From the Treehouse · Blog

90s Horror Game: Resident Evil and the Year Horror Could Be a House

May 19, 2026

The first time I played Resident Evil — the original 1996 release on a friend’s PlayStation — I realized that horror could be a house. Not a monster. Not a slasher. A house. A specific building, full of locked doors and crank handles and shotgun shells, and the horror was being inside it and trying to map it.

That was 1996, and the 90s were halfway through, and the horror game was about to spend the next four years figuring out what a house could be.

The 1990s are when horror gaming grew up. They’re also the decade we mostly stopped talking about, because the games haven’t aged gracefully and the conversation has moved on. I want to make a case that the 90s still matter and that you can still play these games and get something out of them.

The list

Alone in the Dark (1992)

The grandfather. Frédérick Raynal’s polygonal-character-on-pre-rendered-backgrounds approach was the template every survival horror game spent the next decade refining. The mansion. The fixed cameras. The puzzles. The combat-that’s-barely-combat. Alone in the Dark is where the genre got its bones.

Hard to play now. Important to know about.

Clock Tower (1995)

Human Entertainment. SNES. A horror game with no combat at all — you ran, you hid, you point-and-clicked your way through a haunted mansion while the Scissorman pursued you. The Scissorman is one of the great horror antagonists in any medium. The pursuit mechanic, with no combat, predates every “hide-and-cower” horror game by fifteen years.

The SNES original is hard to track down. The PS1 sequel (Clock Tower 2 / Clock Tower) is more accessible.

Resident Evil (1996)

Capcom. Shinji Mikami. The game that defined survival horror and gave the world the Spencer Mansion, the most influential horror location in gaming history. Resident Evil’s combat is bad. The voice acting is famously bad. The fixed camera angles are perfect.

The 2002 GameCube remake (RE Remake) is the better way to play this game now. The 1996 original is the historical artifact.

Resident Evil 2 (1998)

Capcom. Hideki Kamiya. The masterpiece of the original PS1 era. Two protagonists with overlapping but distinct paths through Raccoon City, a police station that’s one of the great level designs in gaming, Mr. X stalking you in the second playthrough. RE2 is still the high-water mark of the 90s survival horror approach.

The 2019 remake is excellent. The 1998 original is still essential if you can stomach the controls.

Silent Hill (1999)

Konami. Team Silent. The other one. Resident Evil and Silent Hill were the twin pillars of late-90s horror gaming, and they answered the same question — what is horror in a video game — with entirely different answers. Resident Evil said: the house is the horror. Silent Hill said: the fog is the horror, and your relationship to it is the game.

Silent Hill 1 is hard to recommend now because the controls are obstinate and the textures haven’t aged. But it’s the bedrock for everything Silent Hill 2 did two years later.

Dino Crisis (1999)

Capcom. Mikami again. Resident Evil’s template applied to dinosaurs. Sounds like a parody. Is actually one of the most underrated horror games of the decade. The pursuit AI for the raptors was ahead of its time. The pacing is the genre at its tightest.

Worth a playthrough if you can run the PS1 version.

Parasite Eve (1998)

Square. RPG-horror hybrid. The opera house opening sequence is one of the great horror set pieces in any medium. Parasite Eve is the rare horror game with the production values and the writing of a major Square RPG, and the result is a unique artifact you can’t really get anywhere else.

The PS1 game is the one to play. The sequel is a different (action-heavy) form.

Phantasmagoria (1995)

Sierra. Roberta Williams. FMV. I’ve mentioned this in other posts but it belongs on the 90s list too. Phantasmagoria is the bridge between FMV adventure games and the cinematic horror game form. It’s dated camp. It’s also load-bearing for what came after.

What the 90s figured out

Three things, in roughly this order:

1. Fixed camera angles are horror’s friend. The cinematic vocabulary that Alone in the Dark accidentally invented (because the technology required pre-rendered backgrounds) turned out to be load-bearing for the horror form. You don’t get to control where the camera looks. The director does. That’s what cinema does. Resident Evil and Silent Hill both built on it.

2. Limited resources is horror’s friend. Survival horror gave us the trope of finite ammo, finite saves, finite item storage. These are inventory constraints that translate directly to dread. “I have one shotgun shell” is a more horror-shaped sentence than “I have full ammo.”

3. The map is the monster. Resident Evil’s Spencer Mansion isn’t haunted. It’s a logic puzzle that wants to kill you. The horror is the geography. Once you’ve mapped the building, the horror diminishes. The 90s figured out that horror games could be about cartography, and that’s a kind of horror you can’t do in any other medium.

What we lost

The 2000s and 2010s mostly walked away from these lessons. The action-horror turn — Resident Evil 4 onward, Dead Space, mainline Silent Hill — replaced fixed cameras with over-the-shoulder, replaced limited resources with crafting systems, replaced the map-as-monster with corridor shooters with monsters in them.

Some of those games are great. Resident Evil 4 (2005) is one of the great action games of any decade. But it’s not horror in the 90s sense, and the 90s sense is still worth knowing about.

What I’m trying to build

I’m a solo developer working on The Bone Game, a cinematic horror game that’s late-80s/early-90s in setting and tonally indebted to that era. The structural commitments are 90s-coded: fixed cameras (or near-fixed), limited resources within scenes (you can’t quick-save), and a sense that the building you’re inside is the threat as much as anything in it.

The Bone Game’s treehouse is the framing device, but the embedded horror stories are mostly set in suburban houses — kitchens, basements, hallways — that are doing 90s survival-horror work. The house is the monster. The kid telling the story is mapping it as they go.

If anything here resonated, you can put The Bone Game on your wishlist. The next post is about Teen Horror Games — which is the cast question, not the era question.

Last seen: Regan was last seen not looking at the camera. Then looking at the camera.