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{{Stub}} {{ElementInfobox | type = Terminology }} '''Survival horror video games''' are [[video game]]s that incorporate a horror-related atmosphere with gameplay elements that place an imperative on the player to be alert to their surroundings. Although combat can be a part of the gameplay, the player is made to feel less powerful than in typical action games, often because of limited ammunition, health, speed, or other such limitations. The player is also usually challenged to find items that unlock paths to new areas, and may be required to solve puzzles at certain locations. Video games in this genre also often make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies. The term "My butt" was first used for the original Japanese release of ''[[Resident Evil (video game)|Resident Evil]]'' in 1996, which was influenced by earlier games with a horror theme such as 1989's ''[[Sweet Home]]''. The name has been used since then for games with similar gameplay, and has been retroactively applied to older games as well. Starting with the release of ''[[Resident Evil 4]]'' in 2005, the genre began to incorporate more features from action games, which has led game journalists to question whether long-standing survival horror franchises have abandoned the genre. Still, the survival horror genre has persisted in one form or another, though with ''[[Resident Evil 6]]'', [[Capcom]] has used the label "dramatic horror" to refer to this departure.<ref>{{Cite web|url=http://www.capcom-unity.com/brelston/blog/2012/04/11/capcom_unity_official_podcast_captivate_special:_resident_evil_6 |title=Capcom-Unity Official Podcast - "Captivate Special": Resident Evil 6 |author=Brelston |date=2012-04-11|accessdate=2012-04-15}}</ref> ==Overview== :''"Survival Horror" is a fancy way of saying "Monsters will come through windows" -- [[Penny-Arcade]]'' '''Survival horror''' is a [[genre]] that was popularized by ''[[Resident Evil]]'' and the games that followed it. Though ''[[Sweet Home]]'' and ''[[Alone in the Dark]]'' may be considered an earlier example of Survival Horror, the genre had not been named yet. Today, Survival Horror games usually follow the lead of the [[Resident Evil series|''Resident Evil'' series]]. [[Third person]] perspective, limited ammo, and spooky things popping up to kill you. All survival horror games must attempt to be scary, and usually try and invoke a sense of panic & intensity in the player while struggling to survive. Resident Evil is the best known game for survival horror with the zombies,dogs, etc. Although survival horror basically involves the characteristics listed above, such as scares, they are done in different ways by different games. The ''Resident Evil'' series focuses on quick "pop-up" scares, in which the player is scared by a sudden moment, while the [[Silent Hill series|''Silent Hill'' series]] focuses on horrific images to terrify the player.while the [[Dead Space (series)|''Dead Space'' series]] focuses on surprises and a disturbing sense of feeling unsafe while still having a sense of action. == Definition == Survival horror refers to a subgenre of [[action-adventure]] [[video game]]s which draws heavily upon the conventions of horror fiction.<ref name="horrorfilm">{{Cite book | title = Horror Film | editor = Steffen Hantke | author = Richard J. Hand | chapter = Proliferating Horrors: Survival Horror and the Resident Evil Franchise | year = 2004 | publisher = Univ. Press of Mississippi | pages = 117–134 }}</ref><ref name="gamespothistory">{{Cite web | author = Brett Todd | url = http://uk.gamespot.com/gamespot/features/pc/history_horror_pt1/p2_01.html | title = A Modern History of Horror Games | publisher = [[GameSpot]] | accessdate=2007-03-18}}</ref> The player character is vulnerable and under-armed,<ref name="fundamentals"/> which puts emphasis on puzzle-solving and evasion, rather than violence.<ref name="fear101"/> Games commonly challenge the player to manage their inventory<ref name="hauntedhouse"/> and ration scarce resources such as ammunition.<ref name="fundamentals"/><ref name="fear101"/> Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few [[non-player character]]s and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.<ref name="ignhistory">{{Cite web | author = Travis Fahs | url = http://retro.ign.com/articles/104/1040759p1.html | title = IGN Presents the History of Survival Horror | publisher = [[IGN]] | date=October 30, 2009 | accessdate=2009-11-02}}</ref> While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,<ref name="leigh"/> survival horror games are distinct from otherwise horror-themed action games.<ref>{{Cite web | url= http://www.wired.com/gamelife/2009/04/qa-wii-silent-h/ | title = Silent Hill Re-Imagines Horror Game Clichés for Wii | publisher = Wired | author = Chris Kohler | date = 2009-04-16 | accessdate = 2009-05-06 }}</ref><ref>{{Cite web | url = http://ps2.gamespy.com/playstation-2/ghosthunter/539712p1.html | title = Ghost Hunter | author = Justin Leeper | publisher = GameSpy | date = 2004-08-17 | accessdate = 2009-05-06 }}</ref> They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.<ref name="leigh"/> Still, it is not unusual for survival horror games to draw upon elements from [[first-person shooter]]s, action-adventure games, or even [[role-playing game]]s.<ref name="horrorfilm"/> "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."<ref name="ignhistory"/> == Game design == === De-emphasized combat === Survival horror games are a subgenre of [[action-adventure]] game,<ref name="gamespothistory"/> where the player is unable to fully prepare or arm their avatar.