Scopophobia: the daunting fear of being watched. This anxiety-inducing sense of being eyeballed by someone or something is what filmmaker Aled Owen’s feature chronicles and captures throughout the intense, cryptic and thrilling Scopophobia.
Rhiannon (Catrin Jones), Erin (Emma Stacey), Mia (Ellen Jane-Thomas) and Sam (Bethany Williams-Potter), a once tight-knit group of friends, reunite in their home town of Milton, Wales, ten years after tragedy struck the group. However, amidst the merriment of the reunion, secrets arise, and terror ensues.
This grassroots horror feature is an independent horror in every respect. From the fundraising campaigns to the budding cinema-centric crew (all of whom are a group of passionate, talented individuals), along with the production being filmed on home soil, is all part of what makes Scopophobia the authentic, creative horror it is. The film weaponises the freedom that comes with indie filmmaking, with Scopophobia flaunting an innovative remixing of traditional narrativisation, throwing viewers onto the unbeaten path more than once, conjuring masses of grippingly suspenseful sequences where riveting unpredictability thrives.
The rampant twists and turns are best kept stowed away until the lucky viewer watches them unravel on the big screen. As a rule of thumb – leave any expectations at the door and enjoy the electrifying ride from start to finish.
Just one of the many ways Scopophobia excels is the film’s epic scoring. Featuring throughout is a powerful synth-focused sound, mixed with a pulsing beat that is reminiscent of that nostalgia-driven 1980s sound, but without being an imitation. In fact, the music has an entirely original undertone that compliments Scopophobia’s organic distinctiveness.
This retro but futuristic style was produced and composed by Welshmen Lloyd Morgan, also known as DJ Keltech, whose noteworthy arrangements work to propel the electrifying film to an even higher level. Joining the soundtrack is GG Fearn, a dark pop musician whose shadowy, Celtic-driven songs permeate Scopophobia and provide a source of punchy, haunting and baroque flair to the film.
Both artists were found either through previous connections or social media, which speaks to the entire homegrown quality that Scopophobia rightly prides itself on. The film is heavy on its regional talent, with many of the cast, like the sound artistry, being acquaintances in some form prior to filming.
Scopophobia’s female driven cast with fleshed out, complex characters, gnarly (and unbelievably gory) practical effects, powerful scoring, immensely captivating visuals and directorial dynamics all amalgamate together to create one hell of a horrifying and wicked elixir pot that is a testament to the brilliance of independent horror filmmaking.
Catch the film Saturday 28th September at the 2024 festival, tickets and details here.
All This Time chronicles the infinite time loop that Grace (Emily Rose Holt) has found herself trapped in. Joined by an elusive vampire, Elias (Dan de Bourg), Grace must unravel a string of veiled secrets to escape the treacherously eerie time glitch and return to normality.
Writer and director Rob Worsey delivers a standout, complex and thought-provoking second feature that, alongside his zombie-themed feature debut, Among the Living (2022), proves that Worsey is a talent to be watched. Worsey’s uncanny ability to stir tension and assemble well-crafted scares that linger like a troubling night-terror are at an all-time high throughout All This Time.
The film dabbles in equal amounts of trepidation, theatrical drama, and gothic horror to form an unholy trinity of emotively triggered fear. For instance, as we see Grace come to terms with the disturbed histories that lie in wait, not once does the film become gimmicky in its scares; instead, bouts of unease are stirred, and waves of darkness are weaponised, collectively espousing a film that is as tonally rich as it is visually impactful.
As teased above, All This Time is steeped in a gothically minded atmosphere where the isolation of grandness meets a shadowy, stunningly designed sense of unmistakable dread. In its iconographical form, All This Time employs its grandiose setting, impressive costume design and haunting, moody lighting to showcase its gothic roots, which all combine to create a film that is worthy of watching with the volume off just to absorb the sheer ‘look’ of it all.
Matching the mysterious ambience is the film’s brilliant performances from the likes of Rose Holt and de Bourg, alongside the excellent Emma Pallant. Independent cinema has a habit of bringing about the most spiffing of exhibitions of talent, with All This Time being no exception to this rule. Throughout the entire runtime, the executions are all acted out with such compelling authenticity that draws the audience in and has them hanging on to every last word.
Shifting onto the horror elements, All This Time makes use of its groundhog-like narrative to conjure a sting of anxiety that innately wizzes up an unnerving sense of being trapped, contained and unable to make sense of everyone and everything.
On a theoretical plane, this inability to flee has the power to be suffocating and grim, but Worsey boldly propels this notion by infusing a vampiric spin. Fanged fiends, bloodsuckers, ‘The Count’, Dracula – however these immortal creatures have been cinematically developed before, All This Time, decides to take a unique spin on the vampire tale through its utilisation of a character-study based approach to storytelling. Keeping spoilers tightly under wraps – what can be commended is how the film continuously toys with the motives of the characters. Rarely do we know what to believe and who to trust throughout the running enigma of it all.
In total, All This Time will both move and provoke, pervade and resonate. Ultimately, this is not a film to be missed.
You can catch the film Friday 27th September at this years festival, tickets here!
Directing duo Alix Austin and Keir Siewert deliver a gnarly, grotesque, and emotionally raw feat of tainted love, where body horror and a cerebral narrativisation collide together to create the must-see ‘Kill Your Lover’.
Strained couple Axel (Shane Quigley Murphy) and Dakota (Paige Gilmour) have long lost the passion that oozed from their early days together; with Dakota now desperate to break free and put an end to her partner’s controlling hold. However, whilst on the cusp of delivering him the bad news, Axel falls ill with a monstrous infection, one that spews poison, splinters skin and turns its host into a corrosive mess – and worst of all…it’s contagious.
From the initial setup right up until the credits begin to roll, the entire film is slick with an uncomfortable sense of intimacy. Intimate through its nature of chronicling a toxic relationship. Intimate through its portrayal of up close and personal graphic body horror, and intimate in how it feels as if we have been positioned to voyeuristically gaze like a fly on the wall as Dakota and Axel experience the terrifying motions of their damning monstrosity.
The private, immediate view the audience experiences feels disturbed, as if we are that of a prying eye. It is this precise dark, troubling anxiety that makes Kill Your Lover’s stirring approach so effective. As much as the film is a splattery gore fest, Austin and Siewert manage to penetrate the layers of fleshy horror and create a tone that is ripe with metaphors into destructive, venomous kinship and feeling inescapable dread at the hands of someone you once used to unconditionally love.
