From the opening moments, it was clear F.E.A.R. was something else entirely. Jump scares hit hard. The atmosphere was oppressive, unnerving. You’d catch a fleeting glimpse of something—someone—just out of the corner of your eye. Was it real? Did you imagine it? That constant uncertainty installed a level of tension no amount of firepower could dispel.
Horror in video games is a tricky beast. You want players to feel afraid—but not so afraid they quit. There’s a fine balance between fear and frustration, tension and terror. Get it right, and the result is unforgettable.
Alien: Isolation nailed that balance. You’re not a super-soldier. You’re prey. The alien is relentless, unpredictable, and unkillable. The game leaves you in a state of constant vulnerability. Every door you open, every corner you turn—your heart skips a beat. It’s survival horror in its purest form.
But for me, the most unforgettable horror moment in gaming came from a perhaps unexpected place: Half-Life 2.
Enter Ravenholm.
The game up until that point is a slick sci-fi shooter. Then suddenly, you’re thrown into a decaying town infested with headcrabs and zombies. The tone shifts. You’re no longer the hunter—you’re being hunted. And just to twist the knife, your only real weapon at first is the newly introduced gravity gun. Tense doesn’t begin to cover it.
Ravenholm is pure survival horror. The fast zombies shriek as they scramble across rooftops. The poison ones knock your health to a single point before retreating into the shadows. And the grotesque brutes? They launch headcrabs at you like biological mortars. It’s horrific, and yet it’s rich in atmosphere and storytelling. You start to understand why “we don’t go to Ravenholm anymore.”
And when you finally get the shotgun? It’s not just a weapon—it’s payback. Every tense encounter, every jump scare, every desperate scrap for survival culminates in that satisfying moment of catharsis.
Horror in games isn’t just about making you jump. It’s about atmosphere. Vulnerability. Suspense. And sometimes, just sometimes, giving you the tools to turn the tables—if only for a moment.