The newest trend in horror game design — one made popular by Frictional Games’ fantastic Amnesia: The Dark Descent — involves taking weapons away from players. It’s a good idea and one that helps compensate for the feeling of power that being able to gun down terrifying monsters imparts. But it’s also not the only way to create a sense of hopelessness in a horror game. In the past, the awkward controls in series like Resident Evil or Silent Hill came together with limited supplies, spooky environments, and disturbing creatures to make every enemy encounter a frightening experience. The problem was that they weren’t as much fun to play as contemporary games that handled better. But, as both series improved their mechanics, they became far less scary. So now it’s assumed that the best horror games should only give players either extremely ineffective weapons or none at all.