and horror, cast in the cold light of two mirrors turned to face one another. The characters under your control – all named after the ones in the film – will sometimes refuse to follow orders if they get too scared. You wake up with your clothes torn, your hands covered in blood, and angry townsfolk gathered around the corpse of a woman outside. We'll be … Fun fact: Soft & Cuddly‘s inlay art was created by fantasy illustrator Tim White, and also appeared on the cover of a 1985 H.P. [A.A. Dowd], Thirteen years before Amnesia: The Dark Descent made total disempowerment gaming’s horror-mode du jour, Japan’s Human Entertainment made the case for the terror of helplessness with Clock Tower. Brilliantly written by Rob Pike, Wolfman casts the player as a monster who must find a way to control his killer instinct, and it’s impossible to sit through the game without an occasional shudder – proof that the scariest encounters rely not on dazzling graphics, but the player’s imagination. The 17 best educational games of the 70s, 80s and 90s How many did you play as a kid? Where this GameCube cult classic truly distinguished itself, though, was in its ingenious and literally patented “Sanity Effects”: Spotting a monster takes a quantifiable toll on your mental health, and as that particular bar drops, the game begins seriously altering your perception—with aural and visual hallucinations, with apparent glitches in the level design, with simulated technical hiccups and storytelling fake-outs. All this madness falls on Fiona; the game’s “panic mode” sends her into a blind, uncontrollable frenzy if she becomes terrified. [William Hughes], Don’t let Yume Nikki’s familiar, retro-RPG look fool you: Soon enough you’re wandering despondently through its candy-colored world, pieces of narrative swirling around each other like the details of a nightmare that refuses to end. In the former, you rushed around in a dream world, punching rats and snakes and collecting the bones which formed Freddy Krueger’s corpse. If taking magical pictures of excruciatingly slow ghosts while solving obtuse puzzles sounds a little “not for everyone,” well, these games are classics because they refused to tone it down. And Silent Hill itself seems mapped according to a psychological logic, as though its city planners used a Rorschach test as a blueprint. There are quiet survival games, where you have to conserve whatever resources you have, but Left 4 Dead 2 is a loud survival game, where you just have to keep fighting, even as your resources dwindle to nothing, and where a team of cooperating players only raises the stakes. You walk in surgical gowns and clerical robes muttering prayers to a god that will be scientifically disproven by whatever shrieking beast comes slashing out of the darkness next. Through hedge mazes, clock towers, and besieged cabins, Resident Evil 4’s newly liberated camera chases agent Leon Kennedy, spinning with him when he wheels around to shoot the wriggling tendrils erupting from his pursuers’ necks. But that first-person vantage also worked like gangbusters as a tool for terror, erasing the safe distance between player and beleaguered avatar. It turns a bleak cognitive space into an explorable two-dimensional one, forcing you to wander, to wonder—and, eventually, to escape. [Sam Barsanti], So integral is the original Doom to the evolution of the first-person shooter that people often overlook how effectively it takes a chainsaw to your nerves. Enjoy these 17 hits of nostalgia as you send your own children back to school. But Splatterhouse gave that button-mashing genre a fresh coat of blood-red paint, replacing the usual interchangeable goons with grotesque ghouls, to be clobbered, chopped, and chainsawed into pulp. you are the Point Man, a paranormal government operative who charges in slow motion past thudding bullets and screens of gun smoke to blow soldiers in half with his VK-12 shotgun. Club’s trip through the history of horror games found endless tensions to unpack: playability versus difficulty, spooky-fun versus truly terrifying, historical importance versus modern appeal. But as the difficulty ramps up, the “AI director” that determines when and how the hordes of zombies attack you becomes devilishly effective. Zx Spectrum 128K. Unfortunately, the tension’s undercut by the ease with which the possessed monsters die, and also the appearance of the demons themselves: depicted as a gas-like miasma, all semblance of fear is lost once you realize that Ash looks as though he’s running away from a deadly cloud of flatulence. Good luck wringing that kind of suspense out of Double Dragon. The Blackout Club is a game that is meant to be experienced with other people. In fact, the later Resident Evil shares several elements in common with Sweet Home, aside from its mansion setting – the switching of play between characters, the use of an inventory with limited space, and the use of notes and other items to relate the building’s story. Irrational Games and Looking Glass Studio’s ambitious shooter/RPG hybrid System Shock 2 offers a little something for everyone when it comes to tapping into the primal fears—spiders, body horror, those goddamn psychic monkeys—but at the core of it all are the glories of the malevolent AI SHODAN. Solely focused on surface effects—showers of sparks, “screamer” images, ecstatic swells on the soundtrack—its sheer playability precludes the suffocating dread of other genre greats. Splatterhouse 3, which got name-checked at the congressional hearings on video-game violence, brought a three-dimensional range of motion to the franchise’s