![Snacked Up Horror Horror Games - Amnesia, Lone Survivor, Slender, Alan Wake, Penumbra and Hide]()
It’s a good time to be into horror, that’s for sure.
Just last week, the internet pledged its collective support to Parsec Production’s Slender, a free, Unity-based ‘spook-em-up’ based on Something Awful’s long-running ‘Slenderman Mythos’; and I’ve got to say, the game has quickly become something of a daily routine for me. It’s ugly, short, and ever-so-slightly goofy, and yet all of that becomes moot the moment you’re thrown into the experience and realise, first-hand, how goddamned terrifying the thing is. Consider me firmly stationed on this particular bandwagon.
If there’s one truly great thing about it, though, it’s the attention that it’s brought to all of the other independent horror titles floating around out there, from the frustratingly tense SCP-087 to the terrifyingly abstract Hide. Games geared explicitly towards the insane and foolhardy are getting a second chance through the public’s renewed interest in horror games, and it’s succeeding in turning the genre into a serious talking point once more.
Slender isn’t the only good thing happening in this regard, either. The continued rise of the Youtube ‘Let’s Play’ trend, now spearheaded by users like ‘Toboscus‘ and ‘PewDiePie‘, is only helping to spread the fear, giving us hour upon hour of footage of dopey commentators screaming at all kinds of new horror experiences, with viewer counts in the tens – and even hundreds – of thousands checking in with each instalment. The horror genre hasn’t been so prominent in the public eye since the late 90’s, an innocent time when a few polygonal dogs jumping through a window was the height of terror, and fog was a technical necessity, rather than a design choice.
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Haversine’s ‘SCP-087′
Let’s not forget the fallout from TheChineseRoom’s trailer for Amnesia: A Machine for Pigs, the follow-up to 2010s Amnesia: The Dark Descent, the game that arguably kick-started the whole horror resurgence. Click right here, watch the trailer, and tell me you don’t feel uneasy afterwards. I simultaneously can’t wait, and wish it didn’t exist at all. The Dark Descent is often held high as the pinnacle of horror in video gaming, and… well, it kind of is.
Trust me; I say that with authority, considering I’m in the middle of a long-running war with the game. To this day, I’m still making desperate attempts to reach Amnesia’s fated conclusion, only to find myself chickening out after about fifteen minutes each time I play. Heck, occasionally, I’ll load the game up, only to run away with my tail between my legs as early as the first loading screen.
Notice, by the way, how I said that without a hint of shame. This is mainly because I know that statistically, if just out of sheer stubbornness, I’ve probably inched my way further into Amnesia than most players ever will. User testimonials scattered across the web seem to suggest that the two-hour mark is where most people will whip out the white flag and graciously admit defeat. As it stands, I’m entering my seventh hour, worthy of a badge of honour unto itself. I’m just wishing it would end. Anywhere else, that statement would be the hallmark of a bad videogame, but here, it only stands testament to how damned effective Amnesia actually is.
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Frictional Games’ ‘Amnesia: The Dark Descent’
Clearly, if there’s one question to be asked here, it’s ‘why?’ Why are people sitting up and taking notice now, and perhaps more crucially, why are people playing horror games in the first place? There’ll always be an innate humour to watching Toby Turner scream like a girl playing through Amnesia, but who, in any right state of mind, would put themselves into such a situation? More to the point, who would enjoy it? Why do I play these things?
Conveniently enough, the way I see it, a good place to look for the answer is Slender. After all, the sheer number of mentions it’s gathered in the last few weeks seems to suggest that this is a game that has genuinely worked its way into the public’s subconscious, encouraging many a sleepless night worldwide. If so many people are actively talking about it; playing it in darkened rooms, allowing it to scare them silly, and still coming back for more- it must be doing something right, right?
![Slender Logo]()
So in order to understand why anyone would want to play Slender, it’s probably worth taking a quick look at its mechanics.
The game drops you into an enclosed forest, with no back-story, and very little idea of what’s to come. All you’re given is a single prompt: ‘Collect all 8 notes’, and then… silence. With nothing but a narrow flashlight beam to illuminate your path, you’re simply encouraged to stumble forward into the darkness, knowing full-well that things aren’t going to pan out in your favour.
The moment you collect any one of eight notes scattered around the world, the eponymous Slenderman spawns, a disproportioned ghoul with a penchant for horror movie theatrics. Initially little more than a peripheral shadow in the distance, he slowly and surely works his way closer towards you, stopping only when caught in the player’s line-of-sight. If you’re familiar with Doctor Who’s ‘weeping angels’, just imagine meeting them in a dark forest.
