Horror is a much slower, much more disturbing thing. Usually, when we're talking about horror, we're actually talking about terror, which is just using any means to scare you. 'When I was an academic I read a book on the philosophy of horror and the difference between horror and terror. I think when you look at it like that you realise that you're not actually using monsters to scare the player, you're using them to change gear to enable you to ratchet it back up again. 'What Dark Descent did so well was understand that actually when you see a monster you're almost relieved that there actually is something there. They think that these are the bits where you actually start holding your breath. I think that's where a lot of horror games go wrong. 'It's partly looking at that model and realising that the moments of running and hiding are the actual release,' he explained. Speaking with GI.biz, Pinchbeck reflected on the game's slow-burning sense of sustained horror and the occasional spike when a big fright occurs.
It's this balance off horror states that will make the game quite terrifying, according to creator Dan Pinchbeck.
Amnesia: A Machine for Pigs developer The Chinese Room is keen to create a brand of horror that makes you unwilling to proceed, yet will house intrigue that makes you want to fight through it and push on regardless.