The film’s continuous lashings of affective energy also transfers itself into the sophisticated aesthetic that manages to balance obscure bloodiness whilst not faltering to unwarranted butchery – which for a film of such calibre would take away from the complex emotive aura. For instance, as the film escalates to the point of sheer horror-filled pandemonium as the treacherous infection spreads, an array of brilliant effects come to fruition. The makeup and design is gruesome, ghastly and macabre in the most unique way possible. The gravity of the fearsome visuals is made all the more nightmarish at the hands of the crafty and powerful performances from leads Gilmour and Quigley Murphy, both of whom excel at portraying depthful, intricate and complicated characters.
Kill Your Lover is a standout feature that speaks to the creator’s exhilarating storytelling talents. From Austin’s incredible short horror ‘Sucker’ (2022), to Siewert and Austin’s team effort on the anthological entry ‘It’s Inside’ in Isolation (2021), it is a sure thing that this duo is one to watch.
Catch the film Saturday 28th September at the 2024 festival, tickets and details here.
We’re thrilled to announce that Mad About Horror will be an official sponsor of our Film Festival event in York 27th – 29th Sep 2024!
Mad About Horror are the leading online retailer in the UK and Europe for specialist horror masks and collectibles. As the largest official European retailer of Trick or Treat Studios, they bring the latest US releases to the UK and Europe, offering a wide array of masks, collector’s items, and replica props.
In addition to their partnership with Trick or Treat Studios, Mad About Horror showcases a vast selection of leading collectible brands including NECA, Mezco and Sideshow as well as niche brands such as Black Heart Models, Pallbearer Press, Infinite Statues.
They also have a huge range of Halloween animatronics, masks and decorations. Renowned for sourcing the latest Halloween props and animatronics from the US, Mad About Horror pride themselves on retailing items that are rarely available this side of the pond.
With an extensive product range specialising in all thing’s Horror and Halloween, Mad About Horror serves as the ultimate one-stop shop for horror fans. Their passion for the genre is evident in their commitment to staying up to date with latest releases and engaging with the horror community.
Looking to bring the thrill of the big screen home? Explore their Horror-movie section, featuring a wide array of collectibles, officially licensed masks, and an exclusive selection of Waxwork Records for soundtrack enthusiasts. Whether you’re expanding your horror collection or hunting for the perfect gift, Mad About Horror has everything you need to recreate the cinematic horror experience.
Mia Goth, the current apple of horror’s eye, once again excels in her second time taking on the devilishly slick and meticulously deep character of Maxine Minx, an ex-adult film star who, after the deadly massacre in X (2022), takes Hollywood by storm. However, after a string of brutal murders by a mysterious killer strikes ‘the Hills’, Maxine is once again thrust into a world of terror. Ti West’s now completed X trilogy has seen nothing but praise for his take on the dark side of the desire for fame, coupled with a tinge of meta-esque storytelling and a dash of sinister yet tremendously wicked violence.
Just like the previous films, X and the surprisingly dense character study Pearl (2022), MaXXXine has no qualms in showcasing West’s dedication to all things ‘big screen’. The ‘X’ series is akin to that of a love letter regarding filmmaking, performing and what it takes to be a star. In true West fashion, the constant nods to the ‘golden age’ and the sacrificial nature of stardom all collide to create a trilogy that espouses the stunning but dark side of excelling in a cutthroat industry.
Previous films set aside, how does MaXXXine hold up without its cinematic counterparts? In a nutshell, it seems West intended to utilise Maxine’s dreams of being on the big screen, leading her to star in an upcoming horror movie, The Puritan II, directed by in-movie filmmaker Brit Elizabeth Bender (Elizabeth Debicki). The result of this sees MaXXXine become a spiritual embodiment of a classic, ultra-nostalgic, kind of sleazy (but in a richly entertaining way) 1980s horror B-movie!
Keeping the spoilers at bay: essentially, the film is evocative of a distinctive hyper-stylised aesthetic, equipped with standard neon lighting, melodramatic acting, campy dialogue, and a sense of independent filmmaking. Top all this off with the brilliant settings featuring elaborate film sets, such as a loaded, cliched video store, then MaXXXine is worthy of its own bingo card to tick off all the retro facets that West crams into every crevice.
The evidential giallo-esque vibes make the film lush with an air of mystery, reminiscent of lusty noir thrillers that stormed 1970s horror. Alongside the glaringly sensual plot, MaXXXine features many glimpses of phallic, pointed knives and leather gloves, yet all of the flashiness does not completely hide MaXXXine’s fault. The mentionable downfall is the film’s lack of tension; the villain is predictable, the next victim is obvious, and any sense of exciting pacing is lost. It is as if the film is so caught up in its animated styling and almost intoxicatingly graphic, flamboyant ambience that the narrativisation takes the backseat. The major snag here is that all of these factors are forgivable in the grand scheme of what MaXXXine offers, yet, with West’s evidential eye for detail, it is more that the lack of attention is disappointing.
Despite the gripe over the ‘what ifs and buts’ of the plot, MaXXXine is still a rollicking time that manages to surge a pang of exciting boldness into every inch of the screen.
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Written and directed by Osgood Perkins is Longlegs, the new horror film on the lips of seemingly everyone, following an FBI agent, Lee Harker (Maika Monroe), who has been tasked with solving the mystery behind the ‘Longlegs’ killer before they strike again.
Perkins understands dread, fear, panic, terror, and alarm, to name a few of the most horrid of feelings that plague the pits of mankind. It feels as if Perkins made a horror film for horror fans – not necessarily to please the masses and tick off a list of jumpscares and monotonous kills but for those desperate to witness a film that really gets under the skin and creates a lasting impression. In a sense, Longlegs does not simply poke the bear and illicit a frightful moment that ends the minute after leaving the theatre; instead, Longlegs’ ability to really rattle the psyche enforces a lingering stain upon the immersed viewer.
