Yeah. I mean, I don't really blame you for giving up on the mainstream horror games.
Well, it wasnt really a matter of giving up on them. It was more that I was introduced to the genre in a different way, and that I tend to respond to specific types of spooks and styles more than others.
My intro to the genre was through watching playthroughs of horror games by Markiplier, who primarily does a lot of indie horror playthroughs of different sizes. Some big games like Outlast, other little tiny ones. And a couple of other Youtubers who have a very similar focus. I found them during the initial FNAF popularity boom like 5 billionty years ago and then went from there.
At one point he did a playthrough of a very brief demo of a game by the name of Umfend. It was super short, just enough to be a bit of a hook, with the full game releasing months down the line. The game caught in my memory because I just hadnt really seen anything else like it.
It looks like this:
What got me about this was just the nature of everything. The visual style and character designs, the use of the bright lights on very stark shadows, and the fact that nothing about it was really predictable. Something I tend not to be fond of in horror games is just that monsters in general tend to be kinda predictable. Like, looking at RE, I dont exactly have to be an expert on the series to know what the various rotting things are going to do. But nothing about the creepy things in this game ended up being what they at first appeared to be. Which just made them that much more engaging, and the story that much more interesting.
Also, that second screenshot, that was the moment that *really* hooked me. That moment was a very effective scare, but it wasnt a jumpscare... no loud shrieking thing... and no lunging monstrosity trying to have a boss fight at me. No, you're in what seems like your empty house at that point, and while doing things to progress the story, at one point you turn and that thing there is just standing there. It doesnt really move much, just lightly sways a bit, and it doesnt make any noise. The lighting, shadows, situation, and story events up to this point (this is near the start) all come together to make a very effective scare without at all trying too hard. And then you go towards him, and he just sorta sinks through the floor. And that moment is just over. The events of the story start ramping up from there. The whole thing is a strange ride, the story had a very satisfying conclusion, and it kept my interest the whole way.
There was also this one:
I've shown this before, but it was just so darned good.
This one just impressed me a lot. In that situation, I sorta halfway had an idea as to what was going on. I'd gotten an understanding of how the game worked and the type of threats it used, I had at least a bit of a clue as to what was a bad idea to do, and I knew I was on a boss floor, so some big thing lurked in the maze somewhere.
I get to that moment partway through, I suddenly realize where the thing is (the moment where I stop and sorta slowly look upwards at the out of place wall). I knew full well that if I shot it, it would get up. The game REALLY likes mimics, they're sort of the main theme, and they follow certain concepts and rules.
I knew all of that, and I still yelped when it started its rampage. Horror games normally NEVER get a physical reaction out of me. That one did. That devolved into total panic at the end, I'd lost any sense of what was going on and just started firing wildly (at the wrong target).
At that point, oh yeah, I was totally hooked. I've stuck with these sorts of horror games since.
Also I like the kind of "goofy" horror games that show up sometimes. There was one just called "spin to win", it was super short (like 15 minutes), it didnt exactly take itself seriously but still managed one great jumpscare, and I just had a blast with it.
With the mainstream games, they just cant hold my attention very well. Too many long-winded cutscenes, and the combat-heavy nature of most of them kills the horror vibe for me. The monsters arent scary anymore when I can just shotgun them all to death.
Lastly, there's this:
The plot of Resident Evil as a whole is just a heap of disarray BS nowadays. I mean, every game seems to introduce some new crap like a vampire babe for the hell of it, or story aspects that Capcom fails to have cleared up in future entries, seeing as how they then make more games that pretty much repeat this process.
Yeah, I agree with all of that, and it's the other thing that really pushes me away.
Stuff tends to really overstay its welcome and the story/lore of a lot of the big games end up just getting progressively more and more tangled and hard to follow as they go on. As you put it, carrot dangling. Gotta get people pumped up to see what loopy thing happens next, even if it breaks previous story bits.
When it comes to stories, I'm a fan of ones that keep it concise and contained. The quality of the stories just seems a lot better that way, and I also dont get as frustrated trying to remember a million little bits to keep everything making sense.
Resident Evil definitely seems like the biggest offender (that I can think of right now), but a lot of big games do it really.