gamesbriefs
Genres

Horror

17
briefs
10:06
average
172 min
in total
14
people
All briefs17
8:39

Alone in the Dark (1992 video game)

Infogrames · 1994

Alone in the Dark (1992) is a 3D horror adventure game set in 1920s Louisiana. The player selects Edward Carnby or Emily Hartwood and begins trapped in the attic of the haunted Derceto mansion. Escape requires exploration, weight-managed inventory use, and puzzle-solving—some enemies demand ritual solutions; others must be avoided entirely. Fixed camera angles and mixed 2D/3D visuals create deliberate tension. It received international attention upon release.

9:14

Clock Tower (1996 video game)

Human Entertainment · 1996

Clock Tower (1996) is a point-and-click survival horror game with 3D graphics, released by Human Entertainment on Super NES in 1995 and on PlayStation as Clock Tower 2 in 1996. Players navigate using cursor clicks, manage inventory via screen-top access, and survive Scissorman under a dynamic strength system shown by cursor colour. Narrative branches from early choices lead to ten possible endings.

11:36

Fatal Frame II: Crimson Butterfly

Tecmo · 2003

Fatal Frame II: Crimson Butterfly is a survival horror game developed and published by Tecmo in 2003. Players control Mio Amakura exploring the haunted Minakami Village, often alongside or searching for her sister Mayu. Exploration uses a fixed third-person camera, shifting to first-person when using the Camera Obscura—the primary tool for solving puzzles (via photographing objects and solving riddles) and fighting ghosts. Ghosts are signaled by coloured filaments (blue for friendly, red for hostile), and combat requires precise framing and timing, including mid-attack shots and the 'Shutter Chance' mechanic. Mayu’s presence aids puzzle-solving but also exposes her to ghost attacks, and both sisters’ health is critical—excessive damage ends the game. The narrative centres on a cursed twin ritual tied to the village’s history, with multiple endings determined by player choices, especially regarding Mayu’s fate.

10:22

F.E.A.R. (video game)

Monolith Productions · 2005

F.E.A.R. is a first-person shooter psychological horror game developed by Monolith Productions in Kirkland, Washington. It uses the studio’s LithTech engine and centres on reflex time, adaptive AI, and melee as a core combat pillar.

9:50

Shivers (video game)

Sierra Online · 1995

Shivers is Sierra On-Line’s first first-person, point-and-click PC adventure game, released on CD-ROM in November 1995. It places a nameless, unseen, silent teenage protagonist inside a haunted museum to trap ten Ixupi spirits by solving puzzles, collecting vessel fragments, and matching talismans — all while managing a life-essence health bar and navigating a non-linear, open-ended environment with strict one-item inventory.

9:23

DayZ (video game)

Bohemia Interactive · 2013

DayZ is a multiplayer online survival game set in fictional plague-ravaged countries where players scavenge, manage health, evade infected, and negotiate threat from other players in a persistent world.

9:36

The House of the Dead

Sega · 1996

The House of the Dead is a 1996 Sega arcade rail shooter defined by strict shooting discipline, enemy-clearance gating, and boss-pattern literacy. Its design rewards fast, accurate head shots and punishes hesitation or misaim. It offers no narrative, no progression beyond path selection, and no mechanical expansion — only escalation within its narrow loop.

10:54

Killing Floor (video game)

Tripwire Interactive · 2009

Killing Floor is a co-op first-person shooter where players survive escalating waves of ZEDs using perks, door welding, and a between-wave trader. It launched on Steam on May 14, 2009. It began as a mod for Unreal Tournament 2004. It is Tripwire Interactive’s second game.

9:32

The Forest (video game)

Endnight Games · 2018

The Forest is a survival horror game developed by Endnight Games and released in 2018. It features a non-linear open-world loop centred on resource gathering, crafting, fortification, and dynamic threat management against intelligent, behaviourally complex cannibal and mutant enemies. It includes a day-night cycle, sanity-based mechanics, environmental storytelling, optional narrative progression, and no autosave—relying instead on player-placed shelters for saving. Its systems emphasise player agency in survival choices, enemy interaction, and moral ambiguity in conflict.

