Madison Review

MADiSON: A Brilliantly Terrifying Descent into Photographic Madness

If there’s one indie horror title that left an imprint on my brain—like a photo developing in darkroom dread—it’s MADiSON. Developed by Bloodious Games, this first-person psychological horror game delivers a unique blend of slow-burning atmosphere and vicious jump scares. It’s a game that takes its time creeping under your skin before shocking you into a cold sweat. I’ve played it multiple times now, and even on the third playthrough, it still managed to unsettle me. That kind of lasting fear is rare—and worth talking about.

In this review, I’ll break down what makes MADiSON such a standout in the horror genre, from its chilling narrative to its unforgettable camera mechanic. Whether you’re a seasoned horror fan or someone who enjoys games that toy with your sanity, MADiSON deserves a place on your radar—and maybe even in your nightmares.


A Haunting Premise with Depth

The story opens in chaos. You wake up in a dark, blood-splattered room with your hands covered in something that definitely isn’t paint. You play as Luca, a teenage boy whose 16th birthday party takes a hellish turn after receiving an old instant camera as a gift. That camera has a history—one soaked in blood, occult rituals, and a cursed photographer named Madison Hale who used it to commit gruesome murders. It doesn’t take long to realize that her malevolent spirit may have latched onto you.

At its core, MADiSON is a psychological horror story about generational trauma, possession, and guilt. The game gradually reveals the dark history of your family—your grandfather’s ties to the occult, your father’s madness, and Madison Hale’s own satanic legacy. These elements unfold slowly, giving you time to absorb the tension and making every room you enter feel like a page in a grim history book.

What makes the story so effective is its subtlety. MADiSON never rushes to explain everything. You piece together the lore through audio tapes, photographs, newspaper clippings, and your increasingly unreliable memories. The backstory is as much about Luca’s psychological unraveling as it is about ghosts and demons. That ambiguity—what’s real and what’s not—is where MADiSON really excels.


Atmosphere Meets Adrenaline: A Perfect Horror Blend

What kept me coming back to MADiSON wasn’t just the scares, but the way it balances different types of horror. There’s a slow, creeping dread that builds with every flickering light, every photograph that develops into something horrifying, and every whisper that dances through the corridors. Then, just when you start to get comfortable, it throws a jump scare so violent and well-timed that you’re knocked out of your seat.

Too often, games lean too far in one direction—either relying solely on atmosphere or abusing jump scares until they become predictable. MADiSON walks the tightrope perfectly. It knows how to toy with your expectations. Sometimes you expect a jump scare and nothing happens. Other times, it hits you when you’re doing something mundane, like developing film or examining a seemingly innocuous object. This unpredictability keeps you on edge the entire time.

The audio design plays a massive role here. Every creak of the floorboards, every whisper behind your back, every distorted tape recording makes the house feel alive—and not in a good way. The tension is sustained so well that even quiet moments feel dangerous.


The Camera: More Than a Gimmick

Let’s talk about that camera, because it’s the heart of MADiSON—both narratively and mechanically. In a lesser game, the instant camera could have been a simple flashlight replacement or a tool for cheap jump scares. But here, it’s so much more. You use the camera to solve puzzles, unveil hidden passageways, trigger hauntings, and uncover the supernatural. Each photo develops in real time, which adds to the anticipation. You never quite know what you’re going to see once the image finishes processing.

Sometimes, a photo reveals a clue you need to solve a puzzle. Other times, it reveals a figure standing behind you that wasn’t there before. One of the most brilliant mechanics involves using the flash to expose elements hidden in darkness or alternate realities—essentially peeling back the layers of the house’s twisted reality. It’s a simple but deeply effective mechanic, and it makes every use of the camera an anxiety-riddled experience.

It’s also worth noting that the camera ties into the lore in a meaningful way. Madison Hale used it in her own dark rituals, and as you retrace her steps, you begin to understand that you’re continuing her work—willingly or not. It blurs the line between protagonist and pawn, creating a uniquely chilling sense of complicit horror.


Replayability: Still Terrifying the Third Time Around

One of the biggest surprises for me was how well MADiSON held up on repeat playthroughs. By the third time through, I thought I’d be desensitized. I knew where the scares were. I knew which corridors were death traps and which closets were safe havens. But none of that mattered.

Why? Because MADiSON plays with your memory. The environment shifts just enough between playthroughs that you never feel fully in control. The house rearranges itself. Events trigger differently. Sometimes you’ll hear sounds that weren’t there before. And sometimes, even though you think you know what’s coming… something else happens.

