When you first peek into the Upside Down, you might think, “Wait, this looks suspiciously like Silent Hill.” Well, that’s because it does. Ross Duffer confirmed in an interview with IGN, “Silent Hill is the one most people have picked up on,” and indeed, the eerie fog, dripping trees, and oppressive atmosphere of Hawkins’ otherworldly twin are a deliberate homage. The world of the Upside Down embodies the same sense of isolation, dread, and distorted reality that made Silent Hill a horror classic.
But it’s not just a visual nod. The Duffers tapped into the psychological horror that video games do so well. In Silent Hill, characters face fears that are deeply personal and tangible, and navigating that world requires both strategy and emotional investment. Stranger Things mirrors this by immersing its characters—and by extension, its audience—in a reality where danger lurks in familiar spaces. By translating interactive tension into a televised narrative, the series makes viewers feel the same unease a gamer feels when entering the foggy streets of Silent Hill for the first time. Every corner of the Upside Down is crafted to make you question what’s real, amplifying suspense and connecting fans to the psychological core of survival horror.
Silent Hill may be the most visible influence, but the Duffer Brothers didn’t stop there. Matt Duffer has cited the Dark Souls series as another source of inspiration, emphasising how its imagery and sound design evoke discomfort and tension. “When you’re in that world... it’s to do with the imagery, it has to do with the sound design, and you’re just immediately very uncomfortable and on edge,” he noted. This philosophy is evident in Stranger Things, where subtle audio cues—a low hum, a distant screech, the snapping of a branch—heighten dread without needing constant visual terror.
The influence of The Last of Us also shapes the show’s approach to narrative. That game’s immersive storytelling and horror-infused environments teach players that fear is as much about emotional investment as it is about monsters on screen. Similarly, Stranger Things uses the Upside Down not merely as a scary backdrop but as a space where characters’ deepest vulnerabilities—Will’s trauma, Eleven’s quest for identity, and the group’s loyalty—play out against a menacing setting. It’s a marriage of interactive tension and classic television narrative that elevates the stakes far beyond jump scares.
By drawing from multiple game worlds, the Duffers have cultivated a series that rewards attentive viewers. Every visual cue, every eerie sound, and every shadowy corner feels intentional, mirroring the way game designers craft levels that are both beautiful and terrifying. Fans familiar with these games can spot the parallels, while newcomers feel the tension without needing prior knowledge, a testament to the Duffers’ skill in translating game logic to episodic storytelling.
One of the reasons Stranger Things resonates so deeply is how it blends nostalgia with the interactive intensity of gaming. For those who grew up playing Silent Hill or exploring the post-apocalyptic streets of The Last of Us, the Upside Down feels familiar yet fresh—a crossover between memory and imagination. This deliberate infusion of gaming elements enhances viewer engagement, allowing audiences to experience tension in a way that mirrors playing a horror game but through a cinematic lens.
The series doesn’t rely solely on nostalgia for the 1980s to captivate viewers. By incorporating game-inspired design, the Duffers ensure that suspense and emotional investment are central to the viewing experience. Fans might recognise the visual parallels—the foggy trees, the decaying buildings, the eerie ambient sounds—but these references also serve a narrative purpose: they immerse audiences in the stakes of the story, making every confrontation with the Upside Down meaningful and terrifying.
As Stranger Things 5 approaches, these gaming influences promise to continue shaping the show’s narrative. The Duffers’ acknowledgment of video games as inspiration affirms that contemporary television can draw from multiple media forms to create richer, more immersive storytelling. By embracing these influences, Stranger Things has built a bridge between traditional screen entertainment and interactive experiences, making it a cultural touchstone for fans of both television and video games.
From Silent Hill’s psychological tension to Dark Souls’ oppressive atmospheres and The Last of Us’ character-driven storytelling, the Duffer Brothers have crafted a series that is cinematic, nostalgic, and subtly game-like in its tension. The Upside Down isn’t just a scary dimension; it’s a carefully designed environment that tests characters’ resilience, explores fear, and challenges viewers to engage with suspense on multiple levels.
As we anticipate Season Five, recognising these gaming roots adds another layer of appreciation. It’s a reminder that the horror and wonder of Stranger Things are meticulously curated from a diverse set of inspirations, blending the tactile thrill of games with the narrative depth of television. Fans can revel in both nostalgia and innovation, knowing that the series’ eerie allure owes as much to 1980s horror films as it does to the fog-shrouded streets of Silent Hill.
Ultimately, the influence of video games on Stranger Things demonstrates that fear, tension, and emotional engagement are universal, transcending medium and format. The Duffer Brothers have shown that by carefully observing the mechanics and atmospheres of games, television can evolve into an experience that is interactive in spirit, drawing viewers into the story in ways that mirror gameplay—only here, the stakes are Hawkins, Indiana, and the fate of its beloved characters.