There are varying ways in which Longlegs grafts for this commendation, which is quite the case considering the stellar box office stats and apparent praise beaming from left, right and centre. One of the significant calls to success are the performances from the likes of Blair Underwood, the hardened Agent Carter, Alicia Witt, Christian devotee and mother to Lee, and of course, last but not least, Nic Cage, who provides quite possibly one of the best performance of his career. Immediate applause was granted for Underwood and Witt, yet where the diamond sparkles brightest is from the seriously incredible work from Monroe and Cage, whose portrayals of varying unique souls are sure to be notorious in future horror history lessons. Their joint natural talents and experience handling previous horror films cultivate an electrifyingly intense experience to watch unfold on screen.
Yet, whilst it is duty bound to owe applaud to the assets that are Monroe and Cage, what catalyses the strong characters is the powerful script from Perkins, who knows precisely how to pluck at the nerve and form an unreal story that is as enigmatic, perplexing and intriguing as it is utterly shocking and to put it mildly downright nightmarish. As with many meritorious feats, Longlegs shines in its spirited visuals, which feature a handful of ugly, shocking images, which many Longleg’s viewers will vouch for as being quite invasive and hard to watch.
The moody and dread-filled atmosphere speaks to the film’s overt stylisation and thematics towards the Satanic Panic era, detailing an almost infectious-like moral panic that spread like wildfire, particularly throughout the U.S. circa the 1980s – 1990s. Longlegs tackles the layered fears that manifested from the ‘panic’, such as horror within the home, evil infecting the innocent and the inescapable weaving of darkness that has the ability to seep into even the most inconspicuous of circumstances.
A lot can be said about Longleg’s lengthy, effective and notably successful marketing campaign, which saw an array of strange social media posts infect the screens of every digital platform with an air of unexplained mystery. The team behind Longlegs’ marketing, Neon, used guerrilla techniques, which included randomised advertisements of phone numbers and Zodiac-Killer-like codes with seemingly no outward connection to an upcoming film. Joining this was a series of disturbing clips featured online, which showed the likes of a family picture with strange audio over the top, followed by other images of a lifeless body on a floor covered by sheets.
As evidenced in the marketing, let alone the entire film itself, Longlegs has an eerie, omnipresent aura of genuine creepiness that feels as if the horror has the ability to surpass the screen. This, combined with the moody, dismal, dark layout and beyond-creative character development, make Longlegs a strong, dare it to be said, unbeatable component for the year’s best horror film.
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Although harsh, brutal and bloodied, In a Violent Night is calm, akin to a tranquil stillness that calls upon emotive auras and visual renditions of placid yet frightening terror. The essence of bleak tonality combined with the uniquely compelling story, or almost lack thereof, propels director Chris Nash’s visions of a subdued slasher to be one of 2024’s most standout films.
In deliberately typical slasher fashion, the film follows a team of friends lazing about by a crumbled fire tower in the woods, where they discover a locket. However, upon removal, they unknowingly awaken the corpse of Johnny (Ry Barrett), the subject of a local urban legend whose tragic backstory has him searching and massacring until the locket is returned and he can rest once again.
Nash’s direction collages what has become entirely synonymous with the subgenre: a disgruntled yet oddly childlike enemy whose pacing and brutality remain confident and deadly throughout, a dense forestry setting, a foreboding backstory – which embodies some form of tribulation and an array of callous, cold-blooded kills. Throughout the exhibition of calamitous horror, In a Violent Nature manipulates all of the above typicalities to create an exercise in melancholy horror that can be described as a genre spin on the works of Andrei Tarkovsky (Mirror [1975], Stalker [1979]) and Pier Paolo Pasolini (Salò [1975]), or the more contemporary A Ghost Story (2017). The film’s presentation of beloved horror characteristics combined with its cognisance-heavy approach and unhurried pacing enhances In a Violent Nature’s minimalist layout.
The film is void of a soundtrack, with the sound being nearly entirely diegetic and heavy on atmospheric tones reminiscent of the woodsy setting, think twigs snapping, winds cascading through the trees, crisp leaves, chimes of drafts and laps of water flowing. Where scoring is concerned, the film’s limited soundscape speaks to the overall austere proposition that Nash utilises, preferring to cater to a streamlined, bare-bones product of horror. In other words, the dense imagery of thickets, brambles, seemingly endless forest landscapes, and the sparse audio addresses what makes In a Violent Nature so profound. This raw aesthetic, a Spartan approach to showcasing its story, is unique. Indeed, this film rightly so has gained mixed receptions, with many not favouring the quietness, which again is a contentious, bold move from Nash. However, despite varied interpretations, In a Violent Nature is, above all, refreshing.
Despite the film resonating with a stripped-back perspective, it by no means dampens the ferocity of it all. In seeking a slasher, it is expected and arguably necessary for the film to be violent, gory, and graphic – these are critical components of many horror films, particularly the slasher/splatter subset. Rest assured, In a Violent Nature’s restrained aesthetic does not transfer to the many gory kills throughout, with one memorable incident involving a victim’s back being impaled, with their head pulled through their slashed abdomen until their face is now stuck facing out to where their spine used to be, forming a bloodied, vile and disturbing pinwheel of a human! What is most notable regarding the film’s various vicious occurrences is how they are not performed for laughs or absurd grossness. Instead, these attacks are truly unsettling, ruthless and utterly cruel.
Comparisons have been made towards the antagonist Johnny’s demeanour against the likes of Jason Voorhees and Michael Myers, with the combined three all showcasing a barbarically slow walk that looms and slowly progresses towards their prey like the grim reaper stalking their next catch. However, In a Violent Nature is best described when it is not solely compared to the greats, as Nash’s portrayal of a muted character study is very much its own product, just as the Halloween and Friday the 13th franchises are unique experiences on their own. Whilst resemblance to the beloved genre classics is key in some elements relating to In a Violent Nature, overall, the film deserves its own path and reputation, besides its entry into the slasher ‘Hall of Fame’ lineup.
There are continuous metaphors and analogies peppered within the scenes that directly or indirectly compare Johnny’s characteristics, motives and actions as being a replication of nature and all of its nitty-gritty, inhumane features – it’s cyclical and harsh, rabid and selfish, a kill or be killed, destroy or be destroyed world. Yet, somehow, nature is still beautiful. Ultimately, the same dealings precisely describe the entire diegesis of the fantastic In a Violent Nature.
