Why I love horror games but not other horror media

Why I love horror games but not other horror media

Leon Kennedy in’ Resident Evil 2′ has a close call with a zombie .
Image: capcom

I don’t really like horror. That is, unless it’s happening in a video game like Resident Evil 2 .

I haven’t watched much horror in my life for the simple fact that I don’t particularly enjoy being frightened. I don’t like watching characters that I’m supposed to root for go through harrowing, frightening scenarios. On top of that, I’m not really a fan of gore.

But set me in control of the situation and I’m all in.

My first experience with a horror game was Resident Evil 4 in 2005, a few years after I saw my first spooky movie, The Sixth Sense . I’m not sure what compelled me to play Resident Evil 4 , considering insuring The Sixth Sense haunted me for a long time, but I did, and I loved it.

Something about being in direct control of the character in the scenario is intensely appealing to me. It’s almost like going through a haunted home( something that I also do not like) in that I get to move at my own pace through something scary without the threat of actual danger. In a game, I get to choose what I look at. I get to choose how quickly I move. But there’s an added layer between myself and the spookiness.

Even with that disconnect, I’m able to lose myself in the experience.

‘Resident Evil 7’ is just so exhaustively unsettling.

Image: capcom

Let’s look at one of my favorite horror games, Resident Evil 7 . Throughout most of the game, I was afraid of pushing forward. The swampy house that the main character sees himself in is home to a terrifyingly sadistic household that plays host to horrible mold colonies, disgusting bug infestations, and all kinds of repulsive, unsettling things. It’s not exactly a warm, welcoming vibe.

With the possibility of so many awful things popping up at any moment, my focus peaks.

But I did push forward. Slowly and carefully, sure, but I pushed forward.

After running through a section of the horror house, I became intimately familiar with every inch of it. The added emotion of anxiety in a video game acts as a catalyst for increased awareness. With the possibilities offered by so many awful things popping up at any moment, my focus peaks as I scan every one of the purposes of every room looking for either things that will hurt me or items that will help me.

And once the danger is go, I double back and check everything again in case I missed a box of bullets or ever-helpful green herb. It induces the whole submersion facet that much more intense.

That immersion and connection to the character can make it hard to push forward , not knowing what lies in wait.

Every closed door that you open in a horror game has a chance of being your least favorite thing you encounter, whether it’s shockingly scary, intensely challenging, or just plain gross.

‘Dead Space 2’ has so many doors I don’t want to open.

Image: visceral games

Dead Space 2 , another favorite of mine, has a notorious section where you have to make your route through a nursery full of grotesquely mutated toddlers and newborns who swarm you in these nasty little herds and try to kill you. Not only is it extra scary because they are children, it’s a difficult section to get through because your targets are so small and fast.

That gratification helps push me onward.

But when you are get through it, that feeling of relief and accomplishment can’t be beat.

This feeling is part of what constructs horror games so successful to me, and it’s also what describes me to extremely challenging games. Getting through a challenge, whether it’s mechanically or mentally demanding, is so gratifying.

Making it through particularly intense rooms or scenarios in Resident Evil 2 , even if they aren’t that tough gameplay wise, give me the same feeling as constructing it through particularly tough segments of games like Celeste or Dark Souls . And that gratification helps push me onward.

Resident Evil 2 had a lot of rooms that I didn’t want to go through, like the kennel with its zombified dogs or the nearby incarcerate filled with locked up zombies that I merely knew “wouldve been” unleashed on me at some point.

Also the sewers were not exactly inviting.

Image: capcom

But after making it through and shooting/ juking my way past the vile foes to trigger a cutscene, I was so happy. I was ready to keep playing even though just a minute ago I was about to turn it off for the day.

It’s a complicated feat to balance these moments of terror with moments of pacify, and games that do it well like Resident Evil 2 make for some of my favorite games — even though I don’t really like horror otherwise.

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