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The 7 least-scary moments in scary games

Features
By Mikel Reparaz published 1 November 2006

Even the creepiest survival-horror loses its edge eventually - we'll show you how

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As any horror-movie director can tell you, keeping up a tense atmosphere for 90 minutes of screen time isn't easy. So imagine, then, what it must be like to try and keep up that same level of tension over 40-plus hours of a survival horror game. No matter how intense you make it, sooner or later, your carefully constructed atmosphere of terror and despair is going to fall flat.

This Halloween, we'll explore seven of the least scary moments from some of the best horror games ever. Be forewarned, however, before you delve into our anti-spooktacular: spoilers lurk in the pages ahead. That goes double if you decide to hit the Movies tab above (orclick here)to see all these decidedly un-grisly moments in motion.

7. Fatal Frame II: Crimson Butterfly (PS2, Xbox) - Ghostly hit points
With its first-person camera-combat sequences, genuinely creepy ghosts and cursed-village setting, Fatal Frame 2 is one of the most immersive, atmospheric horror games we've ever played - at least until the first time you fight a ghost, and big hit points and encouraging messages start popping up onscreen. The action is still scary, but the reminder that we're playing a game jerks us right out of our frightened reverie.

We can wrap our heads around the idea of fighting a ghost with a magical camera. We can even accept that a ghost could absorb multiple hits from said camera, or have its remaining energy displayed in our viewfinder. But popup numbers are too much even for our stretched ability to suspend disbelief.

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Resident Evil 4 Resident Evil Resident Evil: Deadly Silence Silent Hill 3 Resident Evil - Dir Cut Silent Hill 2 Fatal Frame 2: Crimson Butterfly
Mikel Reparaz
Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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