Summary

Horror gamesrely on disempowering their players, and vulnerability and helplessness are key to building fear. Consequently, a lot of these games have intentionally terrible movement systems. Player characters may be painfully slow, easily disorientated, or suffer from extreme head bobbing or camera shaking.

As a result of these conventions, many of thehorror games that allow for fluid movementhave a distinct action-adventure element. Additionally, sequels and remakes often improve upon the movement systems of their predecessors. This list includes horror games with the most fluid and satisfying movement and those that have less intuitive movement that adds something special to the game.

Not all of these games are horror-first, but that’s in large part because of the power granted to the player by their movement systems. However, each game still leans heavily on the horror genre.

Coming off the back of the beloved first game,The Last of Us Part 2needed to improve some of the movement issues of the series' previous entry, where Joel essentially controlled like an old boat. When traveling through a post-apocalyptic landscape littered with enemies, the ability to move between stealth and confrontational scenes continues to be vital. The player plays as two distinct protagonists, and their movement is distinctive and further develops the personality of each character.

The Last of Us Part 2has intuitive third-person action that affords improvisation and adaptable approaches. And it has ajump button, something missing from the first game. While there is still a distinct vulnerability to the characters, their skill and determination shine through in the combat.

Dying Light 2 Stay Humanis a post-apocalyptic first-person action horror game that follows the protagonist, Aiden, through a decaying urban environment.The sweeping parkourand almost slapstick approach to combat makes for a game that has heightened movement, sometimes to the point of ridiculousness. Combat is diverse, with most situations being able to be confronted through stealth or action approaches.

While many things aboutDying Light 2didn’t capture the feel of the original, the parkour is considerably better. The player can traverse the city by a variety of means, sticking to rooftops to stay away from the enemies below. The movement when it was first released was extremely glitchy and stilted due to several bugs, but it has improved dramatically since then.

Left 4 Dead 2has stood the test of time like no other horror-themed multiplayer game of its kind. It is a cooperative team-based game that sees players dropped into zombie-infested areas to complete pre-determined goals. There are different types of enemies with different characteristics, and the “director,” which determines the game space, adds an element of unpredictability.

Unlike some of the games on this list,Left 4 Dead 2’s movement is simple – there is no rolling, flying, or complex parkouring through the game space. In a lot of ways, it is a simplerun and gungame. This is perhaps why the movement has aged so well. The diversity of the environments is what adds complexity and variability to the movement.

Bloodbornehas what may be one of the most satisfying movement systems in video games. Many who have given up before leaving Central Yharnam may find this baffling, because it can be a steep learning curve if players aren’t used to this style of game.

However, by the time the player gets toRom the Vacuous Spider at the game’s midway point,they should be deft enough at avoiding attacks to survive her AoE attacks and get back in close to deal damage. Unfortunately, the camera struggles to keep up with the Hunter’s leaps and charges at crucial moments in boss fights, but even that is a minor frustration when all ofBloodborne’smechanics come together in perfect harmony.

Controlsees Jesse Faden starting her new job as the head of the Federal Bureau of Control when she becomes almost instantly aware that something is very wrong. What follows is a surreal third-person action horror game in which Jesse must subdue all manner of strange supernatural phenomena.

Sprinting actually feels fast in this game, and flinging objects at enemies with telekinesis is a lot of fun. One of the most wonderful moments of movement is when Jesse unlocks the abil;it to levitate. She then flies through the Oldest House listening to theOld Gods of Asgard. The stopping abruptly may look a little strange, but is essential in a game in which objects begin to move on their own. The environment moves around Jessie and its malleability is part of what makes navigating through the space so satisfying.

Returnalis a sci-fi horror roguelike that rewards player dedication to long, difficult runs to uncover the narrative. The third-person combat is fast-paced, and the dash function is fantastic. Dodging is essential, as is using the grappling hook, so rapid and fluid movement is a key element of the game.

The evasive play is incredibly satisfying, but there is a steep learning curve further compounded by the extended duration of each run. Once players get the hang of it, traversing the environment becomes a joy. Players who findhaptic cues helpfulwill also appreciate the way that it informs movement and combat.