App Critic Weekly

Vol. 1Week 41

Criticism for the apps on your phone and the worlds in your headset.

The Virtual Stage · Feature

The Dramaturgy of the Jump Scare: How HAUNTED Paces Silence, Stinger and Hit

Ten seconds of calm, six seconds of dead silence, four seconds of black: we count how HAUNTED paces its scares and where the metronome becomes too loud.

By The Editors · · 6 min read

An old wooden metronome stands alone in a cone of light on a dark background

The jump scare has a bad reputation, and it has earned it. In too many horror films it is the acoustic equivalent of a man shouting ‘Boo!’ from behind a door: effective once, and thereafter merely tiresome. Critics like to speak dismissively of the ‘cheap scare’. Yet the jump scare, properly built, is one of the most precise forms of dramaturgy there is. It is pure timing. And timing is craft.

HAUNTED: Are You Alone?, the mixed-reality horror game for Meta Quest, is a good object of study because it consists of little else but that craft. According to the studio, the story lasts around 25 to 35 minutes, and in that time it works with silence, announcement and hit as if following a score. We have tried to read that score. The game is rated PEGI 18.

Spoiler warning: This piece gives away scenes from Chapters I to VII, including the twist in the puppy chapter. We say nothing about the finale and epilogue.

The three building blocks: silence, stinger, hit

Every good jump scare consists of three parts. First the silence, which builds expectation. Then the stinger, a signal that directs attention: a noise, a flicker, a voice. And finally the hit, which comes from a different direction than the stinger promised. Alfred Hitchcock famously distinguished between suspense and surprise: the bomb under the table, of which the audience is aware, creates tension; the bomb that goes off without warning creates only a brief shock. The good jump scare is a hybrid. It tells the audience that something is coming, and then lies about the where.

HAUNTED masters this lie particularly well because it has an advantage that film and screen do not: space. According to the studio, a sound can come from a real position in the room. Anyone who hears a knock in the left wall looks to the left. The hit can then come from the right, from above or from the floor.

Ten seconds: the prologue as overture

The game begins with ten quiet seconds in the ordinary room. Nothing happens. For a game that is a small eternity, and it is a clever decision. It gives the player time to perceive their own room as a room before it becomes a stage.

Then a rotary telephone on the floor rings behind the player, louder with each ring. Anyone who does not answer sees it crawl closer. This is a stinger that is also an invitation. What happens next on the telephone is a long escalation through the ear: footsteps in the girl’s room, then the same footsteps in one’s own room, behind one’s back, and the threefold plea ‘Don’t turn around’. The actual hit, a scream and a wet crack on the telephone, comes not as an image but as sound. The image follows only afterwards: a bloody axe falling to the floor behind the player.

The prologue teaches the audience where to listen, so that the game can later decide where the audience will not look.

Six seconds: dead silence in the second chapter

The best example of composed silence is found in the second chapter. Three slow knocks on a wall behind the player, then faster hammering on another. Translucent ghost hands strike the walls from inside, muffled screams, a child’s voice: ‘Daddy, let us out.’ Then the hands slide blood-smeared down the walls, and six seconds of dead silence follow.

Six seconds is a long time. Long enough to wonder whether it is over; too short to relax. Only then does a wall break, and an arm three to four metres long, with wrongly angled joints, reaches for the head. Afterwards the chapter shifts into a different tempo: waves of three, five and finally eight arms. The single hit becomes a rhythm, and the scare becomes work.

Four seconds: black after the graveyard

The fifth chapter ends with a pause that functions like a breath. After the last onslaught of the undead, the hole in the wall closes with a scream and a bang, the moonlight dies, and four seconds of black remain, in which groaning comes closer. Then the light returns, the wall is whole, and a mirror lies on the floor.

Here the silence is not a prelude to a hit but a punchline without a hit. The audience expects a final attack, and it does not come. This refusal is braver than another bang, and it makes the next act eerier, because one no longer knows when the game will scream itself out.

Where the pattern wears thin

With all admiration: the metronome becomes audible towards the end. HAUNTED has a favourite figure, and it is called ‘something shoots into the player’s face’. The witch shoots up from the floor into the face in the first chapter, the skull from the hole into the face in the fourth, the hellhound from the tunnel blackness into the face in the seventh. Each of these moments works on its own. Seen in sequence, a pattern emerges that an attentive player can foresee from the midpoint onwards.

This is a familiar problem of the genre. Once you have learned the beat, you count along. The game compensates in part by changing the props and varying the direction: from below, from the front, from above. But the hit remains the same hit. A second kind of scare, such as a slow dread without discharge, would have benefited the middle section.

The gaze as timekeeper

The first chapter is the most interesting, because here the player determines the tempo. The witch stands in the furthest corner and is never visible for longer than about a second and a half. Look away, and you find her closer. Look too long, and you provoke a scream. According to the studio, the game detects gaze direction via head orientation, not eye tracking.

This turns the jump scare into a duet. The scare does not come when the game triggers it, but when the player allows it. That is an idea we would like to see more often, because it makes the audience complicit.

Conclusion

HAUNTED is not a game that reinvents the jump scare. But it takes it seriously, and that is more than can be said of many larger productions. Its pauses are carefully placed, its stingers use the space, and when it repeats itself, it does so with changing props. Anyone interested in the craft of frightening will find here, for £3.99 (British Meta Store, as of 10 October 2026), a compact lesson; according to the store, it comes from developer Special Games, published by ThreeFlavors LLC. The page in the Meta Horizon Store lists Quest 2, Quest Pro, Quest 3 and Quest 3S. The warning about sudden loud noises that the game shows at every start is, in this case, not a formality but the programme.