9) Dead Space
The original Dead Space's biggest draw was a revolutionary approach to UI design. At no point, from the moment you loaded up your save, were you shown anything that didn't have an In-World justification. The equipment menu was a projection from your suit that showed up without pausing, all the loads were replaced with slowly opening doors and level movements all took place as you hopped on a train elsewhere.
It lead to increased immersion, you were connected with protagonist Issac, it made you appreciate his situation better. You were likely always under threat without knowing what was around the corner, a lack of gamified stuff surrounding it made that all the more real. This amplified your understanding of the situation. You were alone in an area of the universe where no one is coming to help you.
Sound design also does a lot to help this sensation. Sections where you're out in exposed parts of the hull are eerily quiet. You're only able to hear things that make direct physical contact with you because there's nothing for the sound to travel through. It means that one of your senses is denied and you're made all the more vulnerable.