i think the more critically acclaimed horror games where as such because they built their atmospheres really well. not necessarily "scary" or fear-driven feelings either. Games like Silent Hill 2 make the setting of the game feel very decrepit and lonely by having everything be very quiet, enemies slow and lifeless, and characters distant, irrational and oddly performed. games like amnesia, outlast try to make you fearful. they make you helpless and conceal everything in darkness to try and make threats more surprising and to rob players of their domineering agency, which is something that is hardcoded into many a **gamer's** mind. This method is actually kind of cheap and is easy to see why rational individuals aren't so much scared as frustrated. dead space is more a "game" in that difficulties and fear come with overcoming the game's systems (shooting), and the horror is subsidiary and used only as a theme rather than a point. At least, that's probably what it is. i ain't never e'n played dead space, i'm just assuming from the hours of gameplay I've seen of it and other people's descriptions of the game.
I'm eager for the evil within, because it comes from the pioneer of the survival horror genre, Shinji Mikami. to my understanding, survival horror is sort of an action game with a resource-management and conservation focus where horror is an aesthetic theme, but that plays well with the mechanics.
10/10 critique xxx