A death trigger for a sudden intense mouse flick could probably benefit this game a lot, because I straight up never scream when getting startled, I just jump, but boy do I have a lot of saved clips of me violently shaking my crosshair every time I get scared in a first person game lol.
I agree totally ! I'm the same in that when I get jumpscared, I rarely let out sound, it shows more in my hand movement with my screen shakin' violently for a sec LMAO (also have tonnes of clips of that). So for someone who is less vocal but still has a way of telling when I jump, this is a bloody good idea !
The game does seem to react more strongly to higher-pitched voices- as well as other noises; one person I watched play the game got killed for a "scream" when his chair squeaked.
I would really love to see a horror game with this kind of atmosphere and enviroment in the same footage style. But as an actual horror game not just a jumpscare fest.
I mean.... This game kinda... relies on jumpscares tho? I mean, atmosphere and paranoia isn't going to make you "Scream". I know, I know. Jumpscaring the audience in a horror movie is like tickling them during a comedy. But, like, with this game, that's the entire point
@@d4n737 The game is perfectly okay. It works as it was intended to work! The jumpscares are the most effective way to force a loud reaction out of the player for this gameplay mechanic. I just feel that this level of map design, graphics and audio could carry a proper horror game on its back aswell with some story, etc.
genuinely curious as to how you are meant to create a game that challenges people not to scream without using jumpscares. Even the most effectively-done non-jumpscare horror I've seen that's shaken me to my core hasn't gotten me to actually scream. Screaming is pretty much just a reaction to being suddenly startled. It's not like laughter, where anything from a tickle to a stupid meme to an actually really well-crafted joke can trigger it. Because most people get quiet when genuinely horrified, it's a defense mechanism to make hiding from threats easier. Just as screaming is a mechanism to alert others in the area to potential danger that appeared suddenly I could maybe see it working as a sort of "don't nope out" challenge, where you're punished for refusing to keep playing because you're too afraid to continue, or a challenge where during certain sections you're punished for breathing too heavily, but I think the technology to accurately tell a person's regular speaking voice from nervous muttering or shaky breathing isn't quite there yet. Judging by the overdetection issues this game's mic sensor has, though, neither is the technology to tell a person's regular speaking voice from a scream :/
The gorgeous visuals and Librarian asmr got me almost falling asleep, only to wake up with a heart attack over and over again. 10/10, probably not gonna sleep very well tonight
I've already seen the video from Markiplier and this game seems really underwhelming after you realize you are perfectly safe unless you get too loud so it turns into "hold W to win"
Yeah. I noticed the game seemed to have the volume way overtuned so that even a noise of mild surprise triggers as a 'scream'. So if you tune it to allow for your normal voice, and don't actually cry out or startle at any of the jump scares, the game basically doesn't function. I know this is a really early stage of development, but if walking around waiting for jumpscares thrown at you without any kind of setup and with increasing frequency as the time wears down is basis the game is built on...I'm not sure I see this really going anywhere.
The crashed airplane would be kind of like The Forest. This Early Access has 4 different directions to go to. Many different Jump Scares. Hopefully the Developer or Developers will give a back story to where the location is and how you got there.
38:00 Thats what people in the beez call "experience", as opposed to a "game" where you have to use a lot more of your brainpower and interaction to get through it.
1 HOUR OF DON'T SCREAM BABYYYYYY I'm really liking the look of this game so far and I'm excited for future updates to it, so you playing it makes me insanely happy! Been wanting to see how you'd talk about it! "People might dismiss this game as TH-camr bait." Already happening not even 10 days after release. And a lot of the "loud jumpscare cheap and BAD" folks too who seem to be missing that the point of the game is to make you scream and lose. I'm so mad it's got Mixed reviews that are msotly from people just insulting the jumpscares aspect and not giving a lick of proper constructive criticism! Like... I love me a jumpscare-lite or free game as much as anyone else but when the goal is not to scream or you game over, you literally NEED jumpscares to a degree to get that reaction. I'm not gonna scream at a really creepy, slow and quiet scare most of the time and I get scared and pussy out easy. My only real issue with it as of now is that by the last few minutes, you're getting jumpscares way too often but I'm certain this will be remedied in the future. People are expecting some revolutionary, horrifying game with no "cheap" jumpscares and getting their expectations much too high for a game that's in Early Access and hasn't even been out for a month. I have high hopes for Don't Scream as a game, but I'm keeping expectations low for now as it literlly just came out.
People are criticizing it for the jumpscares because the game is designed solely with jumpscares in mind. They get really repetitive and ineffective really quickly. For this reason, the core concept of the game ends up being lost as most people end up getting desensitized to the jumpscares. Jumpscares NEED to be few and far between with really suspenseful build ups and proper audio/visual design to be really effective. Firing them left and right without any build up just gets really annoying, REALLY fast.