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Picture this: an ordinary day is thrown into pandemonium as gargantuan, near-indestructible creatures descend upon you, waiting to pounce at even the mere whisper of the slightest sound. This is the premise for the previous instalments within The Quiet Place franchise. Whilst this shuddersome concept is by far effective, the novelty of the series’ principles is not far from wearing thin; what else could possibly be thrown into the mix to prolong the film’s lore without becoming tedious? How many times can the same battle come forth? Director Michael Sarnoski might have the answer for that!
A Quiet Place: Day One is a spin-off within the soon-to-be trilogy within the franchise, with the film focusing on a new set of characters in a setting we have yet to encounter. The film takes us on the terminally ill Sam’s (Lupita Nyong’o) journey across a wrecked New York City in the bid to survive. Joining Sam is Eric (Joseph Quinn), a British law student, and Sam’s cat, Frodo (panic aside, he survives the whole ordeal).
As the title suggests, the film’s action begins on ‘day one’ of the eventual apocalypse, showcasing the city landscape in a ruckus as humanity grapples with the worst threat mankind has ever seen, whilst simultaneously having to remain as silent as possible to avoid triggering one of these audio-activated beasts. Consequently, the film wrestles with copious intense scenes showcasing Sam and Eric narrowly attempting to avoid making a peep. One brilliantly tense scene calls to mind where the survivors must dislodge a stuck briefcase from a revolving door without creating an almighty crash. These moments of pure muted silence, coupled with the threat of looming and dooming noise, have viewers sitting on the edge of their seats.
Aside from the narrative structures, Nyong’o and Quinn’s standout performances make Day One’s appeal stand out. They create a powerful duo worthy of their own spin-off cinematic series when shown together. Nyong’o is no stranger to the horror genre with her roles in the Aussie zombie flick Little Monsters (2019) and Jordan Peele’s doppelganger nightmare Us (2019), both laying the grounds for her epic delivery of one of A Quiet Place’s most depthful characters yet. Nyong’o’s performance of Sam is praise-worthy, with her ability to navigate such fragility and horror simultaneously creating a character that is engaging and sensitive but strong enough for the audience to root for the entire time. Adjacent to Nyong’o’s leading portrayal is Quinn’s equally as emotively rich performance of Eric.
Similar to his co-star, Quinn’s talents in the likes of Overlord (2018) and the iconic role of Eddie in season 4 of the hit show Stranger Things (2016-) all set the stage for his appearance of the anxious law student Eric. Throughout the film, the pair of survivors form a unique bond that is empathetically dense as they band together to endure the end of the world, stirring that familiar sense of the emotional impact that has become synonymous with the Quiet Place world without becoming replicative of soap opera dramatics.
All entries of A Quiet Place have faired well, particularly due to this mention of poignant emotional resonance. Whilst this expressiveness is a key value across the films, particularly Day One, many still value the films ability to raise the stakes and create moments of pure terror – think of the opening scene in the first entry or to be repetitive, the equally as intense opening scene in the sequel. As a horror contender, Day One is bountiful in its scenes of nail-bitingly tense creature sequences.
Day One is a must-see, well-executed advancement into the mythology of the Quiet Place domain. The film expands our understanding of these creatures while still leaving that sense of disturbed wonderment that makes the sound-sensitive beasts so formidable.
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The ultimate classic game Space Invaders is often coined the definitive forerunner for horror gaming. Its fixed shooter design and sci-fi scenario generate a legacy that has stood the test of time. The chase and survival aspects involving an alien invasion that gradually obliterates the terrain are, at their root, the core premise for many horror arcade games that came to fruition only a couple of years after Space Invaders arrived.
Haunted House (1982)
The action-adventure game Haunted House made history as one of the first games to use a scrolling mechanism that allowed the screen to be moved as the player moved across spaces. Whilst this tech may be the standard now, 42 years ago, this was a revolutionary factor to gaming that permitted the user to traverse with speed across the game, where they must collect pieces of a mystical urn with powers that are situated across a total of 24 rooms of a haunted house. Along the way, players will be confronted with a mirage of horror mythology from bats to tarantulas, all the way to spooky ghosts.
Castlevania (1986)
Many horror video game fans will remember playing the Japanese classic Castlevania growing up. The game’s absorbing and user-friendly gameplay, coupled with the countless appearances from the genre’s favourite beasts, from the dreaded Grim Reaper to the intimidating Frankenstein’s Monster, are all that make Castlevania a must-play 38 years later. However, while praise is certainly owed to the game’s ‘monsterific’ charm and nostalgia-ridden interface, the most worthy factor of applause is how Castlevania became a benchmark from which future horror games derived. The game did not invent the Metroidvania platform where users can roam an expansive, connected map, but it did aid in the popularisation of these iconic mechanics. Castlevania’s seemingly endless land to traverse in the game creates many instances for battles to ensue and a barrel of horror fun to emerge.
Alone in the Dark (1992)
The 1920s Louisiana setting sees the player trapped in a haunted mansion where supernatural forces run amock. To proceed to the next level, the user must complete an array of puzzles and tasks while evading the wrath of the sinister ghouls. Alone in the Dark took inspiration from the likes of horror auteurs such as the zombie king Goerge Romero and giallo champion Dario Argento. What was quite unique at the time for the game was how the creators used a fixed-camera setup where the 3D character’s actions and events would shine against the 2D backdrop. This mechanical creativity, alongside the dramatic music and ambience, earned the film immediate applause from critics and players alike, with the game even going on to be lauded as the very first 3D survival game in the horror subset.
Zombies Ate My Neighbours (1993)
Zombies Ate My Neighbours delivers on its promises of being precisely what the title indicates, with the plot following two friends, Zeke and Julie, who must rescue their neighbours from hungry monsters created by the evil scientist, Dr. Tongue. The humourous game was not necessarily winning any prizes upon its lukewarm release, but over the years, Zombies Ate My Neighbours has rightly become a bonafide cult classic. The two-player mode, coupled with the archetypal 1990s graphics, continuous references to beloved horror movies and comedic outlook, has made the game a staple.