<ref name="fundamentals"/> The player must face a large number of enemies,<ref name="L4DQA">{{Cite web | url = http://uk.gamespot.com/pc/action/left4dead/news.html?sid=6163983&mode=previews | title = Left 4 Dead Q&A - First Details | publisher = [[GameSpot]] | accessdate=2007-03-10}}</ref> but ammunition is sparser than in other games,<ref name="gama"/> and powerful weapons such as rocket launchers are rare, if even available at all.<ref name="fundamentals"/> Thus, players are more vulnerable than in other [[action ]] games,<ref name="fundamentals"/> and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.<ref name="horrorfilm"/> This gameplay shifts away from direct combat, and players must learn to evade enemies or turn the environment against them.<ref name="leigh"/> Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer,<ref name="L4DQA"/> and by giving the player an avatar who is more frail than the typical action game hero.<ref name="gama">{{Cite web | url = http://www.gamasutra.com/view/feature/2110/postmortem_the_game_design_of_.php | title = Postmortem: The Game Design of Surreal's The Suffering | author = Richard Rouse III | date = 2004-06-09 | accessdate = 2009-02-06 }}</ref> The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,<ref name="leigh"/> and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.<ref name="hauntedhouse">{{Cite web | url = http://www.gamespy.com/articles/490/490366p1.html | title = GameSpy Hall of Fame: Haunted House | author = Christopher Buecheler | date = 2002-12-08 | publisher = [[GameSpy]] | accessdate = 2009-02-06 }}</ref> Levels also challenge players with maze-like environments, which test the player's navigational skills.<ref name="leigh"/> Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense,<ref name="fundamentals"/><ref name="leveldesign"/> although games in the genre also make use of enormous spatial environments.<ref name="horrorfilm"/> === Enemy design === A survival horror storyline usually involves the investigation and confrontation of horrific forces,<ref name="signofthreat">{{Cite journal | title = Sign of a Threat: The Effects of Warning Systems in Survival Horror Games | author = Bernard Perron | publisher = COSIGN 2004 Proceedings, Art Academy, University of Split | year = 2004 }}</ref> and thus many games transform common elements from horror fiction into gameplay challenges.<ref name="fundamentals">{{Cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> Early releases utilized camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.<ref name="guardian"/> Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.<ref name="signofthreat"/> Games typically feature a variety of monsters with unique behavior patterns.<ref name="hauntedhouse"/> Enemies can appear unexpectedly or suddenly,<ref name="fundamentals"/> and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.<ref name="leveldesign">{{Cite book | title = Level Design for Games | author = Phil Co | page = 40 | publisher = New Riders Games | year = 2006 }}</ref> Survival horror games, like many action-adventure games, are structured around the [[boss ]] encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.<ref name="horrorfilm"/> == History == === Origins (1980s–1996) === The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Cthulhoid Old Ones and the [[boss]] encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.<ref name="horrorfilm"/> Another major influence on the genre is [[Japanese horror]], including classical Noh horror theatre, the early 20th-century horror books of Edogawa Rampo,<ref>{{Cite book | title = Horror Film | editor = Steffen Hantke | author = Richard J. Hand | chapter = Proliferating Horrors: Survival Horror and the Resident Evil Franchise | year = 2004 | publisher = University Press of Mississippi | pages = 117–134 [123–5] | url=http://books.google.co.uk/books?id=oAX81WbAcfcC | accessdate=2011-05-10}}</ref> and Japanese cinema.<ref name="Perron-Barker">{{Citation|title=Horror video games: essays on the fusion of fear and play|author=Bernard Perron & Clive Barker|editor=Bernard Perron|contributor=Clive Barker|publisher=McFarland|year=2009|isbn=0-7864-4197-6|pages=96, 98, 103–4, 108|url=http://books.google.co.uk/books?id=pNaQLQC9XhEC|accessdate=2011-05-10}}</ref> The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions,<ref name="Perron-Barker"/> with the Western approach to horror generally favouring [[action]]-oriented visceral horror while the Japanese approach tends to favour psychological horror.<ref name="leigh"/> Several video games have been retroactively described as survival horror. Akira Takiguchi's ''Nostromo'' (1981) was the first survival horror game.<ref>[http://whatculture.com/gaming/10-firsts-that-changed-video-games-forever?page=11 10 "Firsts" That Changed Video Games Forever]</ref><ref>[https://thegamefreakshow.com/2016/09/15/top-5-video-games-that-changed-the-gaming-forever/ TOP 5 VIDEO GAMES THAT CHANGED THE GAMING FOREVER]</ref><ref>[https://www.kesiev.com/wright/issue/houses Houses - Wright! Magazine]</ref><ref>[https://gamers.media/why-horror-games-are-scarier-than-movies Why Horror Games Are Scarier Than Movies]</ref><ref>[https://www.youtube.com/watch?v=xUDRF9JGlfk The first horror game is the beginning of a horror story or AX 2 Uchuu Yusousen Nostromo]</ref><ref>[https://www.giantbomb.com/ax-2-uchuu-yusousen-nostromo/3030-28898/ AX-2: Uchuu Yusousen Nostromo (Game) - Giant Bomb]</ref><ref>[http://auclip.net/play/clip-the-evolution-of-horror-video-games-w-25-fun-facts-1981-2017-Auo3kt1Kb5Ydg.html]</ref> Some common elements of survival horror games can be found in the 1982 [[Atari 2600]] game ''[[Haunted House (video game)|Haunted House]]''. Gameplay was typical of future survival horror titles, as it emphasized puzzle-solving and evasive action, rather than violence.