Plus, the dread doesn’t come just from the unknown. It also comes from anticipation. Knowing that something terrifying is going to happen can sometimes be worse than not knowing—and MADiSON leans into that psychological angle hard.

I also found myself noticing new details with each playthrough. More layers to the story, hidden symbols in the photos, and subtleties in the voice acting that deepened the emotional weight of Luca’s descent into madness. That kind of depth is rare in horror games and gives MADiSON an edge when it comes to replay value.


Flaws? Few and Forgivable

As much as I love MADiSON, it’s not without its quirks. Some of the puzzles can be a little too obtuse, especially if you miss a small clue or don’t backtrack at the right time. There were moments where I had to resort to trial and error or even check a walkthrough just to move forward.

And while the story is rich and dark, it occasionally gets a bit lost in its own complexity. The game seems to assume you’re always paying close attention—which, to be fair, you probably are because you’re terrified—but even then, some narrative threads can feel disconnected or underdeveloped by the end.

Still, these flaws are minor compared to what the game does right. They never broke immersion. If anything, the occasional confusion added to the dreamlike, nightmarish quality of the experience.


Final Thoughts: A Modern Horror Classic

MADiSON is one of the best indie horror games I’ve ever played. It’s not just a collection of scares—it’s a cohesive, emotionally disturbing, mechanically inventive experience. The mix of atmospheric horror and shocking jump scares is expertly handled, and the game respects your intelligence while also doing everything it can to destroy your nerves.

I wish there were a sequel. The story, while concluded in one sense, feels ripe for expansion. I’d love to see more of Madison Hale’s origins or explore a different cursed artifact in the same universe. The mechanics, the lore, and the tone all have room to grow—and I’d gladly step back into that haunted house if Bloodious Games gives us the chance.

Is it the scariest game I’ve ever played? Maybe not the scariest, but it’s in my top ten for sure—and that’s not a list I update lightly. The fact that I still felt unsettled on a third playthrough says everything you need to know.

So if you’re a horror fan who enjoys psychological torment, immersive storytelling, and game mechanics that feel like an extension of the terror itself, MADiSON is a must-play.

Just… maybe don’t play it alone in the dark.

Don’t Be Afraid Review

Introduction

When deciding which horror game should launch my first “Let’s Play” video, alongside a gaming review, the choices were overwhelming.  Type in “Best Horror Games” or “List of Scariest Games” into any web browser and the results kicked back will encompass many pages worth of titles.  So what exactly was my criteria for selection?  Did I research other horror game review articles until I found the highest rated one?  Did I watch endless horror game playthroughs until I stumbled across one that seemed truly terrifying?  That all seemed a bit too complicated, so instead,  I pulled up current sales and picked the most discounted one I could find.  The final result was Don’t Be Afraid, normally $10, but costing me only a couple bucks on sale.  

Though I ended up playing on the Nintendo Switch, it is also available via Steam, Play Station, and Xbox.  As of writing this, there is a DLC available for free on Steam called The First Toy.  Self-labeled as an “adventure horror” game, it could be considered “stealth horror”, played in first person and it does contain a few simple puzzles.  Hydra, a gaming company based in Poland, provides this summary of their game:

Don’t Be Afraid  is an adventure horror game that allows you to personate a boy, kidnapped by a psychopath.  You have to survive, escape and find out how you were kidnapped.  Exploring the gigantic, mysterious house of your torturer, you will soon reveal many secrets hidden inside it’s walls…”

Spoilers are sure to follow within the rest of this article, so consider this to be fair warning if you continue reading.  Without further ado, let’s examine both the horror and gameplay elements of the game that will lead up to our ultimate Scare Me Please rating. 

Horror Elements

As this is the first article in our game review series, I’ll briefly list the six elements of horror being examined during gameplay:  disempowerment, isolation, tension, uncertainty, lingering fear, and the protagonist.  

By taking on the roll of a young kid that’s just woken up in a locked, dungeon-like room with the memory that a deranged man kidnapped and put you there is an amazing start to the game.  Immediately, you feel helpless as you have no idea where you are, and being the size of a child, seem very small in the dark environment you’re thrust into.  The mechanics of the game provide no option of fighting enemies, so you’re aware quite early on that you must use stealth and quick thinking to escape whatever challenges arise.  Combine this with the extinguishable candles that you use to make your way around in the dark and the unease, especially within the first area of the game, reaches such a high level that I actually had to pause a few times to remind myself it was only a game.  