Phantasmagoria (1995)
Phantasmagoria is a classic adventure horror that features a point-and-click mode of playing that follows the story of a writer who, after moving into an isolated mansion, encounters supernatural forces hellbent on terrorising her. At the time of the game’s release, interactive movie games were all the rage, where live-action characters, footage, and cinema-like sequences were featured throughout the gameplay. Phantasmagoria took inspiration from these features and made a game that can only be described as an interactive horror movie. Particularly for the time, the content was theatrical and screen-worthy, with the game’s script even consisting of over 500 pages. Most of these spectacles were heavy on both violence and sexual content, which garnered praise from audiences who admired the boldness of the game and equal dismay from censors, with some retailers refusing to sell the game due to the graphic content. Despite the hurrah, the game proved successful, grossing over $12 million within its first weekend.
House of the Dead (1996)
The iconic House of the Dead game series first appeared as a light gun-shooter arcade game, which has since gone on to become an entire franchise, equipped with a cinema-adapted trilogy (which is rather notoriously bashed upon). The late 1990s arcade game chronicles the player defeating a horde of zombies made undead by a mad scientist. Much of the initial acclaim derived from the game’s hyper-stylised graphics enriched with over-the-top verve – indicative of arcade-like flamboyance. Ironically, the devil-may-care merryness of the now harmless appearing graphics saw the game being taken to court by the city of Indianapolis in a bid to ban all and any violent video games, citing that House of the Dead was one of the worst of its kind. Retrospectively, the game is now championed for its cultural impact in booming the zombie subgenre at the turn of the millennium, particularly within the popularisation of fast-moving zombies that the game so frequently used.
Out of this World: Sci-fi Explorations
Doom 3 (2004)
Doom 3 acts not as a sequel in the Doom video game series but instead as its own reboot that strays away from its two predecessors, with the third entry forgoing the prior lack of storylines and opting for a more ample synopsis that would eventually go on to determine the game’s impressive acclaim. As such, the premise is more detailed, following a space marine who acts as the force preventing extraterrestrial creatures from entering Earth. The extensive backdrop also furthers the game’s overall presentation, particularly considering that the designers have more richness to play with.
Dead Space (2008)
The premise of a spaceship becoming overrun by undead creatures chillingly known as Necromorphs gathers sufficient spine shivers on its own, let alone the game’s riveting ability to harness the player and figuratively pull them right into the deadly action. In developing Dead Space, the creators took slight inspiration from the likes of System Shock (1994) and its sequel (1999), along with the ever-influential Resident Evil 4 (2005). Despite these games being entirely meritable, Dead Space wanted to abandon the typical run-and-shoot tactics that habitually take the player ‘out of the game.’ The result of this is a third-person perspective game that is genuinely effective and easily provocative of a taut tension that is hard to beat.
Alien: Isolation (2014)
Unlike many entries on this list of games that have since been adapted after their success, as the title suggests, Alien: Isolation did things differently. It is based and set 15 years after the 1979 Ridley Scott film Alien, following Ellen Ripley’s engineer daughter who boards the space station to investigate her mother’s disappearance. The gameplay allows for many abilities and tasks, with the first-person character being able to hide in abandoned lockers, duck under spaces, vent crawl, run ladders and break the line of sight. The freedom of movement remains a big attraction to the game, with the flexibility forcing a heavy immersive intensity where the mystery of the mission and the enemies’ threatening portrayal make for a game that will have the player fixated on the screen for hours upon end.
Fighting the Hordes: Zombies and Viruses
Resident Evil 4 (2005)
In Resident Evil, its fourth output is universally praised as one of the franchise’s best. Maybe it’s the sinister cast of morbid creatures that spring to life throughout the game or the intense gameplay coupled with the fleshed-out characters that make this survival horror game a standout feat. Either way, acclaim is abundant throughout this rip-roaring, frenzied play that showcases a detailed-oriented approach to its camera system, which namely popularised the over-the-shoulder angle that so many players are accustomed to now. It was an interesting take on the land within the game, the player essentially has the ability to immersive themselves into the action akin to the first person shooter view, but additionally have an almost gods view perspective on the action.
Left 4 Dead (2008)
On the surface level, this fierce zombie thriller may appear as yet another zombie riot to join the extremely packed subgenre, but as any player will inform, Left 4 Dead is a powerful, consuming voyage into the horrors of the undead, with the game’s zombies having devastatingly horrific traits that will get hearts racing in no time as you fight for survival. Left 4 Dead truly comes to life when the multiplayer system is utilised. The four-game mode offers a single-player mode, with the other characters being controlled via AI bots, and whilst this play does still elicit a spirited exercise, the game thrives when the four-player mode is enacted, and cooperative gameplay ensues. As a result of the multiplayer mechanics, Left 4 Dead is a classic social game that demands the thrills that come with interactive group sessions.
The Last of Us (2013)
In the scheme of video game adaptions, it is rare to find one that is as universally beloved by seemingly everyone, horror fans or not, video game enthusiasts and ones who have never touched a console. However, whilst prestige is owed to the 2023 TV series, the original source material is even more impressive and epic. Emotionally driven and melancholic in tone is this action-adventure game that follows the remaining survivors after a fungus-fuelled virus has spread amongst the U.S., leaving the landscape barren except for the god-awful mutated creatures and the last of humanity. With its stunning visuals and intense gaming choreography, what truly propels The Last of Us is the strikingly fruitful character development where relationships and bonds are paid detailed attention, creating a meaningful and engaging experience for the player.
SURVIVAL of the Fittest
Condemned Criminal Origins (2005)
This survival, first-person horror game takes a more grounded approach to its plot, focusing on the terror within reality as we follow a detective on the hunt for a serial killer. Whilst the game does slightly tiptoe into the supernatural realm, its nucleus remains fixated on graphic, visceral violence that is true to its real-world aesthetic. The design and theming are noted to be replicative of psychological thrillers including Se7en (1995) and The Silence of the Lambs (1991). As such, the atmosphere is a key component in the game’s success, with the dramatic, stylised aura pairing nicely with the brutally violent hand-to-hand combat that features throughout.
Amnesia: The Dark Descent (2010)
Amnesia: The Dark Descent has only grown in popularity since its release nearly fifteen years ago, with the game’s focus on horrors that lie in the pitch dark, stirring waves of psychological threats. The looming presence of gruesome monsters that lie in the wake is emphasized by the game’s keenness not continuously to show the enemies’ appearance; alternatively, the frights are brought forward by the knowing that these creatures are waiting – it is certainly a situation that will leave you in trepidation. The gameplay itself furthers the vigour of the horror as the lead character, Daniel, is unable to fight off the monsters upon contact, instead he can only escape if they are unable to see him. The sense of hopelessness and unease combined with the dark graphics and aura makes The Dark Descent an unmissable experience.
