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ColumnsGame Theory: Why Scary Isn't Scary Anymore

Ringu, the movie that kicked off the Japanese horror craze, scared me as much the third time I saw it as it did the first. It’s a moody, unsettling movie that still packs a punch and its signal image of Sadako, a creepy little girl with long dark hair and ashen skin, quickly entered the visual vernacular.

Monolith did a fair job of exploiting elements of J-Horror to create a genuinely creepy FPS experience with FEAR (2005). The developer understood that Ringu was successful because a) it used atmospheric, psychological horror to produce unease, and b) relied on fleeting images of horror, glimpsed as if in passing. This, coupled with the relative freshness of J-Horror and its stock images, made FEAR one of the few truly frightening PC games in recent memory.

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