


These champions tend to be fearless, charismatic and proficient with firearms, either through years of institutional training, or as a means of survival in extraneous circumstances. Historically, horror games have built their stories around a single hero or group of heroes. "I think the reason we're seeing smaller studios really representing the horror genre so well is because you need that creative freedom to make proper horror, and that can't be constrained too much." Lucas Roussel, Little Nightmares 2

Rousell says the original plan for Little Nightmares 2 was to include a series of brighter outdoor locations – but after publisher Bandai Namco clapped eyes on the concept drawings, which were tonally darker and creepier than the original game, the developer was ordered to commit to its oppressive and claustrophobic vision in number two. Tarsier Studios, the Swedish outfit responsible for the Little Nightmares series, is another of those modestly-sized frontrunners pushing the horror envelope, having followed up its super dark breakout hit with something, somehow, even darker still. In the last year alone, we've seen the arrival of The Medium, a reality-bending psychological horror game from Bloober Team, whose back catalogue includes Observer and the wonderful Layers of Fear the thoughtful and uber-stylish Mundaun, from MWM Interactive House of Ashes, the latest entry to Supermassive Games' multi-part Dark Pictures Anthology and Wraith: The Oblivion – Afterlife, a virtual reality horror game, developed and published by Fast Travel Games. Today, the most innovative work is being driven by the latter camp of smaller studios, working under tighter financial constraints than their AAA bedfellows (but often with broader creative strokes), which has given birth to a new generation of successful horror games pushing the genre in new and exciting directions.

However you seek your twisted kicks, be that from big-budget blockbusters or smaller-scale terrors, frightful fans can hunt scares in myriad forms across multiple devices. In 2021, the landscape of horror games is as varied now than it's ever been. When you look at massive companies and massive projects, they can sometimes be a little bit risk-averse." Will Doyle, Supermassive Games "Genres thrive when people take chances, when they create games that surprise you and that you haven't really seen before.
