>>59631150Horror games rely on three things: Atmosphere, threats, and (lack of) death. A truly scary game is one that sets the mood to make you anxious but doesn't actually make it easy for you to die. It has a monster or some form of threat that forces you to take action, but is secretly forgiving for making a mistake.
The reason for this is because if there is no atmosphere, there is no fear. If there is no threat, the player grows accustomed to the atmosphere. If the player also dies TOO many times, they grow sick of the atmosphere and stop immersing themselves.
With these three things in mind, it's actually really difficult to pull off horror correctly. Ironically, Chillas Arts is so popular BECAUSE they can do these three things. Something like Darkwood only gained the popularity of a cult classic because it only fulfilled two of the three things (despite the game itself being objectively better than Chillas Art titles)
So
>tl;drA Hololive horror game would be nearly impossible to make without intricate knowledge of every holo involved in the game, making it difficult to build up atmosphere properly or make a real threat.