Horror Game Review: MADiSON (by Bloodious Games)


“At the moment of first contact, it is already too late.” — Father Thomas

MADiSON has a knack for making you dread the next room while giving you just enough reason to step inside anyway. Released in 2022 by Bloodious Games, this first-person nightmare puts a camera in your hands and sends you into a house where practically everything seems determined to ruin your evening. It isn’t especially interested in reinventing supernatural horror, and some of its puzzles make being trapped with a demon seem less annoying than being trapped without clear instructions. Still, when its atmosphere, sound, and scares come together, MADiSON delivers something genuinely unsettling: a haunted-house experience that understands how vulnerable curiosity can make you.

You play as Luca, a young man caught in a horrifying situation involving his family, a demonic presence, and a serial killer whose influence hasn’t ended with her death. The opening establishes distress before offering much explanation, which suits a game built around uncertainty. Rather than giving you a comfortable overview of the situation, MADiSON makes understanding what happened part of the ordeal. Its story develops through exploration, recordings, and disturbing discoveries, with the supernatural mystery pulling you farther into danger instead of toward reassurance. The setup works because investigating the house and participating in something sinister gradually start to feel uncomfortably similar.

Veteran gamers will recognize the camera-centered premise, especially anyone familiar with the Fatal Frame series from the early 2000s. Like those games, MADiSON leans heavily on a camera as your means of interacting with the supernatural. But that is where the similarities end. Here, the instant camera drives investigation and puzzle-solving, revealing information that isn’t otherwise visible and triggering changes in the environment. That gives an ordinary action an unpleasant double meaning: you need the camera to make progress, but using it can also bring you closer to something you would rather leave alone. You’re not just asking what might appear in the picture; you’re wondering what taking the picture might have done to the room around you.

That relationship between looking and provoking is where the game finds its strongest identity. Plenty of horror games make players inspect threatening spaces, but MADiSON gives that inspection a tangible ritual. Raise the camera, choose the shot, and discover whether your curiosity has paid off or made things worse. Its photographs connect the supernatural material to the actual puzzle-solving rather than leaving the camera as a decorative gimmick. The result is a useful tension between wanting answers and fearing the process of obtaining them. Even when the surrounding horror imagery feels familiar, the camera helps make engaging with it feel more personal and less passive.

The house itself does a lot of the heavy lifting. MADiSON belongs to the strain of horror associated with P.T. and Visage, where domestic spaces become threatening through repetition, uncertainty, and the feeling that familiar surroundings can no longer be trusted. Its confined layout gives you plenty of opportunities to revisit places that have already made you uncomfortable. At its best, that familiarity becomes a weapon: recognizing a room doesn’t necessarily mean feeling safe inside it. At its worst, however, the same compact environment becomes a source of tedious navigation. There’s a fine line between dreading another trip down a corridor and simply wishing the game would let you get there faster.

The audiovisual presentation generally keeps that line from collapsing entirely. Detailed horror imagery, tense sound, and aggressive scares give the environment a nasty sense of presence. The game knows that an unseen threat can make an otherwise uneventful walk feel loaded with possibility. It also knows how to puncture that anticipation with a sudden shock. The jump scares are a major part of the experience, so anyone hoping for an entirely restrained, slow-burning approach should adjust their expectations. MADiSON wants to get a physical reaction, not just inspire thoughtful unease. Fortunately, its stronger shocks have an oppressive atmosphere supporting them rather than existing as isolated bursts of noise.

Still, the game’s enthusiasm for frightening you can become excessive. There’s a difference between keeping someone on edge and constantly reminding them that the next loud interruption is coming. Its more aggressive audiovisual choices risk making the horror feel pushy, particularly when exaggerated camera movement and awkward interactions are already demanding attention. The problem isn’t that jump scares are automatically cheap; a well-timed one can be hugely effective. It’s that tension needs room to develop, and mechanical irritation can interrupt that development. When the player starts thinking about getting the cursor into exactly the right position, the supernatural threat temporarily loses control of the scene.

Puzzle-solving is the other major ingredient, and it produces the game’s biggest split between satisfaction and frustration. MADiSON uses an old-school structure in which objects, clues, and obstacles may appear well before their purpose becomes clear. That can make the house feel interconnected and reward attention to details encountered earlier. The camera also gives some puzzles a distinctive supernatural twist. But the distinction between an intriguing mystery and an arbitrary roadblock isn’t always maintained. A good puzzle makes you reconsider the evidence; a weaker one makes you reconsider whether you’ve missed an interaction prompt. Too often, the game risks replacing productive uncertainty with aimless experimentation.

