Resident Evil 4 Remake
The remake strips out camp and replaces it with tighter pacing and consistent dread. The village sequence — especially at night — is a masterclass in environmental pressure. Resource scarcity creates genuine decision anxiety that no jump scare can replicate. You are rarely surprised by what happens; you are terrified because you can see it coming and are not sure you can survive it.
Outlast
The night vision battery mechanic is a horror design achievement. By tying your ability to see to a consumable resource, Outlast creates sustained anxiety between scares. Every time you raise the camera to check battery level, you are choosing to expose yourself. The asylum's layout means rooms you cleared confidently become threatening again when retracing steps in the dark with two minutes of battery left.
The Last of Us — The Clickers
Clicker encounters are some of the finest horror set-pieces in gaming because they change your movement and behavior rather than just your emotional state. You cannot run. You cannot make noise. You have to navigate space differently because of what is in it. That behavioral constraint separates excellent horror design from the merely scary.