The Sound of Fear and Our Unrelenting Desire to Play On
For Don Veca, audio director for Dead Space, horror game designers continue to chase the same feeling that made the 2008 game a classic: creating an atmosphere of dread. "True fear starts with psychology – not the fear of what is, but of what might be," he explains. This is why Veca's approach to sound design in Dead Space was so effective - by building tension like a slow tide, the game's audio team created an unnerving experience that kept players on edge.
But what makes horror games truly terrifying? According to Jason Graves, composer for Dead Space and Until Dawn, it's all about preparation. "Sound and music prepare the player to be scared – it's all about the buildup, the tension, and then the release when something jumps out at you." Graves' approach is just one example of how horror game designers use sound to create an immersive experience.
For cult game developer Swery - aka Hidetaka Suehiro - fear has never been about cheap shocks. Instead, it's about exploring the human condition. His 2010 game Deadly Premonition is a surreal small-town horror that blends absurd humor with existential dread. "Before crafting fear, we set a clear goal: build the town and its people," he explains. By focusing on character development and storytelling, Swery creates an atmosphere of unease that's both unsettling and thought-provoking.
Soma, another game from Thomas Grip, takes a different approach to horror. Instead of relying on jump scares or gore, Soma uses silence and philosophy to create a sense of unease. "The key to any horror story, no matter the medium, is that the audience fills in the blanks themselves," Grip says. By leaving some things to the player's imagination, Soma creates a sense of uncertainty that's more terrifying than any explicit horror element.
Other games, like Poppy Playtime and Loop//Error, use unconventional approaches to create fear. Poppy Playtime uses nostalgia to create a sense of unease, while Loop//Error employs pixelated visuals to suggest rather than show. In both cases, the goal is to create an atmosphere of uncertainty that's more frightening than any explicit horror element.
Finally, there's the interactive factor - something that makes horror in video games so impactful: you have to take part yourself. According to psychologist Kieron Oakland, this is what makes horror games feel good. "In a game, you're not watching someone else flee – you're in it, and that's why it feels good: your heart races, but you're still in control." This sense of agency is key to creating a truly terrifying experience.
For Daniel Knight, creator of Phasmophobia, the interactive factor is what makes horror games so effective. "Games put you inside the fear," he says. By making players feel like they're part of the experience, Phasmophobia creates a sense of dread that's both terrifying and exhilarating.
In conclusion, horror in video games is all about creating an atmosphere of unease and uncertainty. Whether it's through sound design, storytelling, or player interaction, the key to success lies in exploiting our deepest fears - not just what might be out there, but also what might be lurking within ourselves.
				
			For Don Veca, audio director for Dead Space, horror game designers continue to chase the same feeling that made the 2008 game a classic: creating an atmosphere of dread. "True fear starts with psychology – not the fear of what is, but of what might be," he explains. This is why Veca's approach to sound design in Dead Space was so effective - by building tension like a slow tide, the game's audio team created an unnerving experience that kept players on edge.
But what makes horror games truly terrifying? According to Jason Graves, composer for Dead Space and Until Dawn, it's all about preparation. "Sound and music prepare the player to be scared – it's all about the buildup, the tension, and then the release when something jumps out at you." Graves' approach is just one example of how horror game designers use sound to create an immersive experience.
For cult game developer Swery - aka Hidetaka Suehiro - fear has never been about cheap shocks. Instead, it's about exploring the human condition. His 2010 game Deadly Premonition is a surreal small-town horror that blends absurd humor with existential dread. "Before crafting fear, we set a clear goal: build the town and its people," he explains. By focusing on character development and storytelling, Swery creates an atmosphere of unease that's both unsettling and thought-provoking.
Soma, another game from Thomas Grip, takes a different approach to horror. Instead of relying on jump scares or gore, Soma uses silence and philosophy to create a sense of unease. "The key to any horror story, no matter the medium, is that the audience fills in the blanks themselves," Grip says. By leaving some things to the player's imagination, Soma creates a sense of uncertainty that's more terrifying than any explicit horror element.
Other games, like Poppy Playtime and Loop//Error, use unconventional approaches to create fear. Poppy Playtime uses nostalgia to create a sense of unease, while Loop//Error employs pixelated visuals to suggest rather than show. In both cases, the goal is to create an atmosphere of uncertainty that's more frightening than any explicit horror element.
Finally, there's the interactive factor - something that makes horror in video games so impactful: you have to take part yourself. According to psychologist Kieron Oakland, this is what makes horror games feel good. "In a game, you're not watching someone else flee – you're in it, and that's why it feels good: your heart races, but you're still in control." This sense of agency is key to creating a truly terrifying experience.
For Daniel Knight, creator of Phasmophobia, the interactive factor is what makes horror games so effective. "Games put you inside the fear," he says. By making players feel like they're part of the experience, Phasmophobia creates a sense of dread that's both terrifying and exhilarating.
In conclusion, horror in video games is all about creating an atmosphere of unease and uncertainty. Whether it's through sound design, storytelling, or player interaction, the key to success lies in exploiting our deepest fears - not just what might be out there, but also what might be lurking within ourselves.