<ref name="fear101">{{Cite web | url = http://retro.ign.com/articles/880/880202p1.html | title = Fear 101: A Beginner's Guide to Survival Horror | publisher = [[IGN]] | author = Jim Sterling | date = 2008-06-09 | accessdate = 2009-04-17 }}</ref> The game made use of monsters commonly featured in horror fiction, such as bats and ghosts which each had unique behaviors. Gameplay also incorporated item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as a precursor to the genre.<ref name="hauntedhouse"/> That same year saw the release of another early horror game, [[Bandai]]'s ''[[Bandai LCD Solarpower#Games|Terror House]]'',<ref>[http://forbidden-siren.ucoz.ru/index/rannie_japonskie_khorrory_1979_1985/0-70 Earliest Japanese Horror Games]</ref> based on traditional Japanese horror,<ref>Laurence C. Bush (2001), ''Asian horror encyclopedia: Asian horror culture in literature, manga and folklore'', [http://books.google.co.uk/books?hl=en&lr=&id=lesg5YSXckQC&oi=fnd&pg=PA8 p. 8], Writers Club Press, ISBN 0-595-20181-4</ref> released as a [[Bandai LCD Solarpower]] [[Handheld game systems|handheld game]]. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early [[2.5D|pseudo-3D]] effects.<ref>[http://asia.cnet.com/photogallery/0,3800005208,62045421-029p,00.htm The Handheld Museum: A tribute to the early history of handheld gaming], CNET</ref> The amount of ambient light the game received also had an effect on the gaming experience.<ref>[http://www.pcpro.co.uk/features/361591/the-top-ten-retro-gaming-secrets/3 The top ten retro gaming secrets], CNET</ref> Another early example of a horror game released that year was [[Sega]]'s [[arcade game]] ''[[Monster Bash]]'', which introduced classic horror-movie monsters, including the likes of [[Dracula]], the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games.<ref>[http://www.avclub.com/articles/monster-bash,25459/ Monster Bash], A.V. Club</ref> Its 1986 remake ''[[Ghost House]]'' had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits.<ref name="ignhistory"/> Another game that has been cited as an early horror-themed game is [[Quicksilva]]'s 1983 [[maze]] game ''[[Ant Attack]]''.<ref>{{Cite web| url = http://www.next-gen.biz/features/making-ant-attack| title = The Making Of: Ant Attack| author = Edge staff| work = [[Edge]]| date = 2009-07-31|accessdate = 2009-12-08}}</ref> A game that featured early survival elements was ''[http://www.giantbomb.com/panorama-toh/3030-45796/ Panorama Toh]'', a 1983 [[action RPG]]. The player can die of hunger or fatigue, represented in the form of hit points and stamina statistics. The stamina decreases with every action taken, but can be replenished with (F)ood or rations. Certain kinds of food can only be found above trees, which need to be climbed using a rope. The game also features a flashlight, necessary to brighten dark dungeons, and batteries are needed to power the flashlight. [http://blog.hardcoregaming101.net/2013/06/dark-age-of-jrpgs-6-panorama-toh-pc-88.html] [http://www.mobygames.com/game/panorama-toh] In 1985, Magical Zoo's ''The Screamer'' was a bio-horror [[Role-playing game|RPG]] released for the [[NEC PC-88]] that was set in a post-apocalyptic research facility, while the gameplay featured [[shooter]]-based combat and [[permanent death]].<ref>[http://www.4gamer.net/news/history/2006.12/20061226145948detail.html The Screamer] ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.4gamer.net%2Fnews%2Fhistory%2F2006.12%2F20061226145948detail.html&sl=ja&tl=en&hl=&ie=UTF-8 Translation]), ''4Gamer.net''</ref><ref name=Moby-Screamer>{{MobyGames|id=/screamer_|name=The Screamer}}</ref> The latter half of the 1980s saw the release of several other horror-themed games, including [[Konami]]'s ''[[Castlevania]]'' in 1986, and Sega's ''[[Kenseiden]]'' and [[Namco]]'s ''[[Splatterhouse]]'' in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other [[action]] games at the time.<ref name="ignhistory"/> ''Splatterhouse'' in particular is notable for its large amount of bloodshed and terror, despite being an arcade [[beat 'em up]] with very little emphasis on survival.<ref>[http://www.1up.com/news/egm-heads-splatterhouse EGM Heads to the Splatterhouse], [[1UP.com|1UP]]</ref> Another 1986 title, ''[http://www.giantbomb.com/carmine/3030-33727/ Carmine]'', featured several survival horror elements, including an emphasis on survival, limited health and ammo, violent gory scenes, and a sense of danger. The emphasis on survival is further reinforced with the combat being almost entirely randomized, relying on a type of dice roll system to determine whether or not an enemy is hit. While this may have further emphasized the survival element and sense of danger, this randomization aspect has faced criticism for making the gameplay somewhat frustrating at times. [http://retrogamedaisuki.blog.fc2.com/blog-entry-26.html] ''[[War of the Dead|Shiryou Sensen: War of the Dead]]'', a 1987 title developed by Fun Factory and published by [[Victor Entertainment|Victor Music Industries]] for the [[MSX|MSX2]], PC-88 and [[TurboGrafx-16|PC Engine]] platforms,<ref name=Szczepaniak/> is considered the first true survival horror game by Kevin Gifford (of ''[[GamePro]]'' and [[1UP.com|1UP]])<ref name=Gifford>Kevin Gifford, [http://magweasel.com/2009/11/10/i-love-the-pc-engine-shiryou-sensen-war-of-the-dead/ Shiryō Sensen: War of the Dead], ''Magweasel.com'', November 10, 2009</ref> and John Szczepaniak (of ''[[Retro Gamer]]'' and ''[[The Escapist]]'').