Survival horror is asubgenre ofhorror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with thegame mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments andunexpected attacks from enemies.
The term "survival horror" was first used for the original Japanese release ofResident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989'sSweet Home and 1992'sAlone in the Dark. The name has been used since then for games with similar gameplay and has been retroactively applied to earlier titles. Starting with the release ofResident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditionalfirst person andthird-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror."[1][2][3][4]
Since the release of theResident Evil 2 remake in 2019, several journalists and critics have described the current period in time as a "renaissance" for the survival horror genre, citing the renewed popularity of both new titles and remakes of classic games likeSilent Hill 2.
Survival horror refers to a subgenre ofaction-adventure game which draws heavily from the conventions ofhorror fiction.[5][page range too broad][6][7][page range too broad] The player character is vulnerable and under-armed,[8] which puts emphasis on puzzle-solving and evasion, rather than the player taking an offensive strategy.[9] Games commonly challenge the player to manage their inventory[10] and ration scarce resources such as ammunition.[8][9] Another major theme throughout the genre is that of isolation. Typically, these games contain relatively fewnon-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.[11]
While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,[12] survival horror games are distinct from otherwise horror-themed action games.[13][14] They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.[12] Still, it is not unusual for survival horror games to draw upon elements fromfirst-person shooters, or evenrole-playing games.[5] According toIGN, "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."[11]
Survival horror games are a subgenre ofaction-adventure games,[6] where the player is unable to fully prepare or arm their avatar.[8] The player usually encounters several factors to make combat unattractive as a primary option, such as a limited number of weapons or invulnerable enemies;[15] if weapons are available, their ammunition is sparser than in other games,[16] and powerful weapons such as explosives are rare, if even available at all.[8] Thus, players are more vulnerable than inaction games,[8] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.[5] This shifts gameplay away from direct combat, and players must learn to evade enemies or turn the environment against them.[12] Games try to enhance the experience of vulnerability by making the game single-player rather than multiplayer,[15] and by giving the player an avatar who is more frail than the typical action game hero.[16]
The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,[12] and collecting and managing an inventory of items.[17] Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.[10] Levels also challenge players with mazelike environments, which test the player's navigational skills.[12] Levels are often designed as dark andclaustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense,[8][18] although games in the genre also make use of enormous spatial environments.[5]
A survival horror storyline usually involves the investigation and confrontation of horrific forces,[19] and thus many games transform common elements fromhorror fiction into gameplay challenges.[8] Early releases used camera angles seen inhorror films, which allowed enemies to lurk in areas that are concealed from the player's view.[20] 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.[19]
Games typically feature a variety of monsters with unique behavior patterns.[10] Enemies can appear unexpectedly or suddenly,[8] and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.[18] Survival horror games, like many action-adventure games, are sometimes structured around theboss 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.[21]
The origins of the survival horror game can be traced back to earlier horror fiction novels. Archetypes have been linked to the books ofH. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft'sGreat Old Ones and theboss encounters seen in many survival horror games. Themes of survival have also been traced to theslasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.[5] Another major influence on the genre isJapanese horror, including classicalNohtheatre, the books ofEdogawa Rampo,[22] andJapanese cinema.[23] The survival horror genre largely draws from bothWestern (mainlyAmerican) andAsian (mainlyJapanese) traditions,[23] with the Western approach to horror generally favoringaction-oriented visceral horror while the Japanese approach tends to favourpsychological horror.[12]
AX-2: Uchū Yusōsen Nostromo was a survival horror game developed by Akira Takiguchi, aTokyo University student andTaito contractor, for thePET 2001. It was ported to thePC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joinedGame Arts), and published byASCII in 1981, exclusively for Japan. Inspired by the 1979 Japanese onlystealth gameManbiki Shounen (Shoplifting Boy) by Hiroshi Suzuki and the 1979 sci-fi horror filmAlien, the gameplay ofNostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but to be caught and killed by the alien.[24][page range too broad]