primitive Evil Dead combat. Zx Spectrum 128K. It may look like a basic game by current standards, but just look at how far video games traveled between 1982’s Haunted House and the end of the decade: with its reliance on puzzle solving and suspense rather than combat, Sweet Home pointed the way ahead for a new generation of survival horror. They were moribund five years ago, too, but that didn’t stop Naughty Dog, of Uncharted fame, from yanking the genre out of its grave with an instantly beloved postapocalyptic epic. [Clayton Purdom], Disadvantage is the key (unicorn-, sun-, or otherwise-shaped) to survival horror. This setting offers the player a palpable sense of creeping dread, but it is the rhythmical, panicked quality of the game’s tactical stealth that delivers the fear. Top 10 Best Retro Horror Games. How good are you at typing precise inputs while running from unseen terrors? 10 Horror Games from the ’80s That Scared Us Haunted House (1982) The Evil Dead (1984) Alien (1984) Go to Hell (1985) Cauldron (1985) Soft & Cuddly (1987) Splatterhouse (1988) Wolfman (1988) A Nightmare on Elm Street and Friday The 13th (1989) Sweet Home (1989) The ridiculous thing about Resident Evil 4 is that it shifts gears from combat gauntlets and schlocky one-liners to full horror so successfully. Little touches, like the ominously moving swing on the veranda and the flickering embers in the fireplace, add atmosphere, as does the eerie absence of sound. The upcoming remake will update the graphics and campy voice work, but here’s hoping it keeps intact the core fear factor: a very reasonable concern that you won’t survive the horror lurking behind every closed door. You play as an engineer trapped on a derelict spaceship, the crew of which has been either transformed into scurrying, bloodthirsty “Necromorphs,” enlisted in an apocalyptic cult that worships them, or murdered. Like those letters, Killer7 refuses to cohere or collapse, but instead just rattles along, a neon ghost train, garish and extravagant. [Astrid Budgor], Until Dawn’s co-writer, Larry Fessenden, has a long and messy relationship with horror cinema, and it shows in the work, which is as close as gaming’s ever come to a playable B-movie slasher flick. It’s not covering wholly original ground—delving into the well-trod territory of life, death, and digitized consciousnesses—but it does so with tact and bold, confrontational scenes that don’t suggest existential questions so much as they strap you down and force your psyche to wrestle with them. Although Wrights first commercial title, Raid On Bungeling Bay was an enormously ambitious creation. Post a Comment. Rather than attempting to pummel the player with jump scares, Sweet Home instead gradually builds a sense of claustrophobic unease. Hidetaka Miyazaki famously reinvented the role-playing game—and recalibrated the universe’s expectations for video game difficulty—with Demon’s Souls and Dark Souls, but Bloodborne’s shift to full-on horror clarified and refined his vision. These days, we fully expect modern video games to have us cowering behind our sofas, with present-day computers and consoles able to render all sorts of things you need for a properly scary story: rain, blood, that sort of thing. Palace Pictures distributed Sam Raimi’s breakout horror classic The Evil Dead in the UK, and it was thanks to them that we ended up with Graham Humphrey’s stunning poster illustration, with its appropriately lurid colors and approving quote from Stephen King. [Gareth Damian Martin], As humans, we reserve our deepest, darkest fears not for monsters, not for murderers, but for sickness: The creeping corruption that lurks within. Go to Hell programmer John George Jones returned two years later with a game even weirder and grotesque than its predecessor. [Astrid Budgor], Back at the turn of the millennium, when anything seemed possible, horror maestro Shinji Mikami took Suda51 under his wing. It marks a final burst of creative ambition before the series was shackled to two consecutive Wii systems. It’s a question you know the answer to innately and immediately, as individualized as your fingerprint. [A.A. Dowd], “This town’s finished,” some bloodthirsty villager croaks after you slice him down early in Bloodborne, and, buddy, he’s not kidding. Okay, so let’s get to the obvious picks first: Silent Hill is, of course, on the list. [Gareth Damian Martin]. Indie developer Puppet Combo has the market cornered when it comes to vintage-esque, horror movie-inspired games, with titles like Babysitter Bloodbath offering PS 1-style graphics with storylines that feel like something straight out of an ‘80s slasher flick. Video game enemies tend to look the same, and the decorations in a video game level tend to look the same, so Condemned plays off of both of those “limitations” by having the enemies look (and act) just like the set dressing, right up until the moment you turn your back and they run after you. The city of Yharnam is one of gaming’s great metropolises, a Gothic labyrinth of cobblestone streets and wailing maniacs, but you arrive long after its fall, when the city’s clergy and onetime leaders have summoned great insectoid monstrosities to bear. This game does not provide any guidelines, tips, tutorials and so on. The only thing saving her are her wits and scrambling feet—and even those can fail in her most panicked moments. Wild Streets. But the cleverest innovation was a countdown clock: Take too long clearing a path through the titular mansion and your cowering loved ones are goners. 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