The History of Horror Games Reminds Us that Game Design Thrives on Creative Risk and Freedom
The new Nintendo Famicom Club game pays tribute to the storied risk-taking of horror games.

This past July, viewers were taken aback by a mysterious trailer for what seemed to be a horror game being published in-house by Nintendo. The trailer simply featured live-action footage of an ominous man wearing a paper bag on his head, a sinister smiling face scrawled on it. As everything faded to black after some typical glitchy horror jump cuts and a fragment of haunted piano music, the tense 16 second trailer ended. The description of the video only read “#WhoIsEmio.”
We now know indeed who Emio is and what game franchise he’s attached to. Likely by the time you’re reading this you’ve also played the game that has since been announced. The return to Nintendo’s mystery-horror series, Famicom Detective Club, and the clever introduction to its newest title and antagonist Emio the Smiling Man are certainly intriguing. But I’m more interested in what it means for Nintendo not only to dedicate itself once more to continuing its rare mature-rated series, but for the experimental spirit of the series. Famicom Detective Club, like the best of horror game classics like Clock Tower and Silent Hill, perseveres despite its long hiatus because its developers are willing to design on their own terms. This legacy of taking creative risks is also key to the game preservation efforts made for the aforementioned games as well. More on that later.
Idiosyncratic design philosophy and underdog projects are the origins of practically every horror game series you can think of. At this point, Team Silent and the plight which led to the creation of Silent Hill is considered legendary. The series production history and reputation has been so mythologized that independent researchers like TheGamingMuse have analyzed primary and secondary sources in both English and Japanese to recontextualize the narrative more accurately. While it is true that the original developers involved with the project from Konami Computer Entertainment Tokyo (a.k.a. KCET) were uniquely talented, they were not an isolated group of misunderstood geniuses per se. TheGamingMuse’s research points towards there being multiple teams working on Silent Hill’s first four titles in fact, with no singular official Team Silent having been recognized or organized by KCET. But this decentralized development on Silent Hill was still unique in its own right. What’s more, the series being put on ice in 2004 highlights the company’s shift from allowing a modicum of creative freedom in the ‘90s to focusing on guaranteed profit. Now, the future of the franchise rests again in the hands of several independent developers, with the most anticipated being NeoBards Entertainment’s Silent Hill F. This is due to the involvement of horror visual novel veteran Ryukishi07 (When They Cry franchise) as the principal writer.
There’s an interesting parallel to be drawn here between the development of Silent Hill F and Emio The Smiling Man, especially in regards to both titles’ relations to niche game genres like visual novels and point and click adventures. The original Famicom Detective Club games were inspired by Yuji Horii’s influential early adventure game genre The Portopia Serial Murder Case, which reimagined text adventure games by streamlining player choices with a list of commands and assigning part of the screen to a graphics display.
As Thomas Game Docs notes in her breakdown of Famicom Detective Club series’ full history, sustained development was uncertain at first. The idea was proposed to Nintendo to make an adventure game from the company’s ghost development partner, Tose Software. Although Nintendo assembled a team and had Game Boy creator Gunpei Yokoi produce the project, it would only be once they secured a scriptwriter in Yoshio Sakamoto (known for Metroid) that they would proceed to create Famicom Detective Club: The Missing Heir. Sakamoto was heavily inspired by Horii’s Portopia but studied Japanese classic Kosuke Kindaichi mystery novels less than he did horror stories about high schools. Sakamoto’s penchant for horror runs deep, with him taking four design tenets of mood, timing, foreshadowing and contrast from his favorite director Dario Argento.