But a romantic visual novel, of all things, petrified me recently — just by completely subverting my expectations.It exploited my confidence in the visual novel genre and turned that into a twisted game of its own. (Some light spoilers follow below; here’s your spoiler warning.) Although it looks like a dating sim, is a free-to-play, psychological horror game, produced by indie studio Team Salvato.The point of many games becomes, then, that fear often makes you lose control, and just as often, loss of control makes you lose the game.The “action-adventure horror house” is an effective and proven genre, with tactics such as jump-scares, claustrophobic encounters and high-adrenaline chases that work despite their tired use.Gore doesn’t irk me, and monsters are Let's Plays without feeling much in my gut.Like I do with haunted houses and horror films, I always know that none of the scares are real.
I’m immune to haunted houses and horror movies, because neither one force me out of my comfort zone.I know that movies will progress without my input; even if I’m shrinking back a bit in my seat, it’ll keep moving, and I can live out the full experience. a dude in a costume and usually some pretty cool makeup.As for haunted houses, with the exception of a few “intensified” experiences, ghouls can’t touch me, and the scares are predictable. I often feel the same sense of ease when playing horror video games.On a basic level, the fear of fear (the anticipation, in a word) is what makes horror as a genre so difficult for many people.In interactive media, you’re especially aware of how you’re prompting the horrors by progressing through the work.