Horror is almost always about the atypical; things that are not usual or normal, such as the dead living, a building or town with agency, or someone who can see things that others cannot. However, as with any genre - almost by definition through being part of a genre - tropes and expectations start to form. Familiarity breeds comfort and comfort and fulfilled expectations are the antitheses of good horror.
One of the most important aspects of strong horror is the surprising and unexpected and while many great horror games follow tried and tested formulae such as the survival horror tropes of gameplay some of the most memorable are also made so by breaking traditions. With some even creating their own unique gameplay, denying the player the comfort of familiarity. This doesn’t always make for the scariest horror games, nor the best, but it does make for memorable experiences that stick with the player and provoke thoughts that a more standardized experience wouldn’t.
While afair few multiplayer games- such asDead by DaylightorThe Texas Chainsaw Massacre- have players take on the role of the slasher, it is not so often employed in single-player horror games, even less so when the killer the player is controlling is a fleshy mass of tentacles. However, inCarrion, that is exactly the case.
Essentially agrotesque murderous puzzle gamewith the primary objective of escaping the lab containing the creature.Carrionis a fun short experience, memorable due to its clever central concept though a little rough around the edges.
It’s funny howCatherinemakes itself one of the most bizarre horror games in so many aspects yet the central theme and narrative are disarmingly normal, relationships and commitment. The story follows the protagonist, Vincent, who is in a long-term relationship with Katherine but the stability of his life is rocked with the introduction ofCatherine, a young woman he just can’t seem to keep away from.
There are also lots of less normal elements, such as the space setting, the nightmare realmpuzzle block gameplay, and the copious information about alcohol.
Certainly for the timeP.T.came out, it was a unique experience with so many terrifying ideas that have been retrodden by horror hopefuls since that it might seem a very tropey experience now. However, the short looping hallway with all its variables and its abstract horror atmosphere have played a huge part in paving the way for many video game horror narratives since.
The downside ofP.T.is that in the second half the horror really drops and the repetition rises, which is understandable as it was meant to be a complex to-parse teaser for the - now long canceled -Silent Hills, but it does detract from the memory of the experience as a whole.
A series of short horror tales with a hidden connection, all playing out liketext adventure games.Stories Untoldtakes horror gaming back to its most basic form, using only a little modern contrivance to assist in developing the atmosphere and meta-narrative.
There’s great understanding on display of not only what makes a story scary but also how giving the player agency in the telling can make for a far more unnerving experience.
InImmortality, the player is given the out of order footage from the making of three feature-length films and tasked with discovering the story going on behind the scenes. Fantastically acted and written, these clips carry an underlying creepiness within them right from the get-go.
One more secretive gameplay function revolves around finding hidden moments within the clips, which requires changing the speed or watching them backward. It’s impressive to realize how much attention has gone into making all these clips not only work as simple viewing but become extra unnerving when watching backward or with distorted audio and awaiting the moment the unknown change will happen.
Platform(s):PC, Nintendo Switch, Xbox One, and Xbox Series X|S
Released:June 18, 2025
Developer(s):Arbitrary Metric
Paratopicisa very short game, only taking between 40 minutes to an hour to complete, but in that short span, there are three different characters to play, each with their own varied gameplay and which the narrative switches between with stylish abrupt cuts.
For a narrative that is pretty hard to follow the first time through,Paratopicproves that even a confusing story, if paced correctly, can be incredibly engrossing. It definitely follows the ethos of all killer no filler and warrants a couple of playthroughs at least to spot the many hidden details.
Observe Through The Eyes Of The Enemy
Forbidden Siren 2
FROM THE ISLAND OF DARKNESS, A SIREN CALLS…A group of strangers are approaching the mysterious Japanese island ofYamijima when a blood red tsunami pitches their boat into the waves. Those that survive the storm may soon wish they hadn’t… 29 years ago, the inhabitants of Yamijima vanished during a blackout, leaving the island of darkness guarded by creatures from the Netherworld.Each survivor is unwittingly entwined in the island’s gruesome past, and must now defend themselves with any weapon they can find. To stay alive, they must also learn to “Sightjack, a unique ability to see through the eyes of others, including the enemy; thus foreseeing the unspeakablehorrors that lie in store for them.
The unique sightjacking ability of theSirengames, where the player is able to see through the eyes of the Shibito that are hunting them, is what elevated theSirenseries from a memorable to an unforgettable part of the video game horror cannon.
There’s nothing like the experience of thinking you’re hidden before using sightjack and seeing an enemy sneaking up on you through their own eyes. A horror moment that can only be fully appreciated in the interactive medium it was intended for.
Heavily inspired by the works of Junji Ito and wearing its inspirations proudly,World Of Horrorplays like an anthology of scary stories. A heavily narrative-driven rougelite where a different selection of short horror stories are available to try and survive. The greater objective is ascending the lighthouse at the edge of town and, hopefully, putting a stop to the madness plaguing Shiokawa.
With different companions, stories, characters, and encounters, there is a huge variety of ways the game can go, giving great replay value and maintaining tension through the changes that occur.
Adeck-building card gameis certainly not the go-to gameplay type for a horror game, and yet it is undoubtedly very effective due to the atmosphere that is created and the surprisingly in-depth narrative that is slowly built up over the course of the game. Cleverly moving between various subgenres of horror as the player advances and confounding expectations on numerous occasions
Not only isInscryptionscary, but it’s also hilarious and at times incredibly poignant and sad. Meta narratives are something of a specialty for Daniel Mullins but even among his already existing stories,Inscryptionfeels like something special.
For such a short and, quite literally, contained game, there is a lot going on inIron Lung. The player controls a nameless unfortunate jammed into a tiny ramshackle submarine tasked with exploring the depths of a blood ocean on the surface of a moon. Already a brilliantly unique setup, but then comes the real horror. The submarine has zero visibility except through pictures taken via an external camera.
It’s an excellent gameplay loop that never loses its atmosphere. Use the four buttons to travel the ocean floor using the X and Y axis, become terrified by the outstanding audio that only suggests what could be lurking beyond the walls of the submersible, reach the destination, and, with great trepidation, click totake a snapshot and see what’s outside. Dread-inducing brilliance.