The History of Horror Games (1981-2023)

LiussGaming
12 Oct 202329:42

Summary

TLDRThis video explores the evolution of modern horror games, highlighting key titles that have redefined the genre. From the mysterious and canceled *P.T.* to the tense survival horror of *Alien: Isolation*, *Until Dawn*, and *Resident Evil 7*, the video delves into how these games have used suspense, choice-driven narratives, and innovative mechanics to captivate players. The video also touches on the rise of multiplayer horror, with games like *Dead by Daylight* and *Phasmophobia* achieving massive popularity. Finally, the influence of indie horror games and streaming platforms is emphasized, suggesting that the best is yet to come for the genre.

Takeaways

  • 😀 PT (Silent Hills Demo) became a cult classic due to its psychological horror, eerie looping hallway, and subtle mechanics like the ghost, Lisa, following the player. Despite its cancellation, it left a lasting impact on the horror genre.
  • 😀 Alien: Isolation took inspiration from PT, using stealth and AI-driven suspense to keep players on edge while being hunted by a xenomorph. The game’s AI systems ensured the alien’s behavior was unpredictable, making each encounter feel fresh.
  • 😀 Until Dawn used the 'slasher film' concept to create a narrative-driven horror game where players' decisions directly impacted the fate of the characters. The game features 186 unique endings based on the player’s choices, and it measured players’ fear during testing.
  • 😀 Dead by Daylight popularized asymmetric multiplayer horror, where players can either survive as a team or hunt as a killer. The game’s addition of famous horror icons, like Michael Myers, helped boost its appeal and success.
  • 😀 Resident Evil 7 marked a return to survival horror for the franchise, shifting to a first-person perspective and featuring a new protagonist. The game’s success paved the way for the highly praised Resident Evil 2 remake.
  • 😀 Phasmophobia’s release during the pandemic turned it into a massive hit, particularly among streamers. The multiplayer ghost-hunting experience, combined with VR support, captivated players and made it one of the highest-selling games on Steam.
  • 😀 The rise of indie horror games, fueled by platforms like Twitch and YouTube, has been accelerated by content creators’ influence. Games like Phasmophobia gained popularity through streams, contributing to the indie horror boom.
  • 😀 Horror games have evolved to emphasize psychological tension, unpredictable AI, and player-driven choices. Games like PT, Alien: Isolation, and Until Dawn showcase how immersive and terrifying experiences can be crafted through these elements.
  • 😀 The horror genre has diversified with new subgenres like VR horror, multiplayer co-op horror, and more personalized experiences. Games like Phasmophobia and Dead by Daylight illustrate how technology and player interaction are reshaping horror.
  • 😀 Despite early setbacks, Dead by Daylight’s ability to acquire licenses for famous horror characters and continuously improve the game’s balance has helped it maintain a dedicated player base and remain relevant in the multiplayer horror genre.

Q & A

  • What was the impact of *PT* (Silent Hills) on the horror genre, despite being a demo?

    -*PT* became one of the most influential horror experiences due to its intense atmosphere and innovative gameplay. The demo's looping hallway, unpredictable enemy, and psychological horror elements set a new standard in the genre. It showcased how horror could be immersive and unnerving even in a limited setting, inspiring numerous games to explore similar themes of isolation and suspense.

  • Why was *Silent Hills* canceled and what role did internal company politics play in its demise?

    -*Silent Hills* was canceled primarily due to issues within Konami, including their treatment of director Hideo Kojima, which led to his departure from the company. The cancellation was further compounded by public announcements from both Kojima and actor Norman Reedus. This internal strife within Konami left many fans frustrated as they saw a groundbreaking project crumble.

  • How did *Alien: Isolation* take inspiration from *PT*, and what was its unique approach to horror gameplay?

    -*Alien: Isolation* borrowed heavily from *PT*’s emphasis on suspense and the feeling of being stalked by an unstoppable force. The game’s AI-driven alien hunts the player unpredictably, requiring stealth and evasion rather than direct confrontation. This created a tense and immersive experience where the player always felt hunted, enhancing the horror aspect.

  • What made *Until Dawn* stand out in the interactive horror genre?

    -*Until Dawn* stood out by incorporating branching narrative paths based on player choices, resulting in a game with 186 unique endings. It combined elements of slasher films with interactive storytelling, where every decision could affect the survival of characters. The game's innovative psychiatrist mechanic, where a therapist analyzed player decisions, added a psychological layer to the experience.

  • How did *Dead by Daylight* popularize the multiplayer asymmetric horror genre?

    -*Dead by Daylight* introduced a fresh take on multiplayer horror by pitting survivors against a single killer, with players trying to evade or outsmart the killer. The game's success was partly driven by its use of licensed horror icons, such as Michael Myers and Alien, which attracted fans of these franchises. Despite balance issues, it laid the foundation for other multiplayer asymmetric horror games.

  • What was the significance of *Resident Evil 7* in the context of the franchise?

    -*Resident Evil 7* marked a significant shift for the series by adopting a first-person perspective, emphasizing survival horror once again. It took the franchise back to its roots, with a focus on tension and atmosphere rather than action. The game was a critical success and helped revitalize the franchise, paving the way for the *Resident Evil 2* remake.

  • Why was *Resident Evil 2 Remake* so successful compared to *Resident Evil 6*?

    -The *Resident Evil 2 Remake* was a success because it stayed true to the survival horror roots of the original 1998 game while modernizing the gameplay and graphics. Unlike *Resident Evil 6*, which veered too far into action territory, *Resident Evil 2 Remake* focused on the claustrophobic atmosphere and resource scarcity that fans loved, ensuring its success both critically and commercially.

  • How did *Phasmophobia* become a viral sensation during the pandemic?

    -*Phasmophobia* gained popularity during the pandemic as it fulfilled the fantasy of players becoming ghost hunters with their friends. Its success was fueled by its release during lockdown, when people had more free time to explore new games, and by streamers showcasing the game. Its cooperative gameplay, along with the ability to use VR for an immersive experience, contributed to its explosive growth.

  • What role did content creators play in the success of *Phasmophobia*?

    -Content creators played a crucial role in the success of *Phasmophobia* by introducing the game to a wider audience. Streamers and YouTubers helped drive its visibility during the pandemic, with many fans flocking to watch their favorite creators try out the game, thus increasing its popularity and bringing in new players.

  • How has the indie horror game scene evolved, especially during the pandemic lockdowns?

    -The indie horror scene saw a significant surge in popularity during the pandemic lockdowns, as developers had more time to refine their craft. Games like *Phasmophobia* benefitted from this, with content creators helping to boost their visibility. The increased consumption of horror content on streaming platforms, along with a growing interest in indie games, led to a revival of horror gaming, with many unique and innovative titles emerging.

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Etiquetas Relacionadas
Horror GamesIndie HorrorGame EvolutionPsychological HorrorSurvival HorrorMultiplayer HorrorHorror AIGame DesignResident EvilStreaming ImpactPhasmophobia
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