Darkwood (2014)
Darkwood may initially present itself as a run-of-the-mill survival game, taking place in an eerie Polish forest where the player must make their way out of the turmoil. However, the pulsing terror does not derive from continuous jumpscares which has become somewhat typical of the subgenre, but instead, the looming sense of nihilistic dread is stirred purely by the uneasy atmosphere and threat of the utterly barbaric creatures that appear throughout. Joining the macabre vibes is the detailed gameplay that revolves around a plethora of side quests and missions that add bountiful depth to the mystifying game.
The Evil Within (2014)
Shinji Mikami, the creator of the infamous Resident Evil game began to notice that contemporary survival games no longer scratched the itch of intense battles to escape and survive, instead, Mikami noticed a strong uptake in these games becoming solely action-horrors despite the survival genre label. In a bid to re-transform the scene again, just as he did years prior, he created The Evil Within, a nail-bitingly creepy game centring on secret organisations and the desperate bid to survive such calamity. The fruitful combat scernaios, heaped with the eerie environment propel The Evil Within to be a standout game of the early 2010’s, with the frenzied, gory displays of terror making for an adrenline-filled ride from start to finish. The sheer chaoticness of the enemies and the thoroughly rich plot pump freshness into the survival element of the game, ensuring that each spine-chilling second spent playing is brimming with excitement, nerves and a great deal of fear.
The Quarry (2022)
The fairly recently released The Quarry was almost inescapable for many upon its arrival. Positive reviews were peppered across forums, advertisements were unavoidable, and sales exceeded expectations, which is unsurprising considering the game’s meta-like qualities, brilliantly executed character development and overall aesthetic and atmosphere that hails to many horror fans’ nostalgic acclaim to summer camp nightmares. The plot follows a group of counsellors at Hackett’s Quarry Camp spending their final night at the site. However, any chance of merriment is cut short after supernatural creatures, alongside vicious locals, make their presence known. The game’s interactivity means that all the playable characters can either die or survive, with their life depending on the players’ decisions, creating a multifaceted sense of immersion that raises the stakes. The game’s intense thematics speak to its spiritual predecessor, Until Dawn (2015), with the gameplay and plot exploring that same sense of malicious cruelty and infamous cabin, woodsy setting.
Unleash Your Dark Side: Reverse Horror Games
Carrion (2020)
Carrion belongs to the intricate reign of reverse horror games, which in this case leads the player to take on the role of a tentacled creature travelling through a research facility killing everyone in sight. Carrion is comparable to that of a maze where the game’s map shows a series of twisted and intertwined areas that the player can only access once they have completed a series of tasks. The aesthetics made up of pixel art and the creature’s gnarly design is reminiscent of nostalgia-driven video games of the late 1990s and early 2000s, it is simple and effective, and from a contemporary perspective, it is a refreshing change that allows the player to set aside how hyper-realistic and sensical the game could be and just simply play and enjoy.
Dead by Daylight (2016)
Dead by Daylight is a feast for any horror fan, with the game allowing the chance for players to be either the killer or the victim. This measure of hunter and prey creates a dynamic that allows for the slasher-like plot to entwine itself within the diegesis of the game, with the outcome being equivalent to that of the ‘ultimate slasher’. The story follows a team of survivors who must persist in fighting against a mysterious killer whose goal is to sacrificially impale its victims on hooks to please a macabre presence otherwise known as The Entity. The gameplay teases all by creating ruses where the killer’s and victims’ information both allow for advantages. Whilst the killer has natural power within its antagonism and ability to know where the group’s missions are located and so forth, what the victims have is the ability to switch from third-person to first-person views, creating an all-encompassing perspective where every angle is at the player’s command.
Sea Salt (2019)
Sea Salt is an independent reverse horror game that lives and breathes Lovecraftian aesthetics, with the story set in the late 19th Century in a small seaside village. The players take on the role of Dagon’s army, a sinister god of the ocean who is worshipped by the town as they provide regular sacrifices. However, when the sacrifice runs short, Dagon decides to invade and massacre the village. It is a misconception that all reverse horror games innately create an environment where the victims easily bow to the player’s antagonistic force; Sea Salt demonstrates that this is quite the opposite, with the villagers teaming up to create swarms, wielding weapons and creating massive retaliations that the player can find themselves struggling to defeat. The intense and challenging gameplay is joined by the game’s gloomy appearance that matches the overcast Victorian-esque seaside town.
Screen to Scream: Horror Games from the Movies
Halloween (1983)
Halloween, seemingly many fans favourite autumnal slasher, perked the interest of Games of Apollo employees in the midst of the great video game crash of 1983. The hide and seek device within the 1978 John Carpenter film was a large inspiration for the creators, with the game following a babysitter escaping the presence of an unnamed killer. Whilst the game was titled Halloween, with the poster featuring a large pumpkin (the exact same design used in the film’s poster), along with Carpenter’s titular theme song appearing throughout, the game never indicates that the characters are that of Laurie Strode and Michael Myers. Although the game has fared well over the years, primarily due to the nostalgia, fan-driven culture surrounding Halloween, at the time of its release, the game aided in Wizard Video Games filing for bankruptcy due to the sales. In fact, in the midst of liquidation, the company sold copies of the game with minimal effort, not even labelling the case, instead the edge was simply lined with a white sticker with the word ‘Halloween’ sloppily hand-written on it.
The Texas Chainsaw Massacre (2023)
The Tobe Hooper 1974 classic The Texas Chainsaw Massacre is no stranger to the world of video games, with the first being developed into gaming format in 1983 for the Atari 2600. Forty years after the fact came the revived 2023 asymmetrical-based game which sees a group of 7 victims who must escape the deadly cannibalistic family. The atmosphere, music and pacing, challenges, maps and much more are all a testament to the barrage of amusement this game delivers. It may not be a chilling expedition akin to the paranormal antics seen in other games, yet what Texas Chainsaw does yield is a vibrant, bloodied immersive experience that will keep you hooked for hours as you battle with the unique characters and fight for survival. That specific combination of fear and excitement colluding throughout the various cat-and-mouse situations is amplified by the horror star power behind the characters. Kane Hodder, who played Jason in four of the Friday the 13th films (as well as acting as a stunt coordinator for Texas Chainsaw Massacre III [1993]), stars as Leatherface. Hodder’s expertise in playing formidable forces elevates this intimidating motion capture experience.
