Cookies on OyList

We use essential cookies to keep OyList working. With your permission, Google Analytics cookies help us count visits and understand which pages are useful.

How we use cookies

Share

Embed
Share this list with friends or copy the link:

Items15

1

Alien: Isolation (2014)

by game_tinkerer  • 
Alien: Isolation
Game
8.5/10on IGDB
Released
The alien's weight is audible before it is visible: footsteps, vent movements and nearby doors help you judge whether to move or stay hidden. That makes listening an active alternative to staring at the motion tracker, whose bleeps can betray you at close range. Directional headphone listening is particularly useful, but the tracker's screen is only a partial visual aid.
More about Alien: Isolation
2

Amnesia: The Bunker (2023)

by game_tinkerer  • 
Amnesia: The Bunker
Game
7.3/10on IGDB
Released
Listen for the beast's changing agitation in the walls before deciding whether that noisy shortcut is worth taking. Gunshots and cranking your torch can bring danger closer, so the bunker becomes a place you read with your ears. The visible fuel gauge and stopwatch help plan powered excursions; they cannot replace hearing the threat move around you.
More about Amnesia: The Bunker
3

Darkwood (2017)

by game_tinkerer  • 
Darkwood
Game
8.2/10on IGDB
Released
Your top-down view still leaves threats outside its limited sight cone. Footsteps, barking and attacks on barricades give you time to turn, reposition or protect a different entrance during the night. It is a strong choice for listening under pressure rather than admiring a soundtrack, though some eerie noises are events to interpret, not reliable enemy coordinates.
More about Darkwood
4

Resident Evil 2 (2019)

by game_tinkerer  • 
Resident Evil 2
Game
8.7/10on IGDB
Released
In the 2019 remake, heavy footsteps can make a previously useful police-station corridor suddenly feel like a terrible route. The director confirms these sounds belong to a nearby pursuing Tyrant rather than a detached scare track. Listening lets you delay a door opening or change direction, but it is proximity information, not a precise map of the next room.
More about Resident Evil 2
5

White Day: A Labyrinth Named School (2017)

by game_tinkerer  • 
White Day: A Labyrinth Named School
Game
7.3/10on IGDB
Released
Jingling keys, footsteps and whistling make the 2017 remake's school corridors readable before a janitor turns the corner. They give you a practical reason to stop rushing and choose a hiding place. Lower difficulties add nearby-enemy and pursuit icons, making this a useful comparison between auditory tension and visual support; higher settings remove that help.
More about White Day: A Labyrinth Named School
6

Monstrum (2015)

by game_tinkerer  • 
Monstrum
Game
Released
A predator's heavy steps or unsettling hum can tell you more than the cargo ship's closed doors. Each run asks you to learn which creature is hunting you, while your own running and door use can expose your position. Choose the original single-player game for this noisy game of hide-and-seek; permadeath makes learning those warnings costly.
More about Monstrum
7

Five Nights at Freddy's 4 (2015)

by game_tinkerer  • 
Five Nights at Freddy's 4
Game
6.6/10on IGDB
Released
The PC original turns a few seconds of quiet breathing into a consequential decision: listen at the door before choosing the light or closing it. That small ritual makes each return nastier than frantic button pressing. It strongly depends on detecting subtle audio and does not offer an equivalent captioned door test, so this is an unforgiving choice if those cues are hard to hear.
More about Five Nights at Freddy's 4
8

Stifled (2017)

by game_tinkerer  • 
Stifled
Game
7.0/10on IGDB
Released
Making a sound briefly draws the dark world around you, but can also advertise your position to its creatures. The visual echoes make the cost of gaining information unusually tangible: you want another look and dread what it might hear. The PC version makes both microphone input and VR optional, so you can explore that tension without speaking aloud or owning a headset.
More about Stifled
9

Perception (2017)

by game_tinkerer  • 
Perception
Game
6.5/10on IGDB
Released
Cassie's cane taps reveal the mansion as visual sound echoes, while excessive noise invites the Presence. Listening and deciding when to create another sound become part of navigation rather than background mood. It is a slower, story-led variation on that risk, with subtitles and visible echoes to read; its blind protagonist does not make it an audio-only game.
More about Perception
10

A Quiet Place: The Road Ahead (2024)

by game_tinkerer  • 
A Quiet Place: The Road Ahead
Game
7.0/10on IGDB
Released
Every footstep asks whether the world is loud enough to cover you. The phonometer compares environmental noise with your own, giving a visual way to understand why the creatures might hear you. It suits very patient stealth players who enjoy managing surfaces and slow movement. Real-world microphone detection is optional, so the room around you need not become another hazard.
More about A Quiet Place: The Road Ahead
11

The Last of Us Part I (2022)

by game_tinkerer  • 
The Last of Us Part I
Game
9.3/10on IGDB
Released
Clicking and shifting footsteps make an unseen infected encounter readable before you commit to crossing a room. The 2022 remake also lets you compare that uncertainty with deliberate visual support: Listen Mode, awareness indicators and a hearing accessibility preset. Choose it when you want useful sound in tense stealth, with more ways to adapt the information than simply turning the volume up.
More about The Last of Us Part I
12

Dead Space (2023)

by game_tinkerer  • 
Dead Space
Game
8.3/10on IGDB
Released
The 2023 remake makes scraping vents and a breaking grille worth reacting to before you have an enemy in view. Its Intensity Director also uses false alarms, so listening improves readiness without making every noise a trustworthy prediction. Dialogue subtitles and separate volume controls help tune the mix, but do not supply a full visual account of the ship's threatening sounds.
More about Dead Space
13

Phasmophobia (2020)

by game_tinkerer  • 
Phasmophobia
Game
6.8/10on IGDB
Released
A ghost's footstep rhythm and the direction of activity can turn a frightening hunt into evidence to compare with your journal. Microphone equipment makes listening part of the investigation too, with a directional display on the highest-tier parabolic model. Voice-command Text mode is available, but it replaces speaking to tools, not every sound-dependent clue or warning.
More about Phasmophobia
14

Lethal Company (2023)

by game_tinkerer  • 
Lethal Company
Game
7.6/10on IGDB
Released
Loud approaching steps can warn your scrap-scavenging crew about a Thumper before anyone gets a good look at it. Other creatures obey different rules, so learning the sound is more useful than assuming all noise means the same escape plan. Proximity voices and radios deepen the co-op panic; text chat helps coordination but does not translate the creature cues. This remains in Early Access.
More about Lethal Company
15

Hunt: Showdown 1896 (2019)

by game_tinkerer  • 
Hunt: Showdown 1896
Game
7.5/10on IGDB
Released
Footsteps and distant gunfire make the gothic hunting grounds a place to track human opponents as carefully as monsters. This is competitive extraction shooting, so its horror comes with a demanding PvP learning curve. For CrySpatial, the developer recommends stereo headphones with extra surround processing switched off; directional sound is a major advantage, not a guarantee against ambush.
More about Hunt: Showdown 1896

Comments