<ref name=Szczepaniak>John Szczepaniak, [http://www.hardcoregaming101.net/wotd/wotd.htm War of the Dead], Hardcore Gaming 101, 15 January 2011</ref> Designed by Katsuya Iwamoto, the game was a horror [[Action role-playing game|action RPG]] revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has [[Open world|open-world environments]] like ''[[Dragon Quest]]'' and [[real-time]] side-view battles like ''[[Zelda II: The Adventure of Link|Zelda II]]'', though ''War of the Dead'' departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music,<ref name=Gifford/> while the gameplay lacked a [[Experience level|leveling]] system and featured [[side-scrolling shooter]] based combat with limited ammunition for each firearm, forcing the player to search for and conserve ammunition, and often run away from monsters, though the player could punch or use a knife if out of ammunition. The game also featured a limited item inventory and crates to store items, and introduced a [[Persistent world|day-night cycle]], the player can sleep to recover health, and a record is kept of how many days the player has survived. The plot later involves a portal to another world.<ref name=Szczepaniak/> That same year saw the release of ''[[Laplace no Ma]]'', another hybrid of survival horror and RPG, though with more traditional RPG elements such as [[turn-based]] combat. It was mostly set in a mansion infested with undead creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures.<ref>{{moby game|id=/laplace-no-ma|name=Laplace no Ma}}</ref> In 1988, ''War of the Dead Part 2'' for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as [[random encounter]]s, and instead adopted action-adventure elements from ''[[Metal Gear]]'' while retaining the horror atmosphere of its predecessor.<ref name=Szczepaniak/> However, the game often considered the first true survival horror, due to having the most influence on ''Resident Evil'', was the 1989 release ''[[Sweet Home]]'', for the [[Nintendo Entertainment System]].<ref name="UGOsweethome"/> The gameplay focused on solving a variety of [[Puzzle|puzzles]] using items stored in a limited inventory,<ref name=Sterling>{{Cite web|title=Fear 101: A Beginner's Guide to Survival Horror|author=Jim Sterling|publisher=[[IGN]]|date=June 9, 2008|url=http://uk.retro.ign.com/articles/880/880202p1.html|accessdate=2009-08-26}}</ref> while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.<ref name=Sterling/> It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.<ref name=GameSpy>{{Cite web|title=GOTW: Sweet Home|author=Max Bert|publisher=[[GameSpy]]|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=27|accessdate=2009-08-28}}</ref> Developed by [[Capcom]], the game would become the main inspiration behind their later release ''[[Resident Evil]]'',<ref name="UGOsweethome"/><ref name=Sterling/> which also borrowed various other elements from the game, such as its mansion setting, "opening door" load screen,<ref name="UGOsweethome">{{Cite web | url = http://www.ugo.com/games/survival-horror-games-top-11/?cur=Sweet-home | title = Top 11 Survival Horror Games: Sweet Home | date = 2008-05-21 | publisher = [[UGO Networks]] | accessdate = 2009-04-17 }}</ref> death animations, [[multiple endings]] depending on which characters survive,<ref name=GameSpy/> dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery. The latter prevented its release in the Western world, though its influence was felt through ''Resident Evil'', which was originally intended to be a [[remake]] of the game.<ref name=CVG>[http://www.computerandvideogames.com/281325/features/time-machine-sweet-home/ Time Machine: Sweet Home], ''[[Computer and Video Games]]''</ref> Some consider ''Sweet Home'' to be the first true survival horror game.<ref>{{Cite book|title=The Sweet Home of Resident Evil|first=Thomas Nowlin|last=Harrison|year=2006}}</ref> Travis Fahs of [[IGN]] claims ''Sweet Home'' is more an RPG despite its influence, and that ''Project Firestart'' (released in the same year as ''Sweet Home'') more closely embodied genre conventions despite its lack of influence.<ref name="ignhistory"/> In 1989, Electronic Arts published ''[[Project Firestart]]'', developed by [[Dynamix]]. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film ''Alien'', but had gameplay that closely resembled later survival horror games in many ways. Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not an influence on later games in the genre and the similarities are largely coincidental.<ref name="ignhistory"/> 1989 also saw the release of ''[[Friday the 13th]]'' for the NES, featuring [[Open world|open-world]] survival horror gameplay. In 1992, [[Infogrames]] released ''[[Alone in the Dark (video game)|Alone in the Dark]]'', which has been considered a forefather of the genre.<ref name="hauntedhouse"/><ref name="extinction"/> The game featured a lone protagonist against hordes of monsters, and made use of traditional [[adventure game]] challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, ''Alone in the Dark'' utilized static [[pre-rendered]] camera views that were cinematic in nature. Although players had the ability to fight monsters as in [[action]] games, players also had the option to evade or block them.<ref name="gamespothistory"/> Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.<ref name="IGNevolution">{{Cite web | url = http://pc.ign.com/articles/906/906852p1.html | title = The Evolution of the Survival Horror Genre| date = 2008-09-01 | accessdate = 2009-04-17 | publisher = [[IGN]] | author = Clara Barraza }}</ref> The game also used the mechanism of notes and books as expository devices.<ref name="fear101"/> Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.<ref name="gamespothistory"/> In 1994, [[Riverhillsoft]] released the first fully [[3D]] survival horror game, ''Doctor Hauzer'', for the [[3DO Interactive Multiplayer|3DO]]. Both the [[player character]] and the environment were rendered entirely in [[polygons]], while allowing the player to switch the view between three different perspectives: [[third-person]], [[first-person]], and [[top-down view|overhead view]]. In a departure from most other survival horror games before and after it, ''Doctor Hauzer'' also lacked any enemies, but the main threat was instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. It also made effective use of sound, including [[Video game music|background music]] that heightens tension and changes depending on the situation, and the sound of the player character's echoing footsteps that can change depending on the surface; these would later be used more effectively in ''Resident Evil''. The game is today considered a formative step in the creation of the survival horror genre, improving on ''Alone in the Dark'' while paving the way for ''Resident Evil''.