![Slender Gameplay Slender Slenderman Gameplay]()
As you collect more notes, the Slenderman’s appearances become more frequent and he becomes increasingly violent, eventually making active attempts to kill the player. Before long, you’re forced to start dealing with him up-close, an experience that is, for lack of a better word, horrifying. Every time you start getting comfortable, he’ll show up, most likely accompanied by a sudden jump-note and flashes of static across the screen, the game’s way of telling you it’s time to get the hell out of Dodge. The player’s aim is, quite simply, to find the notes scattered randomly throughout the forest, and avoid the Slenderman at all costs – which, by the way, is nowhere near as easy as it sounds.
Considering the way that the world is structured- full of enclosed spaces, dilapidated buildings and ominous tree lines; all potentially harbouring either a precious note or the Slenderman, I’d like to say that the game plays into a clear risk/reward mentality. You take a gamble every time you put yourself in a dangerous space, in the hopes that you’ll find another note to get yourself closer to that elusive number eight. Yet the more I think about it, the more I realise that this isn’t the case. Slender is a game composed entirely of risk/risk scenarios, nothing but an endless series of ‘catch 22s’, stacked against you until you draw your last virtual breath. There’s never a ‘safe’ option.
For example, although staring at the Slenderman will bind him in place, if you do so for too long, the screen will begin to fade into static, and he’ll take it upon himself to fuck your shit up. If you instead opt to run away, he’ll pursue, and in many cases, will reappear in front of you, ready to start the whole process again. Heck, even if he doesn’t reappear, in most cases, he’ll travel faster than you, expressly for the purposes of getting close enough to fuck your shit up. Every decision you make is the wrong one, every road ends in your untimely demise at the hands of an unknown presence, one that can’t be fought, and, for most players, can’t even be escaped. Once pursuit begins, you’re unlikely to stop running. Slender is a relentless chase through a darkened forest, with one, and only one, outcome: death. In short: Slender is not a fun game.
It’s a game that revels in removing power from the player, placing you in control of the uncontrollable, stalked by an unpredictable force that seems more focused on toying with you and making you jump than actually killing you. The narrow beam of the flashlight, the player’s deliberately slow speed, plus an emphasis on keeping your flashlight off (!), it’s all there to keep you, quite literally, in the dark.
So is it wrong to say that I really like this game?
![Nucleosys' Scratches Scratches Game Screenshot]()
Nucleosys’ ‘Scratches’
Giant Bomb’s Patrick ‘Scoops’ Klepek recently wrote a piece about his experiences with horror games – titled ‘Fear and Loathing in The Dark Descent’ – in which he posits the main reason he enjoys being scared is because it affords him a means of self-discovery. In his own words: ‘knowing my fears helps inform the whats and whys of my own behaviour’, an idea that rings particularly true for me. Essentially, by making an effort to scare ourselves, we’re taking a peek under the hood of our subconscious, at the engine that powers our actions.
Under this interpretation, being scared – or ‘knowing your fear’ – is an introspective experience. When we’re enjoying a good horror game, we may not necessarily be enjoying the components of what scares us, but instead whatever we see inside ourselves. As such, the real value of Slender must lie in how it approaches the scares on a person-by-person basis, how it taps into the fears of each player and what it shows them about themselves. The way it approaches the ‘whats and whys’ of our behaviour might explain why we’ve all latched onto a game that, conceptually, suggests nothing but misery.
Looking closer, then, if there’s one behavioural trait common amongst Slender’s player-base, it’s that we all enjoy and seek the fear inherent to the game’s mechanics; for some unknown reason, we enjoy being scared, and from this, we can also gather that the game successfully scares us all. As such, there must be some sort of deeper unifying trait amongst the player-base, that we should all find terror in the same concept and execution.
In a piece on the neuroscience of horror games, Maral Tajerian identifies several key factors that contribute to our fear when gaming, from ‘anxiety’ to ‘priming’, and everything along the way. You may notice that most of Tajerian’s points apply to Slender in some form or another, however, for simplicity’s sake, I’m going to suggest that ‘helplessness’ is the most prominent; the ‘loss of control, the belief ‘that if you move, even an inch, a certain and horrible death will soon ensue’. Ultimately, the inability to combat the Slenderman’s advances is what defines Slender as a horror experience, and thus we could argue that any fan of the game looking to understand their own ‘whats and whys’ should come to the conclusion that, to some degree, they desire – or at the very least get kicks out of – the idea of ‘helplessness’.