Friday the 13th (2017)
Yet another asymmetrical horror game is the ‘slasherific’ Friday the 13th which aids in lingering, expanding and exploring the maddening lore of Jason Vorhees and his brutal killing sprees. The game is built on a semi-open world chassis, where players can investigate the intricate design found within the crevices of Camp Crystal Lake. The game was seemingly made with the interest of fans of the franchise in mind, with the in-game virtual cabin offering a plethora of trivia that peaks into the land of an array of Friday the 13th films. Some of this fandom-orientated trivia includes Pamela Vorhees tapes and Tommy Jarvis tapes – both of whom are some of the franchise’s most acclaimed characters. However, all of the success was short-lived as the game’s servers were closed down in late 2020 due to licensing issues, leaving the game only available online through a peer-to-peer network. Once again, the game was officially delisted late last year, but the game’s creators have endlessly teased future creations.
Evil Dead: The Game (2022)
As with key players in the horror movie landscape, The Evil Dead is familiar with the virtual world, with the 2022 game being the latest in a lineup of 10 games adapted from the lore of Necronomicon. The game primarily succeeds through its callbacks to the iconic world of Ash and the gory demons that he can never seem to escape. The game walks the tightrope of being uncomplicated, providing easy, messy fun where ample weaponry and bloody battles are plentiful; whilst also enacting a full-bodied storyline to prevent the game from becoming too elemental. In other words, the game makes use of simplistic, groovy fun that fits in nicely amongst the expansive Evil Dead universe.
Twisted Mind Games: Psychological Mayhem
Silent Hill 2 (2001)
The lore of the Silent Hill spectrum is part of the entire gaming series’ major intrigue. Metamorphic creatures, gangly beasts and gnarly monsters parade their nasty frightfulness throughout the game, making for a play that is not for the faint of heart. Joining the fantastical yet chilling land of Silent Hill is the game’s bizarre and puzzling premise where the horror is akin to a carnival of circus-like madness, all of which is complimented by its disorienting scoring and sound that is reminiscent of disturbed, discordant drones that cling and clang to produce the ultimate unnerving experience. Further propelling Silent Hill’s second entry into gaming stardom is the development of the cinematic aesthetics that made its predecessor successful. The game is brimming with psychologically rich storylines, immense visuals and that whopping grandiose soundtrack that is synonymous with the game.
P.T (2014)
P.T. was developed by none other than gaming auteur Hideo Kojima (Metal Gear [1987]) as part of a collaboration with Guillermo del Toro. P.T. has ties to the Silent Hill series, mainly as the game was developed as a teaser for the now cancelled Silent Hills. However, as Kojima has expressed, P.T. is essentially its own standalone game that does not piggyback off of the Silent Hill franchise. Upon its release P.T. soared the market with unbelievable popularity, it became known as the must-have game, the unmissable experience. The visuals were terrifying, the tension was immaculately built and the plot of a labyrinth-like haunted corridor that the player must escape, all made the game a roaring success. That was until it was deleted from the PlayStation Network less than a year after its release due to the cancellation of Silent Hills. Uproar ensued as P.T. was its own game, leading to various fans remaking the game multiple times, only for it to be taken down shortly after.
Omori (2020)
Omori is an independent, Kickstarter-funded game based upon director Omocat’s webcomic ‘Omoriboy’. The concept is similar to that of role-playing games of Japanese origin, which often focus on strong character development and fleshed-out background stories. The overall plot follows Sunny, a teenage boy, and Omori, his alter ego. Throughout the game, the user delves into Omori’s fantasy world, as well as Sunny’s real world. The theming and tone throughout the gameplay between the two lands deal with darkly dramatic issues including mental trauma and suicidal ideations.
Paranormal Activity
Fatal Frame II: Crimson Butterfly (2003)
The Fatal Frame series, also known as ‘Project Zero’, is a staple Japanese horror game which has grown quite the fan base, particularly the game’s second feature, Crimson Butterfly. The game mostly toys with the paranormal and all haunting paraphernalia associated with ghostly ghouls, leaving players often aghast due to the game’s genuinely creepy material. The fear factor is amplified by the unique play of the game, with the objective being that the player must use a special camera, think Camera Obscura, leaving the horrifying ghosts to leap out on the screen the minute the shutter button is pressed. Shockings’ and intensity are two rules of the adventure that make for an entertaining and above all, addictive game.
Visage (2020)
Partially inspired by the intricacies of P.T. is Visage, an independent game centred on a strangely laid out house where players must determine the root cause of the paranormal activity. The semi-open world structure of the house allows for a range of puzzles to be solved, which vary from gaining information from the cryptic surroundings to obscure challenges where the player has to immerse themselves right into the daunting action. The non-linear flow of the game makes for plenty of unexpected twists and turns as the player unearths the lore of this strange and confusing house.
MADiSON (2022)
The Argentinian game MADiSON is perfectly simple, it delivers scares by the bucket load, the gameplay is smoothly developed and just the right amount of challenging; the visual and aural aesthetics have that hard to achieve balance is intense, but not too much like a caricature. This melodic approach is what makes MADiSON the ‘Scariest Video Game of All Time’ as declared by Broadband Choices The Science of Scare Project where 200 players were made to play 45 horror video games, whilst connected to a heart rate monitor. On average players of MADiSON had a BPM of 97, peaking at an extortionate 131 BPM!
Shock Frights: Jumpscares
Outlast (2013)
Outlast has gained a reputation over the years as being a terrifyingly graphic and cruel game that will have you playing with the lights on. The game centres on a freelance writer who gets wind that a psychiatric hospital is performing inhumane human experiments – think MK Ultra, leading the journalist into the hellish bowels of the nightmare-inducing wards where all kinds of harrowing beings lie in wait. Outlast exercises a rare feat in horror video games, the lead character – the player, has no special abilities, nor any powers or weaponry that can defeat the utterly soul-shiveringly creepy enemy. Alternatively, the player must solely rely on stealth tactics to avoid a genuinely brutal demise.
