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You are correct sir. Personally I feel that Frictional Games is the only other studio that satisfies my desire of the genre (not including the classics like Silent Hill 2).
Penumbra, all the freaky stuff you're reading about from notes and such, really gets your imagination going.
Then you got Penumbra: Black Plague which also starts all the Mind F**ks, making it even nastier.
Amnesia with all the spooky stuff and completely unable to defend yourself while searching high and low for different items.
Doom 3 was very freaky for the first hour...after that it got tedious and boring.
Slender...I like the myth but loathes the hype around it...no interest in the games.
F.E.A.R. first game was splendid, second game was...weird...third game was just stupid.
Dead Space, sucky controls in a "scary" shooter, they had some good ideas etc...but bad execution.
Resident Evil, first 3 games was good...after that it became just a Ca$h Cow, maybe apart from RE 4.
What got me hooked on Montas is the atmosphere, computer doing stuff by itself, office chair slowly moving with nobody else around, all the weird stuff at the subway etc.
Right now I'm looking forward to Montas, Routine and the new Amnesia/Frictional Games...games.
The first thing I look for in a horror game is what the character's outfitted with. Is this pure survival horror? Or does the protagonist carry around an arsenal in their back pocket? I honestly think that weapons detract from the fear we might experience in horrors. When all we have to do is stare down our assailants and pull the trigger, they become a lot less frightening (i.e. Dead Space). However, when we have to use less direct means to protect ourselves, such as hiding, the situation becomes a lot more nerve-racking, especially when there's that fear of being spotted.
Another aspect that induces a bit more horror is when the game forces you to keep your eyes away from the "monsters" or allows you to glimpse them only briefly. Amnesia did a great job of this with their sanity meter. It discouraged you from looking at what was stalking you, and allowed your imagination to fill in the gaps. Dead Space had you staring the things down around every corner. It's basically playing off of fear of the unknown. When you don't exactly know what it is that's right behind you, it makes things that much more terrifying.
But I think the biggest thing--for me, at least--is the psychological aspect of the game. How it might mess with your head or get your imagination running. Blood and gore are fine for a "shock effect", but they don't make for a memorable horror game. Games like the Penumbra series, Amnesia, and Lone Survivor really take to messing with your head. They're simple and straightforward gameplay-wise, and yet they're the ones that I love the most, simply because no others could immerse me in the world like they did. Alan Wake even did a great job of keeping me on my toes, and I think it's because I was drawn into the story and the mystery behind it all. And! I think that may be the most important part: to never break the mystery. When you start to read the AI or you learn something about the game that "dumbs down" the horror, so to speak, I think it takes away from a lot of the intrigue. I want a game that I'll be thinking about for weeks. I want a game that I'll Google over and over again, searching for answers. I want a game that gives me a taste of a resolution--of conclusion--but leaves me craving more. Above all, I think the unspoken mystery is the greatest thing a horror game can do to mess with our minds.
All that said, sorry for the essay, but I can't wait for Montas. I have a feeling you guys really know what you're doing. We could use more horror developers like this. ^_^
Edit: Another thing is that i don't like when you just can swing your gun and kill what ever's chasing you. I rather want me to be deffenseless because that's what really gives me the true feeling of panic, knowing that I can't do anything else than hiding and running!