Inside the secret psychology of horror games – and why we can't help pushing play

The sound that started it all - or at least, one of them - is a train's metallic roar, recorded by Don Veca on a San Francisco Bart train tunnel in 2008. The audio director for Dead Space, Veca recalls how he and his team created one of the game's most jarring sonic contrasts: "We dropped that screeching, industrial noise at full volume right after the vacuum silence... creating one of the game's most iconic sounds." This was a deliberate choice to unsettle players and create tension.

For horror game designers like Jason Graves, composer behind the Dead Space score, sound is crucial in preparing players for scares. "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 involves creating a sense of unease through unusual techniques, such as tapping instruments or playing dissonant notes.

The key to effective horror lies not in cheap shocks but in psychological manipulation. For cult game developer Swery, fear is about the human condition. He began questioning what truly scares players after his mentor, Resident Evil creator Tokuro Fujiwara, asked him: "What is fear in a game?" This curiosity led Swery to create 2010's Deadly Premonition, a surreal small-town horror that blends absurd humour with existential dread.

The unknown can be just as frightening as what's shown. Thomas Grip, game director of Soma, argues that the best horror is one that forces players to ask uncomfortable questions about being human. "The key is familiarity... The best monsters are ones where you think, 'Something's off here...' and the more you look, the worse it gets."

Nostalgia can also be a powerful tool in creating fear. Poppy Playtime, a 2021 indie horror hit, uses cute, murderous toys to evoke a visceral reaction. "Nostalgia carries vulnerability... When we think of childhood, we think of safety... and twist those things, the reaction is visceral," says Zach Belanger, CEO of Mob Entertainment.

The interactive factor is another reason why horror in video games endures. Psychologist Kieron Oakland notes that players are not just observers but active participants, which makes the experience more impactful: "In a game, you're not watching someone else flee... you're in it, and that's why it feels good." Daniel Knight, creator of Phasmophobia, agrees, stating that games put players inside the fear.

Ultimately, the fear in horror games is personal. It comes from making decisions that put the player in danger. Thomas Grip believes this makes the experience more terrifying: "In games, you make the decision to walk into danger... that makes it personal." After all, scary movies ask what you'd do in a dark situation; video games make you find out.
 
you know i've played so many horror games over the years and for me personally its all about atmosphere ... like when i'm playing somas tunnel levels or playing dead space on my ps3 its always that feeling of unease before something jumps out at you 😱💀 ... but what really gets to me is how nostalgia plays a huge role in fear too ... remember poppy playtime those creepy toys just freaked me out so bad lol and it made me think about childhood ... our perception of safety changes as we get older and games like that one exploit that perfectly 🤯
 
i think horror games tap into our deep-seated fears of being vulnerable and powerless 🚫. for me, it's not just about jump scares or gore, but about creating this sense of unease where i'm not sure what's going to happen next 😬. it's like my heart is racing just thinking about playing some of these games... phasmophobia, anyone? 💀

i also love how horror games use nostalgia to create a sense of unease - those cute toys in poppy playtime are still so unsettling 🤪. and i think the interactive factor is what makes horror games so much more terrifying than watching someone else experience fear on screen. it's like, i'm literally experiencing fear with my own heart racing 💥.

and can we talk about how psychological manipulation is key to creating a good horror game? it's not just about making me jump out of my seat, but about making me question what's real and what's not 🤔. those guys at mob entertainment know their stuff when it comes to tapping into our fears 😳.
 
man, have u seen those horror vids where they jump scare u? its like, ouch my heart lol i think whats scary is the unknown tho not just jump scares... u feel me? like when ur browsing through youtube and u hear this weird noise or something and u dont know what it is... its like ur brain starts racing n stuff 😅

i think thats wut makes horror games so effective... they play on ur psychology n make u question whats real n whats not 🤔 like in somas game, u gotta keep asking urself if the thing u see is really there or not 👻 it gets so creepy when u start doubting ur own sanity 😅
 
🚂🎧 I think sound is sooo key in horror games, like they say on that Bart train video from 2008 📹... the sudden screech gives me the heebie-jeebies every time 😱! I mean, who needs creepy visuals when you've got a good ol' industrial noise to rattle your bones? 🚫 It's all about building tension and making you think something bad is gonna happen next... and then BAM! 👻
 
man 🤯 sound design is like the ultimate horror trick 😱, it's not just about jumping scares, it's about building tension and unease from scratch 🔊, game devs are masters at creating sonic nightmares that play with your psyche 💀, think about it, a quiet moment followed by an ear-piercing screech? 🚂 it's like your brain is trying to process what's happening but can't quite catch up 😵.

it's also super interesting how nostalgia plays into fear 🤔, taking something familiar and twisting it to make us uncomfortable that's what makes Phasmophobia so creepy 👻, or how the interactive factor in games takes fear to a whole new level 🚀, you're not just watching someone else freak out, you're right there with them feeling the terror.

anyway, the key to horror is making fear personal and uncomfortable 😟, it's not about cheap shocks but about psychological manipulation, making us question our own humanity and what scares us most that's what makes Dead Space so unsettling 🤖.
 
"Experience is rarely what it seems," and with horror game designers pushing boundaries, we're seeing a new level of psychological manipulation 🔮👻. The use of nostalgia and the unknown can create a sense of unease that's hard to shake. As Oakland puts it, "In a game, you're not just scared by monsters, you're scared by your own decisions." 🤔

Creating an atmosphere of tension through sound design is crucial in setting up scares. It's all about building anticipation and release, like a rollercoaster ride of emotions 😱.

