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Top 5 Most Terrifying Non-Horror Games!

Heavy Rain

NH_2

Quantic Dream may have brought us a mixed bag of games over the years, but even if you don’t consider yourself to be a fan of their work, you have to harbor at least a modicum of respect for their willingness to push the envelope with their games. Indigo Prophecy, which I came very close to including here, was as brave as it was unique. It was a moderately successful attempt at blending video games, as a medium, with films. It also established the foundation for an “interactive experience” called Heavy Rain.

It took some deliberation, but I eventually went with Heavy Rain because its narrative resonated with me more than its predecessor’s did. It’s a thoughtful game, and it’s one of the few that actually follows through with its promise of making the player live with their mistakes. Don’t get me wrong, there is a lot wrong with the game, but the way it handles consequences is actually very impressive. And if you invest anything into its trio of lead characters, it can also be pretty damn frightening balancing their lives, their fates, in your hands.

Most of Heavy Rain’s strengths lie in its storytelling. Your choices and how you play has a noticeable impact on where the story goes and how it will end. If a character dies, they’re gone for good. If you make the wrong decision or aren’t quick enough in your making your decisions, each can have dire consequences. Seeing the impact of your mistakes can be a terrifying thing. Seeing the consequences unfold in front of you in a very real way can be far more effective as a scare tactic than any sudden noise or a monster jumping out at you.

On top of that, the story is decidedly Seven-esque both in terms of its plot and its tone. Heavy Rain can be a depressing, dreary, soul-sucking game. That’s the point. This isn’t a merry trek through a wonderful fantasy land, it’s a harrowing journey that follows three people whose lives intersect and are affected by a child murderer. This game is scary, and its efficacy is tied into the connection between the player and each character. In this way, I found it to be incredibly effective, and specifically in regards to the dad, who is forced to endure a series of “tests” to save his son after he’s been kidnapped by the killer.