@@the_furry_inside_your_walls639 Greatly appreciate that you're being reasonable in the critique unlike some people over on Steam, it's a breath of fresh air. I agree with you, but I'm being rather lax on the game as it's such a recent release. From the "Before you buy" post on Steam, it's pretty clear to me that these are things they'll work on. The first thing on that list is "• New and Dynamic Scares (focusing on pure "tension" building)" so it's only a matter of time and work put into the game now.
i just cant tell if that was the Cabin in the Woods cabin, the Blaire Witch Project cabin, the Cabin Fever cabin, or the Evil Dead cabin. the plane recording made me think about the one incident and the chatter that had to go through ATC and the pilots who had to confirm what they saw knowing there is nothing they could and can do, and they still have to keep doing their jobs. that alone was enough to keep me awake.
I have immediately come up with a way to beat this game, even though I do not have access to a Steam account to be able to play this game: many ASMR creators here on TH-cam will take advantage of whispered dialog in their videos, some of whom will deliberately make it barely audible, but that is literally the point of this game. I think retro style content is a great way to tap into the horror genre. It gets my mind thinking about what life was like back then in my early childhood or even before I was born. Take the abandoned car and cabin: in my fictional world on Halloween in 1993, car dealerships in the city would have been getting ready to discount their 1993 inventory to make room for the incoming 1994 models. As for the house, again in a Levittown development, such a cabin would have been built as new construction or a renovated unit in a preexisting housing development in time for the 1994 Parade of Homes. Imagine this scene at the bottom of the New York Harbor; on Halloween 1993, someone would have been able to see the Twin Towers rising in all their 110-story minimalist majesty.
I love this game. But I can't help but feel conflicted on that. The level design and atmosphere, and sound mixing is really solid and exploring the map is genuinely fun especially seeing the details and different kind of hauntings.. It makes me so excited to see what more they put forth in terms of scares and maybe even mechanics. If their were more areas like he said; A hotel or a prison, that would be FANTASTIC, especially for a Haunted House style game. I just kind of wish their were more uses of the microphone used than just a jumpscare here and there. I want them to be there, absolutely- But I hope the concept involves more styles of scaring the player.
25:30 i recognize that noise from The Legend of Zelda Twilight Princess. It's the sound associated with one of the antagonists, Zant. It's not exactly the sound but it's very similar
Unfortunately for as neat as this game's idea is, I feel like it's basically a problem for certain types of voices rather than actual scares, pretty much 3 times in a row Chris died because his voice betrayed him and not because the jumpscares got him. Hopefully the devs put some time into figuring that out more.
I'm actually very interested in the technical side of this game. It looks like they did 360 filming in an actual forest, so how does it account for players being able to walk absolutely anywhere?
@@thobu6576 Well it's not called CGI. On the surface level it's rather a combo of some high quality textures with maps and how unreal engine 5 handles the lighting.
On top of having photo scanned assets and realistic lighting, the use of auto exposure along with post processing effects like chromatic aberration, film grain and dof gives it the look of something you'd see on an older digital camera. The movement and audio also really sells it, as the camera shakes, rolls and moves like someone is holding it, and you can hear the camera being handled as you turn and walk. Sometimes lower quality is visually more realistic, as it hides the unnatural perfections that video games often have that you wouldn't see in real life.
God this game looks so good. Hopefully all horror games eventually look this photorealistic (and hardware evolves to where we can run this at 60fps.) Edit: Why is it that walking sims have the most beautiful graphics?
@@ShadowWolf2023-yp5zg Fair, Minecraft is a good example. Probably should have rephrased that as I wish most horror games specifically would have these graphics.
Why is it that walking sims have the most beautiful graphics? Mostly due to the way creating stuff and hard/software limitations work. The less other things the game has to do, the easier it can focus on loading/using pretty stuff. Is there lost of enetities? Takes a large load, less graphics. Is there losts of systems going on in the background like physics? Takes a large load, less graphics. Is there lots of assets, like many different locations/things/ect? Takes a large load. Walking sims are incredibly simple in its systems, mechanics, gameplay and other aspects allowing them to focus on making the game prettier easier.
I didn't think you would play this game but ay I know I'll enjoy it. Also I'd love to see you play "In Rays Of The Light" I'm not sure what type of game it is but I would place it in the Psychological horror and puzzle game genre.
I'm pretty sure the "free roam" is actually a glitch. I've seen other people play it and they were able to get the timer going again after backing out of the game once or twice. Excellent game, though it definitely needs work before it's complete.
