Horror | Games

: Fear often stems from what is unseen rather than what is visible.

: Prioritizes combat and empowerment, though still utilizing scary aesthetics and high stakes. The Dead Space series is a prime example of blending intense action with visceral body horror. Psychology of the Scare HORROR GAMES

: Level design often uses narrow hallways, fixed camera angles, or limited visibility to make players feel trapped and vulnerable. : Fear often stems from what is unseen

Players often seek out horror games for the "horror euphoria"—a biological cycle where the brain releases cortisol during a scare and follows it with a rush of upon reaching safety. Psychology of the Scare : Level design often

The horror genre is broadly categorized by how it challenges and scares the player:

: Focuses on resource management and vulnerability. Players typically have limited ammunition and health, forcing them to choose between fighting or fleeing. Icons of this genre include the Resident Evil and Silent Hill series.