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.

The Exit 8 Review

Introduction

As an avid puzzle game enthusiast, the only element that could make a horror game more appealing to me, would be to add a variety of interesting puzzles to it.  This is why I approached “The Exit 8” with eager anticipation, ready to immerse myself in its mind-bending challenges and rewarding solutions.   However, what I found was an experience that left me more exasperated than entertained.

The description on Steam is as follows:

“You are trapped in an endless underground passageway.  Observe your surroundings carefully to reach “The Exit 8”.  Don’t overlook any anomalies.  If you find anomalies, turn back immediately.  If you don’t find anomalies, do not turn back.  To go out from Exit 8.  The Exit 8 is a short walking simulator inspired by Japanese underground passageways, liminal spaces and back rooms.”

The game was straightforward enough to jump into, so without further ado, lets start with the positives.

Horror Elements    

The game’s concept is intriguing, promising a series of “anomalies” one must identify quickly and accurately in order to advance through a series of levels to eventually escape through the eighth, and final, “level”.  These levels are essentially one long, hallway within a subway tunnel that is perpetually on repeat.  Regardless, if you succeed or fail within each level, you must still walk down that same white-tiled hallway again and again.  

Perhaps even more unsettling is the single other character within the game.  Normally having other characters within a horror game is comforting as it reduces the feeling of being alone.  The exact opposite effect is produced here however as the character’s repetitive movements and apparent lack of realization as to their own “time loop”, make their presence extremely disconcerting to say the least.  

This game was indeed reminiscent of the enigmatic and thought-provoking narratives often found in “The Twilight Zone”.  Just as the iconic television series plunged viewers into surreal and unsettling scenarios, “The Exit 8” immerses players in a world (albeit tiny) where the boundaries between reality and the unknown blur into a captivating tapestry of mystery and intrigue.  

Much like “The Twilight Zone”, “The Exit 8” explores themes of existential dread, isolation, and the uncanny with a deft touch that leaves players questioning their own perceptions of reality.  All this is done through these micro-time loops, and done quite well I may add.  Although this feeling is inherently terrifying, the execution falls short in several key areas, mostly due to gameplay mechanics and lack of development.

Gameplay Elements

The gameplay loop in the game is characterized by a series of challenges (anomalies) that, while initially engaging, gradually become predictable and monotonous.  Some of these were blatantly obvious, while others so subtle they managed to fool me multiple times.  

I like a challenge.  What I don’t like is frustration.  The difficulty curve is all over the place.  Some levels are so easy they feel like busywork, while others are so convoluted and obtuse that they border on unfair.  This inconsistency makes it difficult to gauge your progress and leaves you feeling frustrated rather than challenged.    

Another issue is the lack of variety in level types.  While the game starts off promisingly with a diverse range of challenges, it quickly falls into a repetitive cycle of similar puzzles with slightly different skins.  This lack of innovation makes the experience feel stale and monotonous, further contributing to the frustration.  “The Exit 8” unfortunately suffers from a notable lack of replayability, a flaw that diminishes its potential as a long-term gaming experience.  Once players have navigated through the mysteries of Exit 8 and unraveled all its 30 anomalies, there’s little incentive to return to the game’s haunted corridors.  

The primary reason for this lack of replayability lies in the game’s linear structure.  Unlike other horror games that offer endless possibilities for exploration and experimentation, “The Exit 8” follows a predetermined path with limited branching points.  Once you’ve completed the game and uncovered its secrets, there are few surprises left to discover on subsequent playthroughs. 

Additionally, the game’s puzzles and challenges, while engaging initially, lose their appeal upon repeated exposure.  Since the solutions remain constant, there’s little room for variation or improvisation, leading to a sense of predictability that dampens the excitement of replaying the game.  The game lacks meaningful incentives or rewards for multiple playthroughs and without this unlockable content, alternate endings, or any storytelling elements, there’s little motivation for players to revisit the game once they’ve experienced it to its fullest.

Conclusion

Overall, while “The Exit 8” has the potential to be a compelling full horror/puzzle game, its frustrating design choices and lack of polish ultimately undermine the experience.  With all this considered (not to mention the extremely low price), I don’t regret playing it.  While it may not offer much in terms of replay value, its initial playthrough can still be a captivating and memorable experience for fans of atmospheric horror.  However, for those seeking longevity and narrative, “The Exit 8” may leave them wanting more.  I love the idea of this game and really do hope they add more gameplay and mechanics to it.  At only $3.99 on Steam, I would definitely recommend supporting a small game developer, both due to the enjoyment factor that four bucks will bring and with the hopes it will push them towards creating more content. 

Final Scare Me Please score: Face on the ceiling foiled me every time, out of 100

Eyes:  The Horror Game Review

Introduction

Let’s start this Review off with a tangent:  why are eyes so scary?  Typing that question into an internet search popped up a ton of websites discussing ommetaphobia (fear of eyes), but also a few that used the term “Uncanny Valley”.  Originally a formal study conducted in 1970 by Masahiro Mori, a professor of robotics in Japan, this concept has been used within the horror genre for decades.  Essentially it’s the notion that when a humanoid takes on too great a like-ness to humans, yet does not look “real” it creates a fear/disgust response within us.  There’s a lot of ideas why this happens, ranging from it being an inherent survival instinct all the way to the perception of morality.  I fully plan on doing a deep dive into this topic later, but for now it answered my question.  Basically, eyes are scary when they’re “off” (not quite right/normal).  