9:24

Fatal Frame (video game)

Tecmo · 2001

Fatal Frame (2001) is a survival horror game developed by Tecmo. It places the player as Miku Hinasaki inside a real-time-rendered Japanese mansion. Navigation uses a semi-fixed camera and flashlight in total darkness. Hostile ghosts are sensed via a 'sixth sense', drain health on contact, and can only be defeated using the Camera Obscura—an antique camera operated in first-person view with dual-stick controls. Damage depends on framing duration and proximity, though ghosts intermittently fade. Film serves as limited, graded ammunition. Progress is gated by puzzles and saved at designated points and chapter ends.

11:09

Sweet Home (video game)

Capcom · 1989

A 1989 Famicom RPG that uses mansion architecture, fixed-character utility, and irreversible consequences to build tension—not through jump scares, but through scarcity and spatial logic.

10:40

The Last of Us (video game)

Naughty Dog · 2013

The Last of Us (2013) is a post-apocalyptic third-person action-adventure game developed by Naughty Dog for PlayStation 3. It follows Ellie and Joel across a United States overrun by humans infected with a Cordyceps-like fungus. Players traverse ruined environments, engage in vulnerable, resource-constrained combat using firearms, improvised weapons, and stealth, and craft or upgrade gear at workbenches. The design prioritises tension, scarcity, and character-driven stakes over systemic openness or player authorship.

10:54

Left 4 Dead

Valve · 2008

Left 4 Dead is a cooperative first-person shooter released in 2008 by Valve. Players control one of four survivors navigating zombie-infested environments to reach safe areas. Its defining feature is the AI Director, which dynamically adjusts enemy spawns and item placements to ensure varied, tension-filled experiences across playthroughs. Cooperation is structurally enforced via mechanics like wall-visible teammate outlines, shared healing, mandatory revival from incapacitation, and lethal consequences for repeated failure to recover. Campaign mode includes safehouse checkpoints, crescendo events, and defensive finales, while multiple modes (Versus, Survival, Single-Player) extend replayability. The game uses the Source engine and emphasizes cinematic, film-inspired presentation and communication systems — including voice callouts and visual cues — to sustain coordinated group action.

10:38

Left 4 Dead 2

Valve · 2009

Left 4 Dead 2 is a tightly wound co-op FPS that uses procedural pacing and rigid inventory to forge intense, fleeting group cohesion — but collapses without live human coordination.

9:53

Resident Evil 2

Capcom · 1998

Resident Evil 2 is a third-person survival horror game released by Capcom in 1998. It is the second entry in the Resident Evil series, which launched in 1996. Players control either Leon S. Kennedy or Claire Redfield as they attempt to escape Raccoon City during a zombie outbreak caused by a biological weapon. Gameplay revolves around exploration, puzzle-solving, and combat under strict resource constraints—including limited ammunition and tight inventory space. Tank controls govern movement independently of camera angle. Health is communicated visually through character posture and gait rather than numerical indicators. The Zapping System links the two protagonists’ scenarios, creating four distinct playthroughs. Safe rooms serve as the only locations for saving and item storage.

10:52

Silent Hill 2

Team Silent · 2001

Silent Hill 2 is a 2001 survival horror game developed by Team Silent within Konami Computer Entertainment Tokyo. It uses third-person perspective, no HUD, light-dependent maps, manual annotation, and environmental progression to frame James Sunderland’s search for his deceased wife as an act of psychological excavation.

9:04

System Shock 2

Looking Glass Studios / Irrational Games · 1999

System Shock 2 is a first-person action role-playing survival horror game set aboard a starship in a cyberpunk 2114. You play as a soldier fighting a genetic infection through combat, exploration, and skill development. Gameplay consists of first-person combat and exploration, with role-playing elements including hacking and psionic abilities. Navigation is first-person with a HUD showing character/weapon info, map, and drag-and-drop inventory. The game fuses FPS immediacy with RPG consequence, demanding patience and attention from the player.