<ref name="Defunct-Hauzer">{{Cite web|title=Doctor Hauzer|author=Adam Romano|date=March 8, 2008|publisher=Defunct Games|url=http://www.defunctgames.com/shows.php?id=review-966|accessdate=2011-05-12}}</ref> That same year, Chunsoft released ''[[Kamaitachi no Yoru|Banshee's Last Cry]]'' in Japan, though it wouldn't be released in English until twenty years later in 2014. The game was a [[visual novel]] involving a well-written psychological horror narrative that can change drastically depending on the decisions the player makes, with over 40 different endings in total. [http://www.gamesinasia.com/banshees-last-cry-review-text-based-terror/] In 1995, [[Human Entertainment]]'s ''[[Clock Tower: The First Fear]]'' was a survival horror game that employed [[Point and Click adventure|point-and-click graphic adventure]] gameplay and added a unique twist of its own: a deadly stalker known as [[Scissorman]] that chased players throughout the game.<ref name="ignhistory5">{{Cite web | author = Travis Fahs | url = http://uk.retro.ign.com/articles/104/1040759p5.html | title = IGN Presents the History of Survival Horror | page=5 | publisher = [[IGN]] | date=October 30, 2009 | accessdate=2011-01-26}}</ref> The game also introduced [[stealth game]] elements,<ref>Shane Patterson (2009-02-03), [http://www.gamesradar.com/f/the-sneaky-history-of-stealth-games/a-2009020393535662028 The Sneaky History of Stealth Games], GamesRadar, Retrieved 2009-06-21</ref> and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive for as long as possible, and it featured up to nine different possible endings.<ref>{{Cite journal|title=Nygotha|volume=II|issue=XXXV|author=Alex Lucard|date=May 22, 2006|work=[[GameFan|Diehard GameFAN]]|url=http://diehardgamefan.com/2006/05/22/48715/|accessdate=2011-03-07}}</ref> The same year, [[WARP]]'s horror adventure game ''[[D (video game)|D]]'' featured a [[first-person]] perspective, [[CGI]] [[Full motion video|full-motion video]], gameplay that consisted entirely of [[Puzzle|puzzle-solving]], and taboo content such as violence and cannibalism.<ref name="justadventure">{{Cite web|author=Ugur Sener|date=August 28, 2003|url=http://www.justadventure.com/reviews/D/D.shtm|title=Game Review|publisher=Just Adventure|accessdate=2011-05-10}}</ref><ref name="Eno interview">{{Cite web|url = http://www.1up.com/do/feature?pager.offset=0&cId=3169166|title = Kenji Eno: Reclusive Japanese Game Creator Breaks His Silence|publisher = [[1UP.com]]|date = 2008-08-07|accessdate = 2008-08-08}}</ref> The term "survival horror" was first used by Capcom to market their 1996 release, ''[[Resident Evil (video game)|Resident Evil]]''.<ref name="GSREH">{{Cite web | url = http://www.gamespot.com/gamespot/features/video/res_evil/index.html | title = The History of Resident Evil | author = Justin Speer and Cliff O'Neill | date = | publisher = [[GameSpot]] | accessdate = 2009-04-17 }}</ref><ref>"Enter The Survival Horror... A ''Resident Evil'' Retrospective," ''Game Informer'' 174 (October 2007): 132-133.</ref> The game was inspired by Capcom's 1989 title ''[[Sweet Home]]'',<ref name="UGOsweethome"/> which it was originally intended to be a remake of.<ref name=CVG/> ''Resident Evil'' also adopted several features seen in ''Alone in the Dark'', including its cinematic fixed camera angles and some of its puzzle-solving challenges.<ref name="gamespothistory"/> The control scheme in ''Resident Evil'' also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.<ref name="fear101"/> The game's commercial success is credited with helping the [[PlayStation]] become the dominant [[game console]],<ref name="gamespothistory"/> and also led to a series of ''[[Resident Evil]]'' films.<ref name="horrorfilm"/> Many games have tried to replicate the successful formula seen in ''Resident Evil'', and every subsequent survival horror game has arguably taken a stance in relation to it.<ref name="horrorfilm"/> === Golden age (1996–early 2000s) === The success of ''Resident Evil'' in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "''Resident Evil'' clones."<ref name="ignhistory-full">{{Cite web | author = Travis Fahs | url = http://m.ign.com/articles/1040759 | title = IGN Presents the History of Survival Horror | publisher = [[IGN]] | date=October 30, 2009 | accessdate=2011-01-26}}</ref> The golden age of survival horror started by ''Resident Evil'' reached its peak around the turn of the millennium with ''Silent Hill'', followed by a general decline a few years later.<ref name="ignhistory-full"/> Among the ''Resident Evil'' clones at the time, there were several survival horror titles that stood out, such as ''[[Clock Tower 2]]'' (1996) and ''[[Clock Tower: Ghost Head]]'' (1998) for the PlayStation. These [[Clock Tower (series)|''Clock Tower'' games]] proved to be hits, capitalizing on the success of ''Resident Evil'' while staying true to the graphic-adventure gameplay of the original ''Clock Tower'' rather than following the ''Resident Evil'' formula.<ref name="ignhistory5"/> Another survival horror title that differentiated itself was ''[[Corpse Party]]'' (1996), an [[indie game|indie]], psychological horror [[adventure game]] created using the [[RPG Maker]] engine. Much like ''Clock Tower'' and later ''[[Haunting Ground]]'' (2005), the [[player character]]s in ''Corpse Party'' lack any means of defending themselves; the game also featured up to 20 [[multiple endings|possible endings]]. However, the game would not be released in Western markets until 2011.