What initially led me down the valley of uncanny tangents was a game I saw on sale titled “Eyes:  The Horror Game”.  Here’s the e-shop summary:  

“You’re alone.  No one will save you and what’s worse, it was your choice… All you need to know about that this place is that it was a really bad idea.  You have to be brave and determined to learn all the secrets hidden in dark corners.  Good luck, you will need it.  Do you dare to face the revenge-seeking, bloodthirsty Krasue or the haunting demon Charles?  This is just the beginning, more monsters are waiting for you.  Collect as many bags of money as possible and escape from creatures.  If by some miracle, you manage to find out where the threat came from and what is lurking around the corner, you will have a chance to solve this puzzle!  Discover the secrets of an abandoned homestead, try to survive in a haunted hospital and walk the corridors of the possessed school.  There are traps at every side, you can’t feel safe anywhere.  Collect runes – eyes – painted on the walls.  Thanks to them, you gain the ability to see through the eyes of your opponent and you can try to predict his movements.”

It sounded awesome and being only a dollar on sale (free on mobile) I downloaded it and hoped to be scared.  

Horror Elements

Developed by Paulina and Michael Pabis, it’s essentially a stealth-survival horror game in first person perspective.  There are certainly “jump-scare” type moments when the monsters catch you, but I wouldn’t consider this a reaction based game at all.       

As with any game where there are no mechanics that allow the character to fight back, there is a general sense of disempowerment.  However, this is drastically reduced for much of the gameplay due to the programmed monster patterns and distraction items.  To avoid the various monsters completely, all they have to do is jump into a room, closing the door behind them.  There is one level (the school location) in which this isn’t always possible because the doors are on a timer to open, allowing the monster access to places that would normally be considered “safe”.  The sense of fear is almost eliminated, however, by the addition of the “meat” item.  Collected throughout the level, meat can be thrown to distract the monster (Good Boy), creating a buffer to allow for escape.  The exact phrasing of this enemy is, “This hellish beast dwells in the dark corridors.  Bribe it with raw meat- or prepare to become it’s meal.”    

Considering there’s nobody in these abandoned places except yourself and the monster chasing you, the sense of isolation is done well.  Out of all the horror elements, I feel the ones done the best is the sense of of uncertainty as you’re forced to navigate the level while avoiding an evil entity.  Add to this the realization that you cannot escape until you collect enough money bags (forcing you to explore) and you have a great level of tension that stays with you each round.  

There is minimal character development, so you don’t feel particularly attached to your character.  Some development is given to the levels and characters which helps form a plot-line somewhat.  I think the scariest level for me was the initial Mansion with Krasue.  For some reason, she really terrified me, even her summary was unsettling:  “A desire for revenge made Krasue into a bloodthirsty demon.  You will suffer as she did.”  Even her animation (floating head with long hair) and movement patterns (floating in a jerky way) creeped me out.  The first-person perspective at least helps you feel more engaged with the story, making it easier to pretend you’re actually in the game.  Honestly, I was never sure if going around a corner quickly or slowly was better and I’d be lying if I didn’t say I screamed quite a few times while playing.  

Gameplay Elements

In total, there are three monsters within the game that can chase you and three different maps.  By default, the main three places to unlock are the Mansion containing Krasue, the Hospital containing Charlie, and the School containing Good Boy.  The developer did a decent job keeping gameplay interesting by altering mechanics slightly depending on the location.  For example, the hospital level contains an additional item besides coinbags to collect:  “Explore an old haunted hospital, use the mysterious potions to your aid… or doom”.  The map summary briefly mentions the potions available here that you can mix together various ways to allow for different outcomes, benefitting (increased speed, pinpointing money bags) or hindering (disrupting movement, lowered visibility) the player.  In addition to this, there are multiple levels of difficulty, different modes the player can manipulate, and even a sandbox mode, to learn the location layout without being chased by a demonic floating head.

Controls are simple which is good because game play is simple.  There’s only one button that allows for interaction with items within the environment and a button that enables an auto-run for a set duration of time.  To add to the simplicity, the button configuration is shown as a small icon at the bottom of the screen at all times and any extra features are blended into the game environment.  For example, there are potions that can be collected and used during the hospital level with the recipes found on various walls within this location.  This blends in quite well so it looks like graffiti but is done in a different color scheme so it still stands out.   

Graphics overall are decent, but nothing spectacular.  The same goes for the audio and sound effects.  I do have to point out how amazing the detail of the wood flooring was within the mansion level (bizarre to notice that, I know).  That truly is the standard all other games should have to hold themselves to when developing texture.  Out of everything, the most unique part of the game to me were the Eye Runes.  Upon using one, it gives a few seconds of visual from the monster’s point of view; this is the only way to determine where the enemy is at any time.  I’ve never played a game like that before, so I really enjoyed that new game mechanic.  Playing this game has sparked my interest in finding and playing other games similar in concept and play style.             

Conclusion

Out of all the things I expected from this game, I have to be honest and admit that none of them came to fruition.  Despite ranging from the free-dirt cheap price range, the game was incredibly addicting.  Eyes:  The Horror Game does an excellent job with making a low-budget game re-playable and entertaining.  

My main complaint is the over-abundance of coins but barely anything to spend them on after initially unlocking the different game modes.  It would be nice if you could use them to unlock various cosmetics or even items (eye runes, meat, etc.).  My only other disappointment was the double trouble mode; you can combine Krasue and Charlie to be in the same game, but can’t add Good Boy to another character, nor can you add all three monsters together.  This is by no means a deal breaker, but it would be a nice addition.

Before reviewing a game I spend at least ten hours playing it to be certain I’ve given it a fair chance.  I was apprehensive about reviewing this game, thinking it would be a dire struggle to force myself to play it that long, but I enjoyed it so much I easily hit the ten hour mark and am well beyond that now.  It continues to make my heart beat faster when I’m being chased by the monster, which on this blog, is a positive attribute.  Ultimately, I’d recommend giving this game a try and hope the developers continue showing it love.

Final Scare Me Please score:  Just rob a different building, out of 100

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