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GamesRadar
GamesRadar
Technology
Ed Smith

"The horror is almost secondary to the menial task": From Crow Country to Resident Evil 9, here's how horror games keep us scared

Amnesia: The Bunker review screenshots PC.

Thomas Grip, co-founder of Frictional Games and the designer behind genre icons such as Penumbra, Amnesia and Soma, has a peculiar piece of advice for horror game creators: make it boring. "It's critical it's not too engaging," he says, "because then it's like playing Tetris while you're in the spooky mansion. The ghost is standing behind you, but you don't notice because you're too involved in the game of Tetris. You kind of want gameplay that is dull, repetitive or simplistic."

Brian Clarke, creator of 2022's The Mortuary Assistant (one of the best horror games ever) and now the in-development Paranormal Activity game, has a similar ethos. Explaining the tactics for building an effective scare, he says the goal is to focus the player on something innocuous and then suddenly break the silence.

"The key is that the player has something to do that distracts them from the elephant in the room," Clarke explains. "'I know there's something creepy in here – but I have to make sure that this swipe-card reader works'. The horror is almost secondary to the menial task."

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