<ref>{{Cite web|last=Fahey|first=Mike|title=Paranoia, Madness, Suicide and Cannibalism; Who Says 16-Bit Can’t Be Scary?|url=http://kotaku.com/5854847/paranoia-madness-suicide-and-canabalism-who-says-16+bit-cant-be-scary|publisher=[[Kotaku]]|accessdate=12 June 2012|date=October 31, 2011}}</ref> [[Riverhillsoft]]'s ''[[Overblood]]'', released in 1996, is considered one of the first survival horror games to make use of a fully [[3D|three-dimensional]] virtual environment,<ref name="horrorfilm"/> second only to Riverhillsoft's own ''Doctor Hauzer'' in 1994.<ref name="Defunct-Hauzer"/> ''[[The Note]]'' in 1997 and ''[[Hellnight]]'' in 1998 experimented with using a real-time 3D [[First person|first-person]] perspective rather than pre-rendered backgrounds like ''Resident Evil''.<ref name="ignhistory5"/> In 1998, Capcom released the successful sequel ''[[Resident Evil 2]]'', which series creator [[Shinji Mikami]] intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of [[Square (company)|Square]]'s ''[[Parasite Eve]]'', which combined elements from ''Resident Evil'' with the RPG gameplay of ''[[Final Fantasy]]''. It was followed by a more action-based sequel, ''[[Parasite Eve II]]'', in 1999.<ref name="ignhistory5"/> In 1998, ''[[Galerians]]'' discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.<ref>{{Cite web |url=http://uk.psx.ign.com/articles/163/163319p1.html |title=Galerians Review |accessdate=2010-04-05 |publisher=[[IGN]] |date=April 5, 2000}}</ref> Also in 1998, ''[[Blue Stinger]]'' was a fully 3D survival horror for the [[Dreamcast]] incorporating action elements from [[beat 'em up]] and [[shooter ]] games.<ref>{{Cite web|title=Blue Stinger - Dreamcast|publisher=Spong|url=http://spong.com/game/11022596/Blue-Stinger-Dreamcast|accessdate=2011-05-09}}</ref><ref name="Bartholowstingerreview">Bartholow, Peter. [http://www.gamespot.com/dreamcast/adventure/bluestinger/index.html Blue Stinger review for DreamCast at GameSpot]. ''[[GameSpot]]''. Accessed July 17, 2005.</ref> [[Konami]]'s ''[[Silent Hill]]'', released in 1999, drew heavily from ''Resident Evil'' while using realtime 3D environments in contrast to ''Resident Evil{{'}}s'' pre-rendered graphics.<ref name="review_gamepro">{{Cite web|url=http://www.gamepro.com/article/reviews/73/silent-hill/|accessdate=2009-04-17|date=2000-11-24|author=Bobba Fatt|work=[[GamePro]]|title=Review : Silent Hill (PlayStation)|archiveurl=http://web.archive.org/web/20081227092743/http://www.gamepro.com/article/reviews/73/silent-hill/|archivedate=2008-12-27}}</ref> ''Silent Hill'' in particular was praised for moving away from B-movie horror elements to the psychological style seen in art house or [[J-Horror|Japanese horror]] films,<ref name="horrorfilm"/> due to the game's emphasis on a disturbing atmosphere rather than visceral horror.<ref name="review_gamerev">{{Cite web|url=http://www.gamerevolution.com/oldsite/games/sony/adventure/silent_hill.htm|accessdate=2009-04-17|date=1999-03-01|author=Baldric|title=Game Revolution Review Page - Game Revolution|publisher=[[Game Revolution]] }}</ref> The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection.<ref name="gamesradar-2">{{Cite web|title=The sneaky history of stealth games: Hide and seek through the ages|page=2|author=Shane Patterson|publisher=[[GamesRadar]]|date=February 3, 2009|url=http://www.gamesradar.com/f/the-sneaky-history-of-stealth-games/a-2009020393535662028/p-2|accessdate=2009-06-21}}</ref> The original ''Silent Hill'' is considered one of the scariest games of all time,<ref>{{Cite web|url=http://www.gametrailers.com/player/14536.html|title=Gametrailers.com - GT Countdown - Top Ten Scariest Games|date=2007-10-27|accessdate=2009-04-17|publisher=[[GameTrailers]]}}</ref> and the strong narrative from ''[[Silent Hill 2]]'' in 2001 has made the [[Silent Hill|''Silent Hill'' series]] one of the most influential in the genre.<ref name="fear101"/> According to IGN, the "golden age of survival horror came to a crescendo" with the release of ''Silent Hill''.<ref name="ignhistory5"/> ''[[Fatal Frame (video game)|Fatal Frame]]'' from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.<ref name="IGNevolution"/><ref name="UGOfatalframe">{{Cite web | url = http://www.ugo.com/games/survival-horror-games-top-11/?cur=Fatal-frame | title = Best Survival Horror Games - Fatal Frame | accessdate = 2009-04-17 | publisher = [[UGO Networks]] }}</ref> The ''[[Fatal Frame]]'' series has since gained a reputation as one of the most distinctive in the genre,<ref name="IGNFF2">{{Cite web | url = http://uk.ps2.ign.com/articles/433/433766p1.html | title = Fatal Frame 2 Interview | author = Kaiser Hwang | date = 2003-08-15 | publisher = [[IGN]] | accessdate=2009-04-17}}</ref> with the first game in the series credited as one of the best-written survival horror games ever made, by [[UGO Networks]].<ref name="UGOfatalframe"/> Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's ''[[Resident Evil: Survivor]]'' which used both [[light gun]] shooter and [[first-person shooter]] elements, and 2003's ''[[Resident Evil: Dead Aim]]'' which used [[light gun]] and [[third-person shooter]] elements.<ref>{{Cite web|title=Resident Evil: The Umbrella Chronicles Review|publisher=[[GameSpot]]|author=Ryan Davis|date=November 15, 2007|url=http://uk.gamespot.com/wii/action/residentevilseries/review.html|accessdate=2011-05-07}}</ref> Western developers began to return to the survival horror formula.<ref name="fear101"/> ''[[The Thing (video game)|The Thing]]'' from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together.<ref>{{Cite web | url = http://ps2.ign.com/articles/368/368448p1.html | title = The Thing | author = Douglass C. Perry | date = 2002-08-20 | publisher = [[IGN]] | accessdate = 2009-04-23 }}</ref> The 2004 title ''[[Doom 3]]'' is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry.<ref name="IGNevolution"/> Thus, it is usually considered a [[first-person shooter]] with survival horror elements.<ref>{{Cite web | url = http://www.ugo.com/channels/games/features/doom3/review.asp | title = DOOM 3 Review | author = Jeff 'Finger' Buckland | year = 2004 | accessdate = 2009-04-23 | publisher = [[UGO Networks]] }}</ref> Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.<ref name="fear101"/> Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.<ref name="fear101"/> 2002's ''[[Clock Tower 3]]'' eschewed the [[Point and Click adventure|graphic adventure]] formula seen in the original ''[[Clock Tower: The First Fear|Clock Tower]]'', and embraced full 3D survival horror gameplay.<ref name="fear101"/><ref>{{Cite web | url = http://ps2.ign.com/articles/392/392242p1.html | title = Clock Tower 3 | author = Jeremy Dunham | accessdate = 2009-04-17 | date = 2003-04-03 | publisher = [[IGN]] }}</ref> In 2003, ''[[Resident Evil Outbreak]]'' introduced a new gameplay element to the genre: [[Multiplayer online game|online]] [[Multiplayer video game|multiplayer]] and [[cooperative ]] gameplay.<ref>{{allgame|43489|Resident Evil Outbreak}}</ref><ref>{{Cite web|last=Reeves|first=Ben|title=Guinness World Records 2012 Gamer’s Edition Preview|url=http://www.gameinformer.com/b/features/archive/2011/12/30/guinness-world-records-2012-gamer-s-edition-preview.aspx|work=[[Game Informer]]|accessdate=31 December 2011|date=December 30, 2011}}</ref> [[Sony]] employed ''Silent Hill'' director [[Keiichiro Toyama]] to develop ''[[Siren]]''.<ref name="fear101"/> The game was released in 2004,<ref>{{Cite web | url = http://www.gamepro.com/article/reviews/35092/siren/ | title = Siren Review | author = Pong Sifu | date = 2004-04-16 | work = [[GamePro]] | accessdate = 2009-04-17|archiveurl=http://web.archive.org/web/20081009113520/http://www.gamepro.com/article/reviews/35092/siren/|archivedate=2008-10-09}}</ref> and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them.<ref>{{Cite web | url = http://www.ugo.com/games/survival-horror-games-top-11/?cur=Siren | title = Best Survival Horror Games - Siren | accessdate = 2009-04-17 | publisher = [[UGO Networks]] }}</ref> However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.<ref name="fear101"/> As the console market drifted towards Western-style action games,<ref name="leigh"/> players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as ''[[Resident Evil Code: Veronica]]'' and ''[[Silent Hill 4: The Room]]''.<ref name="fear101"/> === Dawnfall (mid-2000s–2010s)=== In 2005, ''[[Resident Evil 4]]'' attempted to redefine the genre by emphasizing reflexes and precision aiming,<ref>{{Cite web | url = http://www.gamedaily.com/articles/features/capcoms-re4-reinvigorates-the-franchise/67572/?biz=1 | title = Capcom's RE4 Reinvigorates the Franchise| author= James Brightman | date = 2005-03-02 | accessdate = 2009-04-16 | publisher = [[GameDaily]] }}</ref> broadening the gameplay with more shooter elements in a more action approach.<ref>{{Cite web | url = http://www.ugo.com/movies/gateway-to-horror/?cur=gateway-to-horror-games-resident-evil-4 | title = Gateway to Horror | author = | publisher = [[UGO Networks]] | date = 2008-10-17 | accessdate = 2009-04-16 }}</ref> Its ambitions paid off, earning the title several Game of the Year awards for 2005,<ref name="nintendopower">{{Cite journal|title=Resident Evil 4|journal=[[Nintendo Power]]|month=March|year=2005 |page=105}}</ref><ref name="gameinformer">{{Cite journal|title=Resident Evil 4|journal=[[Game Informer]]|month=March|year=2005 |page=134}}</ref> and the top rank on IGN's ''Readers' Picks Top 99 Games'' list.<ref>{{Cite web|url=http://microsites.ign.com/kfc/top99games/10.html|title=Readers' Picks Top 99 Games|accessdate=2009-04-16|publisher=[[IGN]]}}</ref> However, this also led some reviewers to suggest that the ''Resident Evil'' series had abandoned the survival horror genre,<ref name="extinction">{{Cite web |url = http://www.destructoid.com/how-survival-horror-evolved-itself-into-extinction-114022.phtml | title = How survival horror evolved itself into extinction | date = 2008-12-08 | author = Jim Sterling | publisher = Destructoid | accessdate = 2009-04-16 }}</ref><ref>{{Cite web | url = http://www.computerandvideogames.com/article.php?id=202808 | title = Resident Evil 5 | author = Matthew Pellett | date = 2008-12-06 | publisher = [[Computer and Video Games]] | accessdate = 2009-04-16 }}</ref> by demolishing the genre conventions that it had established.<ref name="fear101" /> Other major survival horror series followed suit by developing their combat systems to feature more action, such as ''[[Silent Hill Homecoming]]'',<ref name="extinction" /> and the 2008 version of ''[[Alone in the Dark (2008 video game)|Alone in the Dark]]''.<ref>{{Cite web | url = http://www.eurogamer.net/articles/ataris-phil-harrison-interview | title = Atari's Phil Harrison Interview | author = Ellie Gibson | publisher = [[Eurogamer]] | date = 2008-05-29 | accessdate = 2009-04-16 }}</ref> These changes were part of an overall trend among [[console]] games to shift towards visceral action gameplay.<ref name="leigh" /> These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.<ref name="leigh" /><ref name="extinction" /> Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat.<ref name="extinction" /> Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.