Skip to content
Techniques & Technology

First-Person Horror

Through terrified eyes

First-person horror leverages the perspective's intimacy to maximise vulnerability, using limited vision, spatial audio, and player embodiment to create inescapable dread.

pcplaystation-3playstation-4xbox-one gameplayhorrordesign 1992–present

Overview

You are the victim. First-person horror exploits perspective like no other genre—limited peripheral vision creates blind spots, spatial audio suggests threats you cannot see, and the camera becomes your frightened eyes. Unlike third-person horror where players watch a character suffer, first-person makes every threat personal. Amnesia stripped away weapons entirely; Alien: Isolation weaponised unpredictability; PT concentrated terror into a single corridor.

Fast facts

  • Early example: Alone in the Dark influence.
  • Breakthrough: Amnesia: The Dark Descent (2010).
  • Streaming era: Let’s Play phenomenon.
  • Key innovation: Weaponless vulnerability.

Perspective advantages

ElementHorror application
Limited visionBlind spots, surprises
Spatial audioDirectional threats
EmbodimentPersonal vulnerability
IntimacyNo character buffer

Vulnerability design

ApproachImplementation
No weaponsAmnesia, Outlast
Limited defenceAlien: Isolation
Fragile toolsCamera batteries
Flight onlyHide or die

Environmental techniques

MethodEffect
DarknessFear of unknown
Tight spacesClaustrophobia
Sound cuesBuilding dread
Light managementResource tension

Sanity systems

GameMechanic
AmnesiaDarkness/monster drain
Eternal DarknessFourth-wall breaks
Call of CthulhuInvestigation cost
SOMAExistential dread

Streaming impact

FactorInfluence
Reaction contentYouTube/Twitch appeal
Shared fearCommunal experience
Genre revivalCommercial viability
Indie boomLow barrier to entry

See also