Librarian please play AD INFINITUM is a game that takes place in the great war it is a very good Indie game about psychological horror of war soldiers I highly recommend you play it it is very good
I wanna play this with the main mechanic turned completely off, and then just scream snark at the game, like... The game: *distant scream* Me: "SHUT UP!"
great letsplay, but it feels like hes playing without headphones, he doesnt look at the sounds behind him or to the side which is infurirating(idk how to spell)
0:36 Probably because when you're recording, you're splitting your attention on the game and speaking at the same time, so you get caught off guard. Where as when you play a game alone, your full focus is on the game. 🤓☝️😅
Maybe you don't scream on your own because you know nobody can hear it so it's pointless, the purpose of a scream being to alert others to your distress. Psychological stuff, interesting.
I think there's an issue too with how hated jumpscares as a mechanic have gotten. The opinion of the people has evolved from "jumpscares are often used cheaply and that's annoying, but they CAN be done well, and some people just happen to like being jumpscared for the adrenaline rush, and that's okay too because not all horror has to be groundbreaking and award-worthy" to "jumpscares are always bad no matter what and any use of them immediately ruins the overall product". At this point, I'm sick of hearing how "not scary" jumpscares are, especially when the people saying it have literally nothing else to say about the horror genre. You deciding to give things a fair chance regardless of how much the internet hates them (and regardless of whether that hatred is deserved or undeserved) is admirable, and I wish more people in this day and age would engage with media like that.
This game's design seems so shallow, wherein you either lose for speaking in an indoor voice, or no amount of sound you make will trigger the lose condition. The fact that there's seemingly no other way to lose means that, as soon as you discover this, there's never any reason why you might react in fear, either. You just grit your teeth for about fifteen minutes, and the game ends. And while I get the idea that this is meant to be some sort of digital haunted house, throwing every single type of scare at you to see what sticks, I find the scares incredibly played-out and uninspired. There's no rhyme or reason to any of it, no cohesive image of what's supposed to be scary or why. It's just a bunch of loud noises and twitching models, and without the fear of failure, there's nothing about them that's actually scary. I at least respect the aesthetic the game is going for, but I feel it owes that to the properties it's aping more than to any creative decision from the developer.
A death trigger for a sudden intense mouse flick could probably benefit this game a lot, because I straight up never scream when getting startled, I just jump, but boy do I have a lot of saved clips of me violently shaking my crosshair every time I get scared in a first person game lol.
I agree totally ! I'm the same in that when I get jumpscared, I rarely let out sound, it shows more in my hand movement with my screen shakin' violently for a sec LMAO (also have tonnes of clips of that). So for someone who is less vocal but still has a way of telling when I jump, this is a bloody good idea !
The game does seem to react more strongly to higher-pitched voices- as well as other noises; one person I watched play the game got killed for a "scream" when his chair squeaked.
I need to see that one
i would have to assume it's adjusted for some kind of loudness curve rather than just measuring dB
@@counterfeit1148commenting here for the source
12:47 Maybe that’s one of the reasons why a serial killer’s sadistic laughter is so unnerving.
this is like a jump scare desensitization chamber
Just started watching, wonder how many UOOHHH MUH GODs will we get
They at the start: "Uh I usually don't scream"
Me remembering all the "uuUUH MUH GOD": My lad in christ
Glad to see that everyone just collectively thought of the same iconic UUHMUHGODs when he said that.
lmao
okay his voice is really nice but i don't think any of us expected asmr librarian for this video
I DID AND I JSJSNJNKFJSNKJSFNGJKSBNSJKG
;w;
We are blessed
I did
There’s not much of ASMR at all in this video.
Makes sense you'd appreciate his weird ass whiney voice
I would really love to see a horror game with this kind of atmosphere and enviroment in the same footage style. But as an actual horror game not just a jumpscare fest.
I mean.... This game kinda... relies on jumpscares tho? I mean, atmosphere and paranoia isn't going to make you "Scream". I know, I know. Jumpscaring the audience in a horror movie is like tickling them during a comedy. But, like, with this game, that's the entire point
@@d4n737 The game is perfectly okay. It works as it was intended to work! The jumpscares are the most effective way to force a loud reaction out of the player for this gameplay mechanic. I just feel that this level of map design, graphics and audio could carry a proper horror game on its back aswell with some story, etc.
genuinely curious as to how you are meant to create a game that challenges people not to scream without using jumpscares. Even the most effectively-done non-jumpscare horror I've seen that's shaken me to my core hasn't gotten me to actually scream. Screaming is pretty much just a reaction to being suddenly startled. It's not like laughter, where anything from a tickle to a stupid meme to an actually really well-crafted joke can trigger it. Because most people get quiet when genuinely horrified, it's a defense mechanism to make hiding from threats easier