That’s not to say all fans of Slender have a desire to be dropped into a forest and relentlessly stalked, but it does mean that they can relate to some of the aspects of ‘helplessness’ in a positive manner. There’s some sort of internal voodoo that allows us to derive enjoyment from the feeling.
![Frictional Games' Penumbra - Black Plague Frictional Games Penumbra Black Plague Bloody Corridor Screenshot]()
Frictional Games’ ‘Penumbra: Black Plague’
It’s a common conception that any pleasure we derive from horror is purely cathartic. It’s often stipulated that we don’t enjoy a scary film or game until we’re on the other side, and that we merely ‘survive’ our way through any given experience in order to attain a greater emotional release after-the-fact. To me, however, Slender seems different. Between the constant peril that the game places you in, and the anti-climatic and often senseless deaths that you’re likely to face, it seems that there’s very little room for ‘release’ here. Slender has no uplifting qualities, and no downtime – even its ‘game over’ screen is a simple prompt to retry, a reminder that the experience is far from over (especially when you consider the overarching, unresolved, alternate-reality format of the Slenderman mythos itself). Slender doesn’t lend itself to catharsis, because there’s very rarely a genuine escape – it just keeps going, whether literally, through the retry function, or figuratively, through its ambiguous endings and the mere existence of the expanded fiction around it.
Slender makes it clear that catharsis isn’t the sole reason we play horror games. Klepek’s statement hits upon this, upon the fact that, far before catharsis kicks in, fear allows us to confront ourselves ‘in the moment’, and thus gain some form of validation. We gain enjoyment simply from the self-analysis that these games encourage; confronting and attempting to understand our fears as and when they crop up. A study by Eduardo Andrade and Joel B. Cohen recently hit upon this very idea, that ‘people may actually enjoy being scared, not just relief when the threat is removed’. Our fear, as a form of self-exploration, is enjoyable, even if it’s not necessarily comfortable.
As far as I’m concerned, this is why Slender is enjoying such a widespread amount of success, because it’s stumbled into a gap in the market, allowing people who desire the feeling of helplessness to explore an avenue of their psyche that, until now, has gone largely underrepresented in videogaming. The feeling of helplessness is the specific trigger that allows them to pop open the hood and enjoy a look at their inner workings – to become involved in an experience that, by virtue of being the thing they want least, becomes the thing they enjoy most – a close-up view of the things that shape their behaviour.
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Jasper Byrne’s ‘Lone Survivor’
Of course, this still leaves some questions floating around. What does our helplessness show us? Why are some more scared by this than others? Well, these particular questions, as it turns out, are a lot more personal. Why somebody desires the helplessness that Slender provides is a question that Slender alone can’t answer, one that relies on the participation of the player, as much as the game.
In his article, which primarily deals with Amnesia, Klepek considers why he desires to seek out his darkest internal workings, theorising that Amnesia’s scares, which focus around the ideas of loss, grief, and once again, helplessness, allow him to confront ‘the lack of anything truly horrific’ in his life. He presents the argument that horror games allow him to empathise with those in situations of grief, people in situations that he feels guilty for not understanding (a particularly relevant point, given how outspoken Amnesia‘s designer – Thomas Grip – can be about the importance of empathy in crafting roles). Klepek goes on to reject his reasoning, but nonetheless, it stands firm as an example of the sort of psychoanalysis that we need to tap into in order to understand what we’re confronting when we scare ourselves.
So once again, I ask myself: why do I enjoy my time with Slender? Why do I want to feel helpless? What does it allow me to confront?
I suppose if I were to sit down for some armchair analysis, I could speculate that it’s because I feel I have too much control in my life – because I’m afraid of responsibility. Maybe, through Slender, I want to be taken to a place where I feel justified being completely helpless, where I feel like I have no responsibility, no part to play in my impending doom. There’s something to be said about the certainty of death in Slender, that’s for sure, and as such, the feeling of helplessness, while terrifying, can paradoxically be an inverted, calming experience.
Or heck, maybe I just like Slender because I’m a closet masochist. I’ll have to keep on playing, and thinking, in order to truly find out, I suppose. What’s clear, however, is that Klepek really hit the nail on the head when he outlined horror gaming as a reflective experience. We may not always think in such analytical terms while playing these games, but I have no doubt that, semi-consciously, when we explore our fears we ask these exact questions of ourselves – and on some level, that’s the part we enjoy.