The feeling of disempowerment was excellently done, until you notice your surroundings.  There are literally weapons scattered everywhere. Axes, knives, tools… if there’s something small and sharp that could be used for protection, it was in the game somewhere.  By the third occurrence I actually wrote in my notes, “Why are there so many weapons/tools laying around… just pick one up dammit!”.  This availability of protection, whether you’re playing as kid or not, took away a lot of the fear element for me as it just wasn’t realistic.  

No other friendly NPC is encountered in the game, nor does the setting betray any glimpse into the world outside of the dungeon that you, as the main character, find yourself in.  Along the way you discover multiple tapes left behind from another victim who wants to help you escape.  This interaction takes away the feeling of isolation and uncertainty the game had initially done an excellent job of building.  Though parts of the later game did illicit quite a few jumps and screams from me, I’ll say there’s no other part of the game that scared me quite as badly as the first 30 minutes did.  A lot of this is due to not quite seeing the “monsters” yet (it made my imagination go into overtime with possibilities), though I will have to say that some of the stealth levels, especially the final clown one, do a great job of creating anxiety while you navigate around the obstacles.     

Gameplay Elements

Controls were straightforward, if not a bit tedious, though this may be attributed to the difficulty of bringing a computer game to a console.  Thankfully the game allows you to fully adjust the x and y axis, making the find/click portion a bit easier, though still not as smooth as using a mouse would be.  I also was not a fan of only having an auto-save feature; this is fine to have, but please include a normal save option as well.  Because of this, I ended up having to redo quite a bit of the game as I wasn’t always able to play through to a save screen.

Though the setting is a bit contradictory (at one point the game implies you’re in a basement, then later it seems to be an abandoned school) it ultimately does an excellent job of setting the mood.  Again, I can’t speak for the computer version of the game, but the console version was hit or miss in regards to graphics.  For example, some of the corpses/mannequins were so incredibly detailed, I had to close my eyes as I sprinted past them, sure they’d come to life specifically to chase me.  Other times, the detail was so poor, they almost appeared blurry; I also noticed this for various textures, wood in particular.  

Inconsistency prevailed within the quality of the audio as well; some sections were extremely realistic, while other sections of audio were so poor you could hear the soundtrack on loop.  This was particularly evident during one of the stealth sections and was a major source of frustration for me as it lost all scare value to be replaced with irritation instead.  To summarize the problem, you need to get past a hostile character while avoiding detection.  There are multiple sections like this in the game (four to be exact), but the one with “Lydia” was designed quite poorly.  Her footsteps never faded nor did her voice change volume to indicate when you could move, so you’re just stuck waiting for what seems like an eternity to creep along this section. This problem didn’t seem to be evident with any of the other stealth sections, only hers.  It was also within this section she says approximately two lines that I could hear “click” every time it replayed itself.  

Though there was minimal character development (having played through the game a few times now, I still find no attachment/interest in any of the characters), I will say the plot was unique in that you’re playing as a helpless kid versus the typical adult.  There was only one main inconsistency to the storyline; it is reiterated multiple time throughout the game that the antagonist only targets children, yet during gameplay you see countless adult corpses throughout each level.  Why were there so many?  How long has he been at this?  Were they all originally kids that were kidnapped? Did the psychopath kill them all once they reached a certain age?  None of this is explained, making it more of a “gore for the sake of gore” type of attribute.  

The only other section that struck me as odd was the “Before Kidnapping” scenes.  Not only is the dialogue unbelievable (really, your mom is gonna tell you to eat candy and then go to bed?), but I feel as though it adds nothing to the story.  You get kidnapped trying to go to a friend’s house, but why?  Some of the story context alludes to him already knowing you (in fact, he kills your parents during one ending) and yet it seems as though you were just in the wrong place at the wrong time.  Despite this, I did replay the game twice trying to get different endings (there are three) and this was actually fun to do as there are many choices throughout gameplay that lead to a different ending or accomplishment.

Conclusion

Ultimately, I don’t regret buying or playing through Don’t Be Afraid.  They really did an excellent job with the various puzzles you had to solve, especially the ones that require you to read the notes lying around or pay attention to the environment in order to progress.  I also cannot praise their introductory/tutorial level highly enough; the use of tutorial pictures on the walls were unique and helped the story progress without the distraction of a full-blown tutorial.  That whole opening scene caused my heart rate to spike more than the rest of the game combined (except maybe the clown chase level… I did scream a lot during that part).  If I could summarize the problem areas of the game in one word, it would be “inconstistency”.  If the same effort were put into all of the game it would be absolutely amazing and as it is, I look forward to what other games Hydra adds to the horror genre.      

Final Scare Me Please score:   Just pick up a damn weapon, out of 100