I'll go a step further: Many of the developers currently doing horror, even those who are 'shining examples of the genre',
still can't get it entirely right. And, among the myriad of reasons as to why, one reason in particular stands out: Audio design.
We assume creepy noises like growls, screams, groans, etc, make for frightening atmosphere. To a degree they do, but the one thing almost all horror writers (whether it be video games
or film) have forgotten is how utterly terrifying silence is.
There's nothing more 'tension building' then walking into a dark and strange place, a place you're unfamiliar with, and hearing
nothing. No groans. No growls. Just you, your breathing, and your foot falls. The lack of constant sounds sets your imagination into overdrive and you begin to imagine all sorts of horrible, terrible things awaiting you just around the next bend, all because you just don't know if there actually
is a thing around that bend.
When you hear a growl, you know something's there. You can muster a vaguely familiar imagine in your head based on the sound you're hearing. Even if the image is scary, it's still
something. You have a picture of what might be there, giving you some semblance of preparation for dealing with it. With silence though? You've nothing to go on. You don't know what, if anything, is waiting for you. Nor where it might be. As a result, the only way to prepare for the unseen and unheard is to remain on 'alert' at all times.
Done for excessive periods of time this can grow tiresome, but done with proper pacing it's one of the most effective forms of crafting a horror experience.
It's this sort of design philosophy that has me so excited for
Routine. What little is known of the game thus far leads me to believe that the team behind the game appreciates the effect silence can have in building tension.