Iron Lung
The things I want from gameplay and the things I want from horror are often at odds with each other, so it’s very hard, if not downright impossible, for a horror game to be one of my favourite games in general. That said, they can still make for some of the most memorable and visceral experiences in the medium. Such is the case with Iron Lung. Its absurdly nightmarish premise sells itself: you explore an alien ocean of blood in a crumbling, windowless submarine using only a map, a proximity sensor, and a grainy camera. A developer wouldn’t even have to try to make that setup unnerving, but David Szymanski has gone above and beyond with top-notch audio design and immaculate pacing.
I can see Iron Lung being polarizing for two reasons: it’s highly scripted and highly enigmatic. Personally, I only consider the former a problem when it’s noticeable. The game’s internal manipulations are well-hidden most of the time, and their existence serves its greater purpose. More organic gameplay would detract from the slow-burn dread and carefully-plotted scares that are enabled by the submarine’s deliberate and limited movement. I’m more ambivalent regarding the game’s enigmatic quality. Lingering mysteries are very much the point with this genre, but Iron Lung arguably goes a step too far in that direction. The player understands the same amount going into the story as they do when coming out of it; the only difference is that they’re a lot more afraid on the way out. Of course, if a horror game’s biggest flaw is that it’s “only” extremely frightening, then it’s getting a solid recommendation in the end.