It's quite possible that following the Slender Man revolution you're quite sick of first-person horror games where all you can do when coming across an enemy is turn-tail and run your backside off, but the fact is that a tried n' true horror tactic is to remove any semblance of power from the person on the receiving end. As P.T. proved, Kojima and his team don't need you doing battle with a load of battered, twisted nurses or a machete-wielding rapist to convey fear - thanks to subtle cues in the environment such as radio static that plays out plot points as you explore, or flashes of creatures occasionally appearing as if from nowhere, the level of fear and tension throughout is palpable. Removing the combat from a game that took the 'tank controls' Resident Evil pioneered three years prior may seem like a step back in terms of the game's core feel, but over the course of the last decade have you had more scares from titles like Resident Evil and Silent Hill, or Slender Man, Fatal Frame and Amnesia? It's long been time for one of the oldest dogs in the genre to learn some new tricks.