Another early example is the 1982Atari 2600 gameHaunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence.[9] The game uses creatures commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates 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 the first in the genre.[10]
Malcolm Evans'3D Monster Maze, released for theSinclair ZX81 in 1982,[25] is afirst-person game without a weapon; the player cannot fight the enemy, aTyrannosaurus rex, so they must escape by finding the exit before the monster finds them. The game states its distance and awareness of the player, further raising tension.Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game".[26]Retro Gamer stated, "Survival horror may have been a phrase first coined byResident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit."[27]
1982 saw the release of another early horror game,Bandai'sTerror House,[28] based on traditional Japanese horror,[29] released as aBandai LCD Solarpowerhandheld game. It was asolar-powered game with twoLCD panels on top of each other to enable impressive scene changes and earlypseudo-3D effects.[30] The amount of ambient light the game received also had an effect on the gaming experience.[31] Another early example of a horror game released that year wasSega'sarcade gameMonster Bash, which introduced classic horror-movie monsters, including the likes ofDracula,Frankenstein's monster, andwerewolves, helping to lay the foundations for future survival horror games.[32] Its 1986 remakeGhost 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.[11] Another game that has been cited as one of the first horror-themed games isQuicksilva's 1983 maze gameAnt Attack.[33]
The latter half of the 1980s saw the release of several other horror-themed games, includingKonami'sCastlevania in 1986, and Sega'sKenseiden andNamco'sSplatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from otheraction games at the time.[11]Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcadebeat 'em up with very little emphasis on survival.[34]
Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published byVictor Music Industries for theMSX2, PC-88 andPC Engine platforms,[35] is considered the first true survival horror game by Kevin Gifford (ofGamePro and1UP)[36] and John Szczepaniak (ofRetro Gamer andThe Escapist).[35] Designed by Katsuya Iwamoto, the game was a horroraction RPG revolving around a femaleSWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It hasopen environments likeDragon Quest andreal-time side-view battles likeZelda II, thoughWar of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music.[36] The player character has limited ammunition, though the player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced aday-night cycle; the player can sleep to recover health, and a record is kept of how many days the player has survived.[35] In 1988,War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such asrandom encounters, and instead adopted action-adventure elements fromMetal Gear while retaining the horror atmosphere of its predecessor.[35]
However, the game often considered the first true survival horror, due to having the most influence onResident Evil, was the 1989 releaseSweet Home, for theNintendo Entertainment System.[37] It was created byTokuro Fujiwara, who would later go on to createResident Evil.[38]Sweet Home's gameplay focused on solving a variety ofpuzzles using items stored in a limited inventory,[39] 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.[39] 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.[40] Developed byCapcom, the game would become the main inspiration behind their later releaseResident Evil.[37][39] Its horrific imagery prevented its release in the Western world, though its influence was felt throughResident Evil, which was originally intended to be aremake of the game.[41] Some considerSweet Home to be the first true survival horror game.[42]
In 1989, Electronic Arts publishedProject Firestart, developed byDynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the filmAlien, but had gameplay that closely resembled later survival horror games in many ways. Travis 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 likely a direct influence on later games in the genre and the similarities are largely an example ofparallel thinking.[11]
Alone in the Dark (1992) is considered a forefather of the survival horror genre, and is sometimes called a survival horror game in retrospect.
In 1992,Infogrames releasedAlone in the Dark, which has been considered a forefather of the genre.[10][43][44] The game featured a lone protagonist against hordes of monsters, and made use of traditionaladventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically,Alone in the Dark uses staticprerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as inaction games, players also had the option to evade or block them.[6] Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.[45] The game also used the mechanism of notes and books as expository devices.[9] Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.[6]
In 1994,Riverhillsoft releasedDoctor Hauzer for the3DO. Both theplayer character and the environment are rendered inpolygons. The player can switch between three different perspectives:third-person,first-person, andoverhead. In a departure from most survival horror games,Doctor Hauzer lacks any enemies; the main threat is instead thesentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface.[46]
Resident Evil (1996) named and defined the survival horror genre.
