Survival Horror vs Action Horror

Over the past year and a half, I’ve been cataloguing every survival horror game I can find, with the goal of creating the most comprehensive list of survival horror titles to date. During my research, I kept encountering a familiar image titled Survival Horror vs. Action Horror. While I agree with many of the selections in that now-iconic comparison, I decided it was time to create a modernised version of the image, updated to reflect more recent releases.

Back in early 2012, a blogger named Ryan created the original image and accompanying post on a site called therewillbetuna.blogspot.com. Unfortunately, the website is no longer online. However, the image gained widespread attention (and some controversy) across the horror gaming community. The fallout from Ryan’s post was even documented shortly afterward on another classic horror blog, Chris’s Survival Horror Quest.

If you’re interested in reading chris’ article you can find the discussion here: https://horror.dreamdawn.com/?p=8248

Survival Horror vs Action Horror (original 2012)
Survival Horror vs Action Horror (original 2012)

Chris argues that “categorization is ultimately futile because any sort of interesting category is going to be subjective.” I completely disagree. While subjectivity does play a role, we can still identify consistent, objective features that define a game’s genre. Take Resident Evil, for example Capcom literally coined the term “survival horror” to describe it. By that standard, calling it anything else would ignore its foundational role in shaping the genre. To claim Resident Evil (1996) isn’t a survival horror game would be like saying Castlevania isn’t a Metroidvania, or Dark Souls isn’t a Soulslike.

When we look at specific franchises, we can clearly see how they start within one genre and shift over time. These shifts aren’t subjective impressions; they’re observable design changes that mark a move from survival horror to action horror. Let’s look at a few notable examples.

Take Alone in the Dark, for example a series that helped kickstart the survival horror genre. While the original entries emphasised exploration, puzzle-solving, and vulnerability, later installments leaned heavily into action-focused gameplay. The Dino Crisis series shows a similar trajectory: the first game is rooted firmly in survival horror, but Dino Crisis 2 pivots so far into action territory that it plays more like an arcade shooter than a horror game. Then there’s the Parasite Eve series Parasite Eve 2 still fits within the survival horror framework, but its sequel, The 3rd Birthday, is undeniably an action game in both structure and design.

One of my more controversial choices is placing Resident Evil 4 in the action horror category. While many fans argue that it “redefined the genre,” the reality is more straightforward: survival horror didn’t evolve Capcom shifted the series toward action to sell more copies. Resident Evil 4 was a calculated pivot, designed to appeal to a wider audience, and it worked. The game was a massive commercial success, but it also marked a clear break from the survival horror roots of the series. That shift didn’t happen in isolation either it paved the way for a whole wave of over-the-shoulder action games like Dead Space, Gears of War, The Last of Us, and The Evil Within.

These aren’t just my opinions they’re meaningful shifts in design, mechanics, pacing, and player experience. With close analysis, it becomes clear that not all horror games are built the same. Categorisation isn’t futile it’s a useful lens that helps us understand how the survival horror genre has evolved and where individual titles truly belong.

Survival Horror vs Action Horror (JMMREVIEW 2025)

There are a few survival horror picks from Ryan’s original image that I disagree with. One notable example is Sweet Home, which is often labelled as survival horror, but is more accurately described as a 2D, horror-themed RPG. While it’s frequently cited as an inspiration for Resident Evil, Alone in the Dark actually shares far more in common with it something Shinji Mikami himself has acknowledged in interviews, including this one.
While Sweet Home laid early narrative and inventory foundations, Alone in the Dark provided the 3D camera, controls, and room structure that defined how Resident Evil played.