But what truly makes horror games effective? For some, it's the familiarity of a creepy environment that heightens the fear factor. Others prefer to confront uncomfortable questions about human nature 👊.

It's interesting to see how different designers approach fear in their games, each with their unique twist 🔪. Whether it's the surreal world of Deadly Premonition or the eerie atmosphere of Soma, horror games continue to push the boundaries of what scares us 🎮.
 
I THINK THE KEY TO CREATING FEAR IN HORROR GAMES IS COMBINING THE RIGHT SOUNDS WITH A GOOD STORY AND INTERACTIVE ELEMENTS . IT'S NOT JUST ABOUT SCARING PEOPLE BUT ALSO ABOUT MAKING THEM FEEL LIKE THEY'RE AN ACTIVE PARTICIPANT IN THEIR OWN TERROR . I MEAN, WHO WOULDN'T GET CHILLS WHEN YOU'RE PLAYING ASHEN OR RESIDENT EVIL AND YOUR CHARACTER IS FIGHTING FOR SURVIVAL ? 🕷️ IT'S ALSO INTERESTING TO SEE HOW NOSTALGIA CAN BE USED TO CREAT A SPOOKY ATMOSPHERE LIKE IN POPPY PLAYTIME . BUT AT THE END OF THE DAY , FEAR IN HORROR GAMES IS PERSONAL SO YOU'VE GOT TO MAKE IT RIGHT FOR YOURSELF 😅
 
You know what's wild is how horror game designers actually use fear to tell stories? 🤯 They're not just about jump scares, but building tension and unease to get players invested. Like, have you played Dead Space? That sound design in the train tunnel still gives me chills 😱. And I love how Poppy Playtime uses nostalgia to create this super unsettling vibe, it's like they're messing with your childhood memories 🎂. But what really gets me is how horror games make you feel like you're actually part of the fear, you know? You're not just watching someone else die, you're the one who's walking into danger 💀. That's what makes it so terrifying! 👻
 
I think what's really interesting about horror games is how they can tap into our deepest fears without being too on-the-nose 🤔. Like, have you ever played something that just felt off, but you couldn't quite put your finger on why? That's what I love about horror games - they know how to build tension and make you feel uncomfortable.

I remember playing this one game, Poppy Playtime, and at first, it was all cute and colorful, but then things took a dark turn and I was like "what the heck is going on here?" 😱 It was like my brain was trying to figure out what was real and what wasn't. And that's when it hit me - the unknown can be just as scary as what's right in front of you.

I think that's what makes horror games so effective - they're not just about jumping scares, but about making you feel uneasy and uncomfortable in your own skin. And I'm all for that 😅.
 
I'm loving the way horror game devs use sound effects to freak us out 😱! Like, that train noise from Dead Space is still giving me chills 🎵. And I think it's so cool how they're trying to create this sense of unease and tension in players before anything scary even happens... like, my skin is crawling just thinking about it 😬. Nostalgia can be a total game-changer too, right? Like, who wouldn't freak out playing Poppy Playtime with those creepy toys 🤡👻. And I'm totally with Thomas Grip on the familiarity thing - when we're forced to confront things that are just a little off, it's like our brains are trying to figure out what's going on, which makes it way more terrifying 😳. What do you guys think is the scariest part of horror games? 🤔
 
I totally feel like i was right there with u guys while playin dead space & deadly premonition 😱🎮 i mean those sound effects were EVERYTHING! metallic screeches n vacuum silence... still gives me chills 🤯 n the way they build up that tension... it's so relatable. what scares players varies from person to person, but i think its all about creating a sense of unease & vulnerability 💀👻
 
I'm so down for these sound design choices 😂 they can literally give me the heebie-jeebies! Like, the screeching noise on that Bart train is insane - it's like my nerves are being tickled all over 🤯 and then you've got this vacuum silence that just drops in like a ton of bricks... boom! I feel like some of these horror devs really get what makes us tick (literally) 💀 when it comes to creating tension. The thing is, as Thomas Grip said, familiarity can be your worst enemy - when something's off, but you can't quite put your finger on it... that's when the real fear kicks in 🤔
 
Man, have you guys ever noticed how sound can totally shift your mood? Like, remember that screeching train noise from Dead Space? It's crazy how something so jarring can create such tension 🤯. And it makes me think, what is fear in games really? Is it about the unknown or about being forced to confront our own humanity? For me, it's like, the best horror games are the ones that make you question everything, you know? Like, in Soma, they did this whole thing where the player has to navigate this creepy underwater facility and it's all like, "What is going on here?" 😲. And I think that's what makes horror games so effective - they tap into our deepest fears and doubts. But at the same time, it's also kinda vulnerable, you know? When we're scared in a game, we're forced to confront our own emotions and it can be super uncomfortable 🤕.
 
omg i just love how game devs use sound and music to create such an unsettling atmosphere 😱 like dead space's screeching noise is literally the stuff of nightmares!! but seriously though, i think it's so interesting how they talk about using psychology and manipulation to scare players - it makes total sense why some games are more effective than others 🤔
 
man i love how horror game devs use sound to create tension 🎵😱 its like they're playing with ur emotions, making u feel uneasy and then BAM! something jumps out at u 😲 its all about building that fear and unease before the big scare, and sometimes it's not even what's shown but whats implied that's scary, like when u think somethin is off but can't quite put ur finger on it 🤔

and nostalgia is a major key in horror games too, it's like they're playin with ur childhood memories and turnin them into something dark and twisted 😳 like poppy playtime, those cute toys are so creepy now 🎀👻 i think that's why horror games can be so effective, because u r not just watchin someone get scared, ur livin through it 🤯
 
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