
Horror is different than terror horror is a frightful, revealing event terror is the trepidation caused by it, which, thus, causes a fight/flight response. Secondly, horror AND terror must be present.

The experience will cause the player to lose some of his or her self-consciousness due to the intense engrossment in the game perceptions of time will become distorted.Ī game can be coined as “scary”, but if I’m not immersed within the gameworld, I lose interest quickly. For instance, when I was walking around lost in Silent Hill 2 with not one living human in sight, continuous bouts of rolling fog, and the town disturbingly quiet no matter my location, I was purely IN that gamespace the seemingly humble little town was littered with small shops, gas stations, schools-along with stopped cars, trails of blood, and streets that suddenly ended and dropped off into an empty abyss. These various aspects can also be used ‘against’ the player, meaning to disorient them, confuse them, and make them uncertain of what is going on. This can include not only sounds relating to where the player is in the environment, but also time of day, period in history, and architectural nature of the space. Well to begin with, it is imperative that the player be ‘present’ within the virtual space, to make sure he/she is as involved as possible. So, in general, what are a few concepts that define a good horror game? When something like that happens, you are playing a successful horror game.” ( source) “Not many things can claim to beat playing Silent Hill late at night, the atmosphere so thick you can almost feel it as a weight on your shoulders, and then your dog walks in, or a poster falls off the wall scaring you half to death. Then, inevitably (for me anyway) the jump scare occurs. The all-important audio quiets down or is all-together absent for a short time, which can either-again-cause the player to let down their guard and/or cause him/her to become leery and slightly cautious.

Then a reasonable explanation is found and the player rights the small problem. The player hears a noise or is made aware of some kind of danger. When this type of scare is used, usually one of two situations occur:ġ. The elements described here for the most part refer to brooding psychological horror, though in some cases, can also apply to the oft-used “jump scare” based games.

(And you will notice a favorite reference game I use is Silent Hill, as it is one of the best incarnations of the horror genre.) This commentary aims to delve a little into the effect music and sound effects have on us and what makes the music successful in achieving its desired outcome-scaring us shitless.

But what is it about a well-designed horror game that makes it work? Well, there are many ingredients to this macabre formula, but arguably, one of the most important is the creative use of music and/or sound effects. As unsettling as it is, we keep coming back for more (usually). If you’re a horror game junkie like me, you know what it’s like to be petrified after you’ve solved a certain puzzle and are waiting for the next inevitable monstrosity to be unleashed, or the uneasiness of walking around a seemingly deserted town with only the disjointed whisper of a haunting melody playing in the background.