That matters especially in horror because confusion has a short shelf life. Initially, not knowing what to do can intensify the feeling of helplessness. After enough unsuccessful attempts, though, fear starts giving way to impatience. Slow movement, repeated routes, and unclear solutions compound one another, making stretches of MADiSON feel less like an escalating nightmare and more like a haunted escape room with uneven instructions. Interestingly, that awkwardness can occasionally work in its favor by making events harder to predict. But unpredictability is more effective when it feels deliberately controlled. The game doesn’t always convince you that its friction serves the horror rather than simply getting in its way.

Narratively, MADiSON benefits from committing to its demonic material. It doesn’t need to transform every frightening image into an elaborate psychological metaphor to justify itself. There’s an appeal to its relatively straightforward interest in possession, occult rituals, and malignant forces. The story provides a reason to keep investigating without becoming the sole attraction, while its familiar genre ingredients give the camera and environmental design something immediately understandable to work against. The downside is that familiarity limits the sense of discovery. Horror veterans will recognize much of its vocabulary, even if the game can still arrange those recognizable pieces into some effective, unpleasant situations.

Ultimately, MADiSON is a strong horror experience wrapped around a sometimes aggravating adventure game. Its camera mechanic gives the fear an interactive foundation, its house sustains an oppressive mood, and its best scares have real bite. The puzzles, pacing, and interaction issues prevent it from feeling consistently assured, however. It’s easiest to recommend to players who enjoy supernatural horror enough to tolerate a little fumbling between the memorable moments. Anyone who needs elegant signposting or dislikes aggressive jump scares will have a rougher time. For everyone else, there’s a compelling nightmare here—one that repeatedly makes finding the next clue feel like opening a door you already know you shouldn’t.

What Lisa Watched Last Night: The Bachelor 15


Yes, I hear the sound of everyone starting to protest and rest assured, I’m not planning on using my space here to start blogging about The Bachelor (though I guess I could if I ever like got really pissed off at men in general…)  It just happens that The Bachelor is what I watched last night and it featured a vampire.

Why Was I Watching It?

Because, God help me, I love it so.  Everyone has at least one irrational love.  I love crappy reality TV, especially if it gives me an excuse to get all catty and show my claws.  Meow!

What’s It About?

Since this was the 1st episode of the new season, we met our new bachelor and discovered that he’s an old bachelor — it’s the return of Brad Womack!  For those of you who don’t follow these things (and I assume that’s everyone involved with this site except for me), Brad was the Bachelor a few seasons ago.  He’s the one who, after he picked his bride, then dumped her on national TV and decided he wanted to marry the girl who came in second.  Then he dumped that girl too.

Anyway, Brad’s been in therapy for 3 years and in this episode, he explains that this all happened because he didn’t have a good relationship with his Dad, therefore establishing himself firmly as yet another little boy with daddy issues.  (Pardon me while I gag.) 

Once Brad’s got that all cleared up, he meets the poor girls who are competing to be his wife and he basically spends the majority of the episode saying, “I just want another chance because I have daddy issues.”  You got another chance, you toadsucker.  Shut up about your freaking childhood!  Fortunately, there’s hope on the horizon because of a vampire named Madison.

What Worked?

First off, everyone spent a lot of time — and I mean A LOT OF TIME — trash-talkin’ Brad.  I mean, everyone!  The girls, the show’s host, and finally even Brad himself, all they could talk about was how much of a loser the guy is.  And you know what?  He is.  Which is why it’s going to be fun to watch him basically put himself through Hell all over again.

Plus, the girl with fangs got a rose and I imagine that’s probably because the show’s producers thought she’d be good for ratings but who cares?  She’s got fangs!

What Didn’t Work?

Well, the show is like sooooo totally shallow and reality TV is just the devil’s programming and it’s all evidence of how stupid people are and blah blah blah blah.  Just insert your own boring, anti-reality television diatribe in here.  And then pat yourself on the back because, yeah, you’re really like the first person who has ever said any of that crap.  I mean, obviously, you’re a freaking genius.  Good job, you elitist toadsucker.

“Oh My God!  Just Like Me!” Moment

Not that long ago, I used to dress in all black and wear a studded choker.  I also renamed myself Pandora DeSaad and wrote poetry about slitting my wrists and watching the blood circle down the drain of the sink.  That got kinda tedious after a while and I moved on.  Still, even if I hadn’t, I would still hope that I would be allowed to appear on the Bachelor.

Lessons Learned:

None.  There were no lessons to be learned from this.  The show was pure trash with no redeeming value.  That was kind of  the point.