Haunting Ground’s Fixed Camera Should Be the Horror Game Gold Standard

Despite its flaws, Until Dawn worked for me. For a time, Supermassive Games was an exciting new voice in the realm of videogame horror, a section of gaming I have always considered myself a fan of but engage with very little as new releases are announced. Their style is corny, sure, and the stunt casting is more than a little reminiscent of mid ‘00s horror movies that marketed themselves on watching Paris Hilton die (maybe intentionally so!), but the construction of the game—the moment to moment—remains exciting despite cliches, shorthands, or troublesome writing.
Nothing Supermassive has done since has particularly sparked anything in me. This year, I went into The Quarry with an open mind and had a good time, in part because I played it with a group of friends, but as time passes since playing the game the less I think about it and anything outside of its most bombastic moments. Slowly, I realized a lot of this has to do with the game’s exploration segments, in between the scripted, QTE-laden encounters. The brunt of a horror game is usually in these sections; there’s the atmospheric puzzle-solving of Amnesia: The Dark Descent, the tense stealth of Alien: Isolation, and the point-and-click nature of Clock Tower. Slowly, throughout these games, you learn the rotations of the enemies stalking you, the areas in which you can travel safely and release some of the tension that’s been building throughout. In Silent Hill: Shattered Memories, moments of danger are very carefully delineated—half of the game finds you searching the town for clues, responding to your phone’s radio signal, and answering telephone calls. This is all strictly atmospheric. There are no enemies during these sections. It’s not until you stumble into a “Nightmare” zone that you are stalked relentlessly by monsters, only able to run through an obstacle course until you find your way out.
For exploration to feel resonant, the experience has to, in some ways, be bespoke, purposeful. A game can still be chilling even without the threat of imminent violence. But for horror to work, there must be an element of chaos, unpredictability, or dread. In The Quarry’s interstitial moments, you follow the character you’re controlling in an over-the-shoulder view, whipping the camera around them any way you like, besieged by motion blur and darkness. There are environments—like the cabin at sunset—where the staging feels quite intentional, creating slivers of safe, glowing light on the hardwood floor against contrasting silky blackness. Unfortunately, in these instances, I often failed to consider them; it’s easy to miss this kind of ambience when I have full control over how I’m seeing it, which affords me a sense of safety and power. Until Dawn is careful with its angles, often placing the characters in the middle of the screen with a considerable draw distance, allowing the camera to creep behind them slowly, pan up, zoom in or out. The direction plays on both the agoraphobic fear of a wide, snowy forest as well as the suffocating oppression of a narrow tunnel. Amid the intricacies of the camerawork—often moving while slightly out of step with your inputs—the player is expected to explore the mountain knowing they may be walking into a chase sequence. This is a marked improvement over Shattered Memories’ idea of exploration versus powerlessness, where the lines are further blurred and paranoia can ratchet up quite quickly.
Many would point to the first three Silent Hill entries as touchstones for horror game direction, and they’re right to do so. But when I think of the camera specifically and the power it holds in these games, I always think of Capcom’s Haunting Ground, their 2005 spiritual successor to Clock Tower. Haunting Ground boldly champions its own influences. The psychosexual, stylized work of giallo filmmakers like Dario Argento and Lucio Fulci were clear inspirations for the game’s pulpy, exploitative story, but from these movies Capcom also took a pervasive sense of creeping dread.