Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.
[5] According to IGN, "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.
[8] Thus, players are more vulnerable than in action games,[8] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.
[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.
[8] Early releases used camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.
[12] AX-2: Uchū Yusōsen Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001.
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 by Resident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit.
[34] Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms,[35] is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP)[36] and John Szczepaniak (of Retro Gamer and The Escapist).
[35] Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church.
[35] However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System.
[38] Sweet Home's gameplay focused on solving a variety of puzzles 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.
[37][39] Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game.
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.
[46] In 1995, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as cannibalism.
[54] The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.
"[55] The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later.
Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings.
[49] In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange".
That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy.
"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.
[64][65] Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.
[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 title Doom 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.
[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] 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 as Resident Evil – Code: Veronica and Silent Hill 4: The Room.
[9] Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill: Homecoming,[43] and the 2008 version of Alone in the Dark.
[43][85] The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,[86] although it is mostly a first-person shooter at its core.
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.
[104] The game is also notable for featuring multiple characters from other survival horror franchises, such as Resident Evil and Silent Hill.