Overview
Horror through helplessness. Survival horror made players weak—limited ammunition, restricted saves, slow movement—forcing them to feel vulnerability rather than power. Resident Evil codified the genre; Silent Hill added psychological depth. Together they established horror gaming’s most enduring template.
Fast facts
- Term origin: Resident Evil (1996).
- Key elements: Scarcity, vulnerability, atmosphere.
- Peak era: 1996-2005.
- Evolution: Action horror, psychological horror.
Core elements
| Element | Purpose |
|---|
| Limited ammo | Combat avoidance |
| Save restrictions | Tension maintenance |
| Slow movement | Vulnerability |
| Fixed cameras | Director control |
Resource management
| Resource | Scarcity effect |
|---|
| Ammunition | Choose battles carefully |
| Health items | Risk assessment |
| Save items | Commitment to progress |
| Inventory space | Prioritisation |
Atmosphere techniques
| Method | Implementation |
|---|
| Audio design | Ambient dread |
| Visual framing | Camera angles |
| Pacing | Quiet before scares |
| Environment | Isolated settings |
Genre-defining games
| Title | Contribution |
|---|
| Resident Evil | Codified genre |
| Silent Hill | Psychological focus |
| Fatal Frame | Camera combat |
| Clock Tower | Helpless protagonist |
Action horror evolution
| Shift | Example |
|---|
| More combat | Resident Evil 4 |
| Over-shoulder | New camera standard |
| Resources | More generous |
| Pace | Faster action |
Psychological horror branch
| Game | Approach |
|---|
| Silent Hill | Internal horror |
| Amnesia | Pure helplessness |
| PT | Domestic dread |
Modern survival horror
| Title | Return to roots |
| Resident Evil 7 | First-person scarcity |
| Resident Evil 2 Remake | Classic design, modern tech |
| Alien: Isolation | Resource tension |
See also