There’s an art to making interactive horror. For a game to be frightening, the player must empathise with – or even inhabit – the role of a victim. And what do victims have in common? They have limited agency to resist the things that are done to them. That can be a problem in videogames, which are distinguishable from other media precisely for the agency that they offer. This friction is one of the reasons Resident Evil has continued to falter as it rushes to incorporate ever more action tropes.