Well, true there are not really a "better" kind of horror. But I must say that I think that the slow building, more thoughtful type of horror is a bigger sign of skill on the part of the creator.
Fast horror in games mostly translate to some sort of spiky kebab monster jumping out of a cupboard while a string orchestra goes "TWIDLIDIDEEDLIDIDELIDIDDIDIDI..!", and while that works, it grows rather predictable rather fast. It can feel a bit too simple and fast, sometimes.
Now, if something like that happens maybe once, after some very careful set-up (like short glimpses of the monster in the corner of the eyes, tell-tale trails of kebabfat on the floor and maybe some remains of earlier victims), the impact of that jump scare is much greater, since it's been used much more economically. It's in wrapping the kebabmonsters with meaning that many of the faster horror games fail.
Carefully managing your scares and building up to a level they'd be unlikely to reach on their own is the tricky bit.
(Of course, it's all in my own opinion.)
Fast horror in games mostly translate to some sort of spiky kebab monster jumping out of a cupboard while a string orchestra goes "TWIDLIDIDEEDLIDIDELIDIDDIDIDI..!", and while that works, it grows rather predictable rather fast. It can feel a bit too simple and fast, sometimes.
Now, if something like that happens maybe once, after some very careful set-up (like short glimpses of the monster in the corner of the eyes, tell-tale trails of kebabfat on the floor and maybe some remains of earlier victims), the impact of that jump scare is much greater, since it's been used much more economically. It's in wrapping the kebabmonsters with meaning that many of the faster horror games fail.
Carefully managing your scares and building up to a level they'd be unlikely to reach on their own is the tricky bit.
(Of course, it's all in my own opinion.)