Note: Eagle-Eyed patrons might've spotted a last second name change from "why resident evil doesn't need to be scary" to what you can see above you. This is because the prior name - on top of being so clickbaity that it wasn't actually true - was a bit boring so I swapped it out. Looks like I'll have to forgo all the sweet, sweet engagement I'd get from people correcting me and spoiling everyone about a big scary moment.
Check Out No More Jockeys: https://www.youtube.com/channel/UCS8aP7SiA_eTfvT_Gruxzsw
Resident Evil is a hell of a game, it's got great world design, terrifying zombies and some... *extensive* characterization - but that's not all. Resident Evil is also the master of tension. Tension is the secret ingredient that turns mere excitement into exhilaration and simple fear into outright horror, but how do the best of the best use this subtle game design element to their advantage?
Whether it's Half Life Alyx's Jeff, Resident Evil's Lady Dimitrescu and Subnautica's Reapers - the greatest moments of videogaming tension rely not on outright scares, but on taking control away from the player - and after a much-needed change of clothes, the Architect is ready to tell you how they do it.
You Saw:
Dark Souls 3 - 2016
Subnautica - 2018
Resident Evil 8 - 2021
Resident Evil 4 - 2005
Half Life Alyx - 2020
Sekiro: Shadows Die Twice - 2019
Subnautia: Below Zero - 2021
Dead Space - 2008
Alien Isolation - 2014
Keep Talking and Nobody Explodes - 2015
Mass Effect 2 - 2010
Quantum League - 2021
Pikmin - 2001
Unrailed! - 2020
Satisfactory - Not out yet
Resident Evil 2 Remake - 2019
The Stanley Parable - 2011
Don't Starve - 2013
Amnesia: The Dark Descent - 2010
Monster Hunter: World - 2018
Hellblade: Senua's Sacrifice - 2017
The Long Dark - 2014
Resident Evil 7 - 2017
Resident Evil 1 Remake - 2002
Dark Souls - 2012
Wolfenstein 2 - 2017
Metroid Prime - 2002
Super Metroid - 1994
The Legend of Zelda: Breath of the Wild - 2017
The Legend of Zelda: Skyward Sword - 2011
Trials Rising -2019
Slipways - Not out yet