Step into Hawkins in the 1980s, and you might half-expect to see Atari cartridges strewn across the Byers’ living room. The Duffer Brothers understood that grounding the show in authentic 1980s pop culture would make its supernatural elements feel all the more jarring—and the integration of classic video games does just that. Characters like Will and Dustin, with their board game nights and gaming sessions, evoke a tangible nostalgia for audiences who remember blowing into cartridges and struggling through pixelated mazes.
Matt Duffer has spoken about how this era’s gaming influenced the show’s emotional resonance. “Feeling immediately very uncomfortable and on edge” is an experience he attributes to contemporary horror games like Dark Souls, and the principle carries over to Stranger Things. When Will wanders the Upside Down, every shadow, every rustle of debris evokes that same dread experienced by gamers navigating perilous worlds. The Atari references, alongside Dungeons & Dragons campaigns, do more than set the scene—they establish a bridge between childhood innocence and the creeping horror that lurks just beyond the bedroom walls. It’s a clever narrative trick: by rooting viewers in something familiar, the show heightens tension whenever the ordinary collides with the extraordinary.
The eerie dimensions of Silent Hill and its grotesque creatures clearly left their mark on Stranger Things, particularly in the design of the Upside Down and its nightmarish denizens. Ross Duffer has openly acknowledged that the unsettling environment and psychological tension of Silent Hill served as a blueprint. The fog, the drippy trees, the sense that the very air could suffocate you—these visual and auditory cues directly inspired the haunting aesthetic of Hawkins’ parallel dimension.
The Demogorgon itself owes a debt to the nightmarish designs of Masahiro Ito, who conceptualised Silent Hill’s monsters, and the series’ creators openly acknowledge these influences. Even Eleven’s character draws from these games, particularly the tragic and powerful figure of Alessa Gillespie from Silent Hill, whose traumatic upbringing and psychic abilities mirror Eleven’s journey. Chief Hopper’s emotional connections further intertwine with video game narratives; his grief and protective instincts echo the storytelling techniques seen in The Last of Us, where character depth and horror seamlessly coexist.
Gaming’s influence goes beyond aesthetics. Dungeons & Dragons, for instance, becomes a narrative device rather than just a prop. The boys’ campaigns foreshadow events and parallel the real-world threats they face, blending fantasy and reality in a way that mirrors classic RPG storytelling. The games provide a framework for friendship, strategy, and bravery, all set against the terrifying backdrop of the Upside Down. It’s a masterstroke of intertextuality: every game, from Dig Dug to Dragon’s Lair, contributes to world-building while also reflecting the innocence and imagination of the main characters.
What makes Stranger Things stand out is the way it translates video game mechanics into episodic television without losing narrative depth. By pulling from Silent Hill, Dark Souls, and The Last of Us, the Duffer Brothers infuse the series with tension, suspense, and emotional complexity that reward attentive viewers. The Upside Down becomes a playable world in spirit: it’s disorienting, unpredictable, and relentlessly dangerous, echoing the anxiety and immersion of survival horror games.
Eleven’s telekinetic powers, Hopper’s protective instincts, and the kids’ clever problem-solving mirror game logic in storytelling. Each encounter in the Upside Down feels like a level in a horror game, complete with environmental hazards, escalating threats, and emotional stakes that heighten the drama. The Duffers’ appreciation for video games’ ability to blend narrative and interactivity allows the series to create suspense that’s almost tangible. Viewers aren’t merely watching; they’re experiencing tension as though they too are navigating Hawkins’ shadowed streets.
These influences extend to sound design as well. The quiet hums, distorted noises, and eerie silences throughout the series echo the meticulous audio cues of horror games, providing psychological depth and engagement that goes beyond visual spectacle. Fans familiar with these titles will instantly recognise the echoes of classic gaming atmospheres, while newcomers are drawn into an immersive, almost interactive, viewing experience.
As Stranger Things 5 approaches, the impact of gaming culture on the show remains crucial. The Duffers have demonstrated that video games can be more than nostalgic references—they are storytelling tools that enhance world-building, character arcs, and audience immersion. The show bridges the gap between television and interactive media, blending horror, friendship, and adventure in a way that feels both familiar and exhilaratingly new.
From the Atari consoles of the 1980s to the fog-shrouded horrors of Silent Hill, from Dungeons & Dragons campaigns to the tense narrative beats reminiscent of Dark Souls, Stranger Things celebrates gaming as a medium that informs emotion, suspense, and narrative depth. By acknowledging these influences, the series gives viewers more than nostalgia—it offers a multi-layered experience where the thrills of childhood gaming and cinematic horror converge.
Fans who grew up with pixelated adventures, controller in hand, will appreciate the uncanny ability of Stranger Things to capture that same tension and wonder, while newcomers can engage with a narrative rich in suspense and emotional resonance. The series proves that video games and television can collaborate to create a uniquely immersive storytelling experience, inviting audiences to traverse the line between childhood innocence and nightmarish reality.
Ultimately, Stranger Things demonstrates that horror, suspense, and nostalgia are universal languages that transcend medium. Through its careful integration of classic video games, the Duffer Brothers have constructed a world where fear, friendship, and curiosity intertwine, making Hawkins a town you both love and fear to return to. As Season 5 looms on the horizon, it’s clear that these gaming roots will continue to shape the narrative, ensuring that the Upside Down remains a place where both fans and characters are tested, haunted, and ultimately connected through a shared experience of terror, joy, and nostalgia.
The Duffer Brothers’ approach reminds us that storytelling, whether via a screen or a console, thrives on immersion, interactivity, and emotional resonance. By embracing the aesthetic, narrative, and psychological aspects of video games, Stranger Things has created a template for modern television that’s as engaging and unnerving as any classic horror game—perfectly blending the old and new into a chillingly delightful adventure in Hawkins, Indiana.