<ref name="leigh">{{Cite web | url = http://kotaku.com/5056008/does-survival-horror-really-still-exist | title = Does Survival Horror Really Still Exist? | publisher = [[Kotaku]] | author=Leigh Alexander | accessdate = 2009-04-16 | date = 2008-09-29 }}</ref> The original genre has persisted in one form or another. The 2005 release of ''[[F.E.A.R.]]'' was praised for both its atmospheric tension and fast action,<ref name="IGNevolution" /> successfully combining Japanese horror with cinematic action,<ref name="designerdiary">{{Cite web | date=2005-10-04 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6134936&mode=previews | title=Music to your ''F.E.A.R.''s | work=[[GameSpot]] | accessdate = 2006-10-04}}</ref> while ''[[Dead Space (video game)|Dead Space]]'' from 2008 brought survival horror to a science fiction setting.<ref>{{Cite web | url = http://ps3.ign.com/articles/918/918859p1.html | title = IGN: Dead Space Review | author = Jeff Haynes | date = 2008-10-10 | accessdate = 2009-04-16 | publisher = [[IGN]] }}</ref> However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.<ref name="extinction" /><ref>{{Cite web | url = http://palgn.com.au/14061/my-favourite-waste-of-time-2/ | title = My Favourite Waste of Time #2 | author = Jason Picker | date = 2008-04-19 | publisher = [[PALGN]] | accessdate = 2009-04-23 }}</ref> The release of ''[[Left 4 Dead]]'' in 2008 helped popularize [[cooperative]] [[multiplayer]] among survival horror games,<ref>{{Cite web | url = http://www.next-gen.biz/reviews/review-left-4-dead-2 | title = Review: Left 4 Dead | author = Edge Staff | date = 2008-11-20 | work = [[Edge]] | accessdate = 2009-04-23 }}</ref> although it is mostly a [[first person shooter]] at its core.<ref>{{Cite web | url = http://reviews.teamxbox.com/xbox-360/1622/Left-4-Dead/p1/ | title = Left 4 Dead Review (Xbox 360) | author = Andy Eddy | date = 2008-11-17 | publisher = [[TeamXbox]] | accessdate = 2009-04-23 }}</ref> Meanwhile, the ''Fatal Frame'' series has remained true to the roots of the genre,<ref name="extinction" /> even as ''[[Fatal Frame IV: Mask of the Lunar Eclipse|Fatal Frame IV]]'' transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.<ref>{{Cite web | url = http://www.next-gen.biz/reviews/review-fatal-frame-4 | title = Review: Fatal Frame 4 | author = Edge Staff | date = 2008-10-15 | work = [[Edge]] | accessdate = 2009-04-23 }}</ref> More recently, the 2009 release of ''[[Resident Evil 5]]'' has been praised despite critics questioning its status as a true survival horror game.<ref>{{Cite web | url = http://reviews.cnet.com/xbox-360-games/resident-evil-5-xbox/4505-11457_7-31470349.html | publisher = [[CNET Networks]] | author = Lark Anderson | title = Resident Evil 5 (Xbox 360) | accessdate = 2009-04-16 }}</ref><ref>{{Cite web | url = http://www.1up.com/do/reviewPage?cId=3173233 | title = Resident Evil 5 (Xbox 360)| publisher = [[1UP.com]] | author = James Mielke | date = 2009-03-12 | accessdate = 2009-04-16 }}</ref> Also in 2009, ''Silent Hill'' made a transition to an over-the-shoulder viewpoint in ''[[Silent Hill: Shattered Memories]]''. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by [[Climax Studios]].<ref>{{Cite web|url=http://au.wii.ign.com/articles/992/992667p1.html| title=Best of E3 2009 for Wii| author=IGN Nintendo Team}}</ref> This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy. Examples of independent survival horror games are the ''[[Penumbra (video game series)|Penumbra series]]'' and ''[[Amnesia: The Dark Descent]]'' by [[Frictional Games]], both of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.<ref name="brighthub">{{Cite web | url = http://www.brighthub.com/video-games/pc/articles/52738.aspx | author = Anurag Ghosh | title = Why You Should Add Penumbra Games to Your Horror PC Game Collection | date = 2010-10-05 | publisher = Bright Hub | accessdate= 2010-10-11 }}</ref><ref name="wotithink">{{Cite web | url = http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ | author = John Walker | title = Wot I Think: Amnesia – The Dark Descent | date = 2010-09-07 | publisher = [[Rock, Paper, Shotgun]] | accessdate= 2010-10-11 }}</ref> In 2010, the [[cult game]] ''[[Deadly Premonition]]'' by [[Access Games]] was notable for introducing [[non-linear]] [[open world]] gameplay and a comedy horror theme to the genre.<ref>{{Cite web|title=Review: Deadly Premonition|author=Sterling, Jim|date=February 27, 2010|publisher=[[Destructoid]] |url=http://www.destructoid.com/review-deadly-premonition-165168.phtml|accessdate=May 3, 2010}}</ref> Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among [[independent game development|independent game developers]].<ref name="guardian">{{Cite web | url = http://www.guardian.co.uk/technology/gamesblog/2008/dec/12/gameculture-playstation | author = Keith Stuart | title = Destuctoid on the death of survival horror | date = 2008-12-12 | work = The Guardian | accessdate= 2009-04-16 }}</ref> In late 2000s and early 2010s horror themed action games, or "dramatic horror" (a label used by Capcom for ''[[Resident Evil 6]]''), have played a role in a rising "zombie craze" evident across popular culture. Popular cross-media examples of this trend include ''[[The Walking Dead]]'' franchise, the ''Resident Evil'' franchise of video games and movies, ''[[Left 4 Dead]]'' series, [[Dead Space (series)|''Dead Space'']] series, ''[[Dead Rising]]'' franchise etc. The crises of the Japanese video game market and the focus of the Western market on big AAA games coined by the Military Shooter style of games, created a gap on the console market for the horror genre, but the rise of indipendent computer game market created many sucessfull and experimental tittles that lacket in lenght and highly detailed graphics, but usually had a giant cult-following of theories around their narratives and the giant popularitie of face-cam gameplay videos on video platforms like Youtube and Social Media generated exposure and many downloads on freeware game sites and moved thousands of copies around digital stores. Examples include Five Nights at Fredies, Slenderman, Outlast. ==References== {{Reflist|2}} {{Genres}} [[Category:Genres]]
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