How a forgotten ’80s gem created the formula for video game horror

Imagine an alternate timeline where Zelda: Ocarina Of Time, instead of riding the wave of critical praise and commercial success that enabled it to become a template for so many modern games, had faded into obscurity. Unable to capitalize on a handful of enthusiastic reviews and dragged down by a platform that’s fast becoming obsolete, its innovations pass largely unnoticed and its influence remains minimal. In this hypothetical world, one of the medium’s most revered works is remembered almost exclusively by hardcore devotees and the occasional archive-snooping journalist. Eventually, the genre it should have been credited with spawning is rediscovered independently by another game—perhaps no less worthy, but definitely more zeitgeist-attuned—a few years later. This theoretical tragedy is the real story of Project Firestart.
Conventional wisdom tends to ascribe the birth of survival-horror to Alone In The Dark. Infogrames’ 1992 Lovecraftian adventure bore practically every hallmark of the genre and proved a major influence on its two most prominent series, Resident Evil and Silent Hill. What’s often omitted from history books is how Dynamix’s Project Firestart, a much less conspicuous title, had been released for the aging Commodore 64 three years earlier and provided the genre’s formula.
It takes place aboard the SSF Prometheus, a research ship stationed near Titan’s mines. Its scientists are working to produce a new breed of laborer by combining human DNA with that of local fungi. As the vessel has failed to respond to all recent communications, your mission in the role of special agent Jon Hawking, is to board the Prometheus, assess the situation, locate and acquire its science logs, and activate the station’s self -destruct mechanism, which will hopefully leave you with just enough time to escape before the ship and everything inside it is blown to cosmic dust. A time limit of two hours has been set for concluding your mission, at the end of which the research station will be bombarded remotely.
The first and most easily identifiable survival-horror staple Project Firestart introduced was a disempowered protagonist. It used limited ammunition—although not an innovation in itself—not as a gimmick to ramp up difficulty or incentive for tactical decision-making, but primarily as a means of reinforcing its oppressive, sinister mood. Spare weapons to replenish Hawking’s firepower are few and far between, tucked away in the space station’s most remote rooms. Your vulnerability is not restricted to the scarcity of ammo. Like Leon in Resident Evil 4, Hawking can walk and shoot but is unable to do both simultaneously. Going on the offensive leaves him at his most exposed. More importantly, the monstrosities that have infested the research station are highly resistant to damage, and it takes several shots to destroy one. The game even comments on this deliberate disempowerment: During the opening cinematic, you are advised not to take “that cannon you usually carry for a gun” as “it’d blow a hole right through the hull of the ship.”