Without labouring the point, here are several features that Alone in the Dark (1992) shares with Resident Evil (1996):

  • Fixed camera angles
  • Tank controls
  • A male or female protagonist trapped in a mansion (Derceto Manor / Spencer Mansion)
  • Hub-and-spoke world design: each room is a self-contained diorama, with progress gated by keys and puzzle items
  • Gameplay alternating between exploration, puzzle-solving, and sudden combat encounters
  • Frequent backtracking through earlier rooms once new keys or items are found
  • Scarce ammunition, limited healing items, and a capped inventory—forcing players to plan routes and conserve resources
  • Environmental riddles (e.g. moving statues, pushing blocks, combining items), alongside cryptic clues found in scattered documents
  • Locked doors that require emblem‑ or key‑shaped quest items to open.
  • Narrative delivered through scattered diary pages, letters, and files that piece together the mansion’s dark history
  • Door-opening (and in Alone in the Dark, staircase-climbing) animations used as hidden loading screens
  • Identical item types, such as a crank, gem, and lighter

There are so many similarities, it borders on plagiarism. So when it comes to gameplay mechanics and structure, it’s clear that Alone in the Dark was the more direct influence on Resident Evil and the direction survival horror ultimately took. That’s why my list of survival horror games begins with Alone in the Dark, not Sweet Home. It’s true that Resident Evil popularised survival horror but it started with Alone in the Dark


The elephant in the room is that images like this are always going to be divisive. I understand that, and I don’t expect there to ever be a full consensus on a topic like this. While I’ve argued in this article that categorisation can be objective in certain ways, that doesn’t change how people feel about their favourite games.

There are usually two main complaints when lists like this are made:

  1. Their game is listed as action horror rather than survival horror—as though not being classified as survival horror somehow devalues the game. I’ve never understood this, as a game’s genre has nothing to do with its quality.
  2. Their favourite survival horror game isn’t listed—despite the fact that there are nearly 200 survival horror titles, and it simply wouldn’t be possible to fit them all into one image.

My aim in resurrecting this old image wasn’t to stir up controversy all over again, but to encourage more thoughtful discussion about horror games and how they differ. Not all horror is created equal, and recognising those differences helps us better appreciate the genre’s evolution. If you’d like to share your thoughts, challenge my picks, or suggest games I may have missed, the best place to join the conversation is on our Discord server. I’d love to hear what you think. https://discord.gg/X5QmcrPp9r

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I’ve been making videos on YouTube since 2010, focusing on survival horror for nearly as long. I’ve always dreamed of creating a dedicated website for survival horror games, and now it’s finally here for you to explore!

Favourite Survival Horror Resident Evil 2

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Resident Evil Requiem – Resident Evil Is An Action Series

Resident Evil is a majority action series, and it is time survival horror fans acknowledged it. For years the franchise has been remembered as one of the defining survival horror series. Capcom even coined the term “survival horror” when marketing the original Resident Evil, a game that helped popularise the genre and inspire countless others. Earlier titles such as Alone in the Dark clearly influenced its design, but Resident Evil brought the formula to a far wider audience and cemented the genre in the public consciousness. Because of that legacy it is easy to assume that Resident Evil has always been primarily a survival horror series. The reality is more complicated. Over the years Capcom has steadily produced more action oriented entries in the franchise, to the point where survival horror titles are arguably now the minority. 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Flesh Made Fear – Review