![Andrew Shouldice's Hide Hide Light Gameplay]()
Andrew Shouldice’s ‘Hide’
… although if you think this is all a bunch of hooey, I can’t really blame you. You see, as a final note, it’s probably worth knowing that I didn’t always feel this way about horror games.
You may have noticed, following the rise of Slender, Amnesia, and creepy games in general, that we’ve also seen a proportional rise in the number of ‘internet tough-guys’ out there. You know the ones I’m talking about. Those guys who seem over-eager to prove their own worth by asserting how ‘tame’ they found experiences like Amnesia and Slender to be. Maybe they’ll cite Silent Hill 2, or an obscure Japanese game as the ‘scarier’ game, or maybe they’ll posit that videogames can’t be scary at all.
Maybe they’re right- after all, everyone has different ‘whats’ and ‘whys’, and as such, no game or film is ever going to scare all the people, all the time. That said, as I’ve found out, sometimes people will deny themselves an experience that’s tailored to their exact preferences, by outright refusing to buy into it. I should know, considering I used to be one of ‘those guys’.
Perhaps this is why I felt the urge to write this post, given that for a short period, ‘why are people playing horror games?’ was a question I was eager to find the answer to. I suppose, in large part, it’s a mindset that owes its debts to the competitive foundations of a lot of modern day videogaming, wherein if I didn’t feel like I was ‘winning’ every battle – if I was noticeably startled by a particular scare, or had to quit the game through fear – I felt like I had ‘lost’, like the game had failed my needs for instant gratification. This feeling of disenfranchisement often leads into an odd cycle wherein you block out the horror from your mind. You need to ‘win’, and as such, you begin to mentally prime yourself in order to do so, failing to realise that the horror is, in many regards, the raison d’être of the whole experience.
Of all games, I think it was Resident Evil 3 that finally caught me off guard one night. I wasn’t even the one playing the game, and yet its antagonist, Nemesis, immediately worked his way under my skin. Being able to witness the person playing the game visibly recoil at the sight of him made me realise just how entertaining our fear could be – this is how we were supposed to feel. It was then that I realised horror games shouldn’t have a leaderboard mentality; they aren’t about who gets scared the least, or who has the balls big enough to blaze through them in one sitting. They’re anecdotal- you handicap yourself to the right balance – whether it be through turning on lights, or gathering friends – so that you don’t feel the constant urge to quit, but so that you can also still be freaked the hell out, and appreciate the game as intended. You have to buy into the experience and just go for it, and then laugh about it later. That’s what horror games are: an experience, not a badge of honour.
As I soon gathered, in most cases, you have to want to be scared. Horror games and films ask that you sit alone in a darkened room with the sound cranked up, and a willingness to be given the heebie jeebies, because ultimately, the heebie jeebies are what keep us coming back for more, and what make the experience worthwhile. Part of what makes these games so terrifying (and enjoyable) is our willingness to make them so.
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Remedy’s ‘Alan Wake’
To come back full-circle, and answer my title question in one fell swoop: we put ourselves through experiences like Slender and Amnesia because, quite simply, we’re willing to. Fear is a mindset, and at the end of the day, there’s a twisted kind of fun to be derived from entering said mindset and giving yourself the willies (no, don’t Google that). While we may not always recognise it when we’re in the thick of the experience with our fingers primed over the escape key, if you keep returning to anything in your leisure time, chances are, it’s because you actually enjoy it. That’s what horror games are: enjoyable – just not in the traditional sense. The eventual release of catharsis is addictive in a familiar way, and the self-exploration that goes hand-in-hand with the fear ‘in the moment’, is the complicated thing that allows us to laugh, smile and simply have a good time, even when we’re hiding in a cupboard wishing it would all go away.
Whether you’re scrambling to grab a note off a tractor, investigating an ominous noise in a basement, or descending a never-ending staircase, on some level of consciousness, you’re facing your own weakness, and discovering yourself in the process. I can say with confidence that this is what keeps me coming back to these games – even if, by this point, the only thing left to discover is how much I dislike loud noises.
Download/ Purchase Links:
Alan Wake
Amnesia: The Dark Descent
Hide
Lone Survivor
Penumbra: Black Plague
Scratches
Slender
SPC-087