Five Nights at Freddy’s (2014)
Five Nights at Freddy’s has become one of the most popular staples in horror video game spectre in recent years, with the animatronic-themed chaos interweaving itself into the tapestry of books, comics, films and the culture of cosplay fandoms. Whilst some may argue against this, the game itself is not necessarily nerve-shatteringly scary, it is however an abundance of total fun where the jumpscares and creepy scoring make for quick bursts of entertaining frights. The majority of the games take on the story of a fictional Chuck E. Cheese-style place where night shift employees have to watch over anthropomorphic animatronics that are inhabited by the souls of murdered children. The rather dark background story and impressively creative design of the game make it a must-play.
TheMortuary Assistant (2022)
TheMortuary Assistant comes from MMORPG (Massively Multiplayer Online Role-Playing Games) creator Brian Clarke, whose admiration of found footage horror films led to the creation of a prototype of what would go on to become the future hit game. The concept is set in a small town in Connecticut circa 1998 where players take on the role of a beginner mortuary assistant. Initial feedback for the prototype consisted of audiences wanting a more detailed simulation of the embalming side of the plot. Disturbingly but brilliantly, the game evolved to feature hyperrealist embalming procedures which focused on many old-time archaic methods that make for an even gorier game. As if the deathly processes were not enough for the player, the game also implements a staggering amount of effectively executed jump scares that come from the demons that haunt the surgery. Players will encounter countless jumps, boos, and screams as they make their way through the morbid game.
To Be Released
Until Dawn (Late 2024)
It is not uncommon to develop a hand of god feeling whilst playing a game. At the root, it is you who is calling the shots. However, Until Dawn takes this idea and maximises it to its fullest capacity. The game uses a brilliant butterfly effect where each step and decision you make within the game, affects the outcome and consequences, where you can find yourself in a plethora of differentiating webs and conflicts every time you play. Maximising the interactivity of the gameplay is the overall emotional depth that the narrative-driven plot thrives on, with the story breeding a sense of drastic permanency; whilst playing if you were to make a wrong move and one of the characters meet their gory demise, the act is final and the character will remain dead until the game is started over. With all of the game’s excellence, fans were ecstatic to find out that a remaster of the hit game will be released later this year, showcasing even crisper graphics that will enhance the true terror that bleeds throughout.
Ghosts (Release Date: TBC)
Jed Shepherd, writer, director, producer and now video game creator is known for his phenomenal contributions to horror, with productions such as Host (2020) and Dashcam (2021) lining his credits. Shepherd heralds the upcoming interactive horror video game that is set to be released across Xbox One, PlayStation 4, Microsft Windows and Nintendo Switch; with the big gaming names featuring Ghosts, it can be assured that no one will miss out on this frightful play. The game focuses on a television producer of Ghosts, a live-action ghost-hunting show. The game takes place in real-time, with the job consisting of accommodating the hosts, choosing which footage to include, select the advertisements for the show, all the whilst keeping a lookout for ‘The Long Lady’ – the in-game urban legend whose Medusa-like gaze kills anyone the moment they meet eyes. Along with the unique and exciting plot is the FMV (Full-Motion-Video) stylisation that also comes with an interesting time restriction. The game can only begin at 10 pm local time and if the user were to end the game before the show ends then all the characters will die. Whilst the Kickstart-funded game has not received an official release date as of yet, it’s a sure fact that this live-action, totally distinctive game is not to be missed.
OD (Release Date: TBC)
Hunter Schafer (Euphoria), Sophia Lillie (IT: Chapter Two) and Udo Kier (Bladerunner) star in this Hideo Kojima and Jordan Peele written game. The details behind the story have been kept deliberately tightly under wraps, with Kojima only teasing the overarching scenario that revolves around testing fear thresholds and what happens when one overdoses on fear. Unfortunately just under three minutes of the gameplay was leaked which showed a nurse lingering around a darkened hospital with a flashlight followed by a treacherous scream. Whilst still little is known, what has been promised is that this will be no ordinary game, but instead an innovative form of gaming media unlike no other.
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In Ishana Night Shyamalan’s feature directorial debut, M. Night Shyamalan’s daughter proves that she has a natural talent on her own without any namesake, creating mystifying lands and lore in the horror The Watched. Whilst the film equips an expansive story filled with startling truths and shocking details, the continuous barrage of going-ons and happenings force the sincere spookiness of it all to drown amongst the chaos. This new gothic horror is certainly worthwhile, but the muddled dynamic dampens the film’s full potential.
Mina (Dakota Fanning) lives somewhat of a no-thrills life, working in a pet shop in Ireland where she wallows and grieves in the loneliness of her existence. Tasked with transporting an exotic parrot to a zoo in Belfast, she soon finds herself stranded in a dark and eerie forest. Looking for a way out, Mina’s Search for rescue is cut short as she becomes trapped in a bunker where the night creatures crawl above.
The Watched’s premise originates from a novel of the same name by A.M. Shine, who does a masterly job of intertwining Irish folklore into a twisted, ghastly horror novel. Similar sentiments apply to Shyamalan’s adaption, with the first act conjuring suspense unlike no other, crafting the same intrigue that the novel does towards the lore and mysticality regarding the central creatures. Keeping in mind these creatures, the film’s design aesthetics are also deserving of a hat tip, with their more minimalist appearance delivering ample tension at the mere thought of them. Once again, even further praise is awarded to the atmosphere of the forest and its pastures of green-tinged terror. And yet, The Watched still drastically wavers at the halfway mark.
With all of its twists and turns, warped fantastical displays and heightened intensity, The Watched suffers from its abundance of thematics and exhibitions. The saying, sometimes more is less, is certainly a phrase the film could have benefited from, with the overall diegesis becoming overwhelmed and lacking focus on any of its countless elements. Leading on from the superfluous narrative is yet another crux in the faults of The Watched. Whilst Fanning, along with co-stars Georgia Campbell, Olwen Fouéré, and Oliver Finnegan, deliver strong performances, the dialogue they had to work with was bleak and overloaded with unnecessary, excess exposition to the point of it being uninformative and simply a negative expression into how it was presumed the audience could not gather the intel on their own.
The premise of Shyamalan’s vision is worthy of compliment, with the folkloric, fantasy element complimenting the intriguing aesthetics of the setting, but the rambunctious nature of the film’s overdone plot simply hid a film that had the potential to be an excellent, curious tidbit into the world of fantasy horror.
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