When the familiar late 90s survival horror is blended together with stylistic 80s neon grindhouse horror, the yucky gory results would be a pretty accurate description of Flesh Made Fear, the latest title by Tainted Pact games a mostly solo lead studio by Michael Cosio and published by Assemble Entertainment for PC via Steam with console ports currently in development. The premise is familiar for anyone who has played the original Resident Evil, the year is 1992 you choose between two members of an elite black ops unit known only as the Reaper Intervention Platoon or R.I.P for short, (the S.T.A.R.S jab is hilariously obvious), The unit is sent to a rural part of the United States to the small fictional sleepy town of Rotwood (Yes it even the in-game characters joke about its name) to investigate their lost comrade Cole who mysteriously disappeared while hot on the trail of a former leading CIA scientist Victor Ripper who led the MKUltria project into mind control before it was shut down with Victor continuing on with his illegal human mind experimentation. Flesh Made Fear does an interesting job at introducing its characters with some fulfilling the familiar tropes you would expect of a ragtag group of actors and actresses pretending to be an elite military special unit for a cheesy sci-fi horror movie on a direct to video budget. The game clearly knows what it is and it isn’t ashamed to indulge into the 1980s era horror tropes as a sort of mash between the gory horror of Evil Dead with the slashers of Friday the 13th and Halloween. Where the game falls short is in it’s story department, when you pass the introduction sequence and enter the town of Rotwood itself, you’ll rarely have any further interactions with any of the R.I.P team members again until near the end of the game, which is a shame because I would have loved to have seen more character development and their personalities shine more in the dreaded sticky ordeal they all now find themselves in from Victor’s twisted experiments. Gameplay-wise Flesh Made Fear does not try to reinvent the wheel of late 90s/early 00s survival horror, instead of adding in a new original gameplay mechanic or a fancy new take on survival horror, the game just reuses the ideas and styles of the first three original Resident Evils and first two original Silent Hills, to be honest there is really nothing wrong sticking to the old comfort food at your favourite restaurant here. The classic fix camera perspectives, being resourceful with your limited inventory as well as the puzzle solving are all here in the flesh (pun intended). When you boot up Flesh Made Fear you are presented with two characters to choose from, Jack Richards who has more health but a more limited inventory and Natalie Lewis with less health but makes up for it with some more extra inventory slots, whoever you choose the story is still the same, but with some different locations and buildings to explore depending on who you choose. You will need to playthrough each chacater in order to see all the locations the game has to offer, but don’t expect a Leon/A and Claire/B or Claire/A and Leon/B here outside of some plush toys to collect for a bonus unlockable. But speaking of enemies, there are only a few types you will encounter in the entire game with your main being the slow walking zombies, following by a bloater suicide variety and a licker-type fast variety, there would be some flying enemies you will encounter later towards the end of your playthrough, some more creature variety would have been welcomed but either way the game doesn’t overstay its course with each playthrough lasting roughly five to six hours depending how well you struggle against the Ripper’s madness. Regarding difficulty I find Flesh Made Fear to be on the easier side of the survival horror gaming spectrum, even on Hard difficulty which removes the blood bags that restore your character to full health, the removal of your weapon laser sight and even more limited ammo among other changes, the puzzles here are not as hair pulling or brain twisting as some might expect, they are mostly fit the right shape into the right slot or matching the object sequence with the writing of a poem. Flesh Made Fear is a game I can see myself recommending to someone who is new to the tank controls and fixed camera perspectives, it’s a deeply satisfying thrill ride of classic survival horror and 80s grindhouse horror that would please just about anyone who has even the slightest curiosity of the PS1 style creature feature gore and its a must pick for the next Halloween-themed gaming night. Flesh Made Fear is currently available on Steam: https://store.steampowered.com/app/3316350/Flesh_Made_Fear/ RetroActiveHelix Guest Writer / Discord Moderator I've been a Survival Horror fan since 1997 after my older cousin introduced me to the Resident Evil Director's Cut, Occasional writer and helping moderate the Discord server, there is always a horror game for me to chat about. Favourite Survival Horror Resident Evil (2002) Follow Author