The term "survival horror" was first used by Capcom to market their 1996 release,Resident Evil.[52][53] It began as a remake ofSweet Home,[41] borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen,[39][37] death animations,multiple endings depending on which characters survive,[40] dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery.[41]Resident Evil also adopted several features seen inAlone in the Dark, notably its cinematic fixed camera angles and pre-rendered backdrops.[54] The control scheme inResident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.[9] The game's commercial success is credited with helping thePlayStation become the dominantgame console,[6] and also led to a series ofResident Evil films.[5] Many games have tried to replicate the successful formula seen inResident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[5]
The success ofResident Evil in 1996 was responsible for its formula being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones."[55] The golden age of survival horror started byResident Evil reached its peak around the turn of the millennium withSilent Hill, followed by a general decline a few years later.[55] Among theResident Evil clones at the time, there were several survival horror titles that stood out, such asClock Tower (1996),Clock Tower II: The Struggle Within (1998), andDino Crisis (1999) for the PlayStation. TheseClock Tower games proved to be hits, capitalizing on the success ofResident Evil while staying true to the graphic-adventure gameplay of the originalClock Tower rather than following theResident Evil formula.[49] Another survival horror title that differentiated itself wasCorpse Party (1996), anindie,psychological horroradventure game created using theRPG Maker engine. Much likeClock Tower and laterHaunting Ground (2005), theplayer characters inCorpse Party lack any means of defending themselves; the game also featured up to 20possible endings. However, the game would not be released in Western markets until 2011.[56]Riverhillsoft'sOverblood, released in 1996, is considered the first survival horror game to make use of a fullythree-dimensional virtual environment.[5]The Note in 1997 andHellnight in 1998 experimented with using a real-time 3Dfirst-person perspective rather than pre-rendered backgrounds likeResident Evil.[49]
In 1998, Capcom released the successful sequelResident Evil 2, which series creatorShinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange". 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 ofSquare'sParasite Eve, which combined elements fromResident Evil with the RPG gameplay ofFinal Fantasy. It was followed by a more action-based sequel,Parasite Eve II, in 1999.[49] 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.[57] Also in 1998,Blue Stinger was a fully 3D survival horror game for theDreamcast incorporating action elements frombeat 'em up andshooter games.[58][59]
Konami'sSilent Hill, released in 1999, drew heavily fromResident Evil while using real-time 3D environments in contrast toResident Evil's pre-rendered graphics.[60]Silent Hill in particular was praised for moving away fromB movie horror elements to thepsychological style seen inart house orJapanese horror films,[5] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[61] The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection.[62] The originalSilent Hill is considered one of the scariest games of all time,[63] and the strong narrative fromSilent Hill 2 in 2001 has made theSilent Hill series one of the most influential in the genre.[9] According to IGN, the "golden age of survival horror came to a crescendo" with the release ofSilent Hill.[49]
A game similar to theClock Tower series of games andHaunting Ground, which was also inspired byResident Evil's success, is the Korean game known asWhite Day: A Labyrinth Named School (2001). "White Day" was reportedly so scary that the developers had to release several patches adding multiple difficulty options, and the game was originally slated for localization in 2004 but abruptly cancelled. Building on its previous success in Korea and interest, a remake was developed in 2015.[64][65]
Western developers began to return to the survival horror formula.[9]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.[69] The 2004 titleDoom 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.[45] Thus, it is usually considered afirst-person shooter with survival horror elements.[70] Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.[9]
Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.[9] 2002'sClock Tower 3 eschewed thegraphic adventure game formula seen in the originalClock Tower, and embraced full3D survival horror gameplay.[9][71] In 2003,Resident Evil Outbreak introduced a new gameplay element to the genre:onlinemultiplayer andcooperative gameplay.[72][73]Sony employedSilent Hill directorKeiichiro Toyama to developSiren.[9] The game was released in 2004,[74] 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.[75] However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.[9] As the console market drifted towards Western-style action games,[12] players became impatient with the limited resources and cumbersome controls seen in Japanese titles such asResident Evil – Code: Veronica andSilent Hill 4: The Room.[9]
In 2005,Resident Evil 4 attempted to redefine the genre by emphasizingreflexes and precision aiming,[76] broadening the gameplay with elements from the wider action genre.[77] Its ambitions paid off, earning the title several Game of the Year awards for 2005,[78][79] and the top rank onIGN'sReaders' Picks Top 99 Games list.[80] However, this also led some reviewers to suggest that theResident Evil series had abandoned the survival horror genre,[43][81] by demolishing the genre conventions that it had established.[9] Other major survival horror series followed suit by developing their combat systems to feature more action, such asSilent Hill: Homecoming,[43] and the 2008 version ofAlone in the Dark.[82] These changes were part of an overall trend amongconsole games to shift towards visceral action gameplay.[12] These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.[12][43]James Stephanie 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.[43] Leigh Alexander argues that this represents a shift towards moreWestern horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.[12]
The original genre has persisted in one form or another. The 2005 release ofF.E.A.R. was praised for both its atmospheric tension and fast action,[45] successfully combining Japanese horror with cinematic action,[83] whileDead Space from 2008 brought survival horror to ascience fiction setting.[84] However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.[43][85] The release ofLeft 4 Dead in 2008 helped popularizecooperative multiplayer among survival horror games,[86] although it is mostly afirst-person shooter at its core.[87] Meanwhile, theFatal Frame series has remained true to the roots of the genre,[43] even asFatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.[88][89][90] Also in 2009,Silent Hill made a transition to an over-the-shoulder viewpoint inSilent 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 byClimax Studios.[91] 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.[92]
Examples of independent survival horror games are thePenumbra series andAmnesia: The Dark Descent byFrictional Games,Nightfall: Escape by Zeenoh,Cry of Fear by Team Psykskallar andSlender: The Eight Pages, all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.[93][94] In 2010, thecult gameDeadly Premonition byAccess Games was notable for introducingopen worldnonlinear gameplay and acomedy horror theme to the genre.[95]Five Nights at Freddy's effectively incorporated jump scares into the genre with thefirst game in the series releasing in 2014.[96] Further evolution of the genre was carried out via platforms such asitch.io that allowed independent creators to distribute games more easily and therefore became hives of experimentation, an example of which is the emergence of games with PS1-style low-poly aesthetics, such as those developed byPuppet Combo, that became a genre unto itself which eventually went on to be published on more mainstream storefronts such as Steam.[97][98] Overall, game developers have continued to make and release survival horror games, and the genre continues to grow amongindependent video game developers.
The Last of Us, released in 2013 byNaughty Dog, incorporated many survival horror elements into a third-person action-adventure game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. This was followed by asequel in 2020.[99]
Shinji Mikami, the creator of theResident Evil franchise, released his new survival horror gameThe Evil Within, in 2014. Mikami stated that his goal was to bring survival horror back to its roots as he was disappointed by recent survival horror games for having too much action.[100] That same year,Alien: Isolation, developed byCreative Assembly and based on theAlienscience fiction horror film series, was released. The game updated the concept of a single un-killable villain chasing the protagonist throughout most of the game, requiring the player to use stealth in order to survive.[101]
Multiplayerasymmetrical survival horror games gained popularity as well.Dead by Daylight, released in 2016, features one player taking on the role of a killer and four others play as survivors.[104] The game is also notable for featuring multiple characters from other survival horror franchises, such asResident Evil andSilent Hill. Other examples which use similar one versus four gameplay includeFriday the 13th: The Game,VHS,Evil Dead: The Game, andThe Texas Chain Saw Massacre.[105][106]
TheResident Evil series abandoned its action-oriented direction beginning with 2017'sResident Evil 7: Biohazard. The game utilizes afirst-person perspective and encourages resource management and puzzle-solving, more akin to earlier entries in the franchise.[107][108]
Following the release ofResident Evil 2, a remake of its1998 version, which sold over 4 million copies in its first month and 15.8 million by April 2025, other video game companies were encouraged to remake their own survival horror franchises. These earlier titles were updated with modern graphics while retaining their survival horror aspects, as seen in the remakes ofResident Evil 3,Resident Evil 4,Dead Space,Alone in the Dark, andSilent Hill 2.[109][110][111] After these remakes were well received and financially successful, this new era of survival horror has been referred to by gaming journalists as a 'renaissance'.[112][113][114]
The renewed interest in classic survival horror also contributed to the launch of new games such asCronos: The New Dawn, an original survival horror title, that was released in September 2025.[115]
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^Stuart, Keith (2014-10-17)."Shinji Mikami on co-op, Dark Souls and why Suda 51 is like Akira Kurosawa".The Guardian.ISSN0261-3077. Retrieved2017-01-11.But co-op seems anathema to the spirit of survival horror; not only does it give you someone to lean on, it usually also alters the design balance in favour of action – see the disappointing Resident Evil 5 and risible Dead Space 3.