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Carnival Massacre – Review

Carnival Massacre is a short but well made survival horror game inspired by titles such as Silent Hill, Alisa, and Heartworm. You play as Harley, who is searching for her missing sister Chloe in an abandoned carnival. It may not be the best game of 2025, but I enjoyed it enough that I wanted to cover it, especially as I worry it might be overlooked by survival horror fans. There have also been some unfounded plagiarism claims, which I address below. I also think Carnival Massacre could be an excellent introduction to the survival horror genre. I often see people ask, “I’m new to survival horror, what game should I start with?” Until now, I have struggled to give a clear answer. Heartworm is a good option, but it differs slightly from classic Resident Evil and Silent Hill because your primary tool is a camera rather than a traditional weapon. If you’d rather see Carnival Massacre in action, watch the video version of this review below! Carnival Massacre also features a camera, but here it is used to stun enemies. This is honestly one of the best avoidance mechanics I have seen in a survival horror game. It feels quite ingenious. There are also a few traditional weapons to use, including a shotgun, handgun, sniper rifle, and flamethrower Combat is not particularly difficult and can often be avoided altogether. There is a stalker enemy that cannot be killed, which adds some tension, but even this enemy is not too hard to evade. The puzzles are reasonably straightforward. You still need to think about them, but they are never so frustrating that they would put a new player off. Overall, there is nothing here that players should find overwhelmingly difficult. If someone does get completely stuck, survival horror may simply not be the genre for them. Before I talk more about the gameplay, I also want to address the plagiarism claims that have been made about the game. Alisa Controversy One of the main and most serious claims about Carnival Massacre is that it supposedly stole assets from Alisa. To be clear, there is no evidence that this happened. Casper Croes himself confirmed this in his Discord group, stating: “Just finished Carnival Massacre, definitely no assets stolen.” He added that “only ideas were somewhat taken over,” referring in particular to the way enemies in Carnival Massacre drop coins which can then be spent on resources or used to save the game. In Alisa, enemies drop tooth wheels which serve a similar purpose. Casper also pointed out that you could argue Resident Evil 4 did this first, with enemies dropping gold. I would also note that the save system is reminiscent of the ink ribbons in the early Resident Evil games. Another claim is that the menus in Carnival Massacre were copied from Alisa. When you place them side by side, the similarities are minimal. The main overlap is in the Alisa shop menu, where red curtains are used. However, red curtains are a common visual motif, and it is not as though Alisa owns the copyright to that idea. If we followed the logic that Carnival Massacre “stole” its red curtains from Alisa, we could just as easily say that Alisa “stole” the framed item displays and font style from Alone in the Dark, which would clearly be unreasonable. Many games share similar menu designs, simply because they draw from the same visual traditions. A related but less serious claim is that Carnival Massacre has been heavily influenced by Alisa. This is true to an extent, but influence is not the same thing as plagiarism. There are countless examples of indie games being openly inspired by earlier titles. In this case, it is simply an indie developer influenced by another indie developer, rather than by a major studio. It is also worth looking at the technical side of the asset theft accusation. Alisa uses pre-rendered backgrounds, which means the 3D assets are not stored in the game files in the same way they would be in a fully 3D game. What you see in-game is an image of the 3D model, rather than the model itself, so these assets cannot simply be ripped out and reused. While 3D character models do exist within the game files, even Casper has said that Carnival Massacre did not copy Alisa. All creative works are influenced by something. Alisa itself was inspired by Alice (1988), the surreal revision of Alice in Wonderland by Jan Švankmajer. Carnival Massacre would not be the game it is today without Alisa, but Alisa would not be what it is without Resident Evil, and Resident Evil owes a great deal to Alone in the Dark (1992). Survival horror continues to evolve because each new game builds on what came before. Demo VS Final Game When I first played the demo of Carnival Massacre my main concern was it would be way too easy to be a true survival horror, ammo was everywhere so there was no real need or reason to avoid the enemes. I was glad to see in the full game the ammo was easily halfed compared to the demo and instead of the ammo the player was given a camera that was probably inspired by Heartworm as mentioned earlier. In the demo, the route to the carnival takes you through a tunnel and then along a long road, where you spend around two minutes walking with very little to see or do. This slows the opening considerably. In the final game, the tunnel is blocked off and you instead follow a path through the forest. This more scenic route is clearly inspired by Heartworm and is a welcome improvement over the demo. It better explains how Harley gains access to the now closed carnival and significantly improves the overall pacing. Another feature I really appreciated was the in-game notepad. I often find it frustrating when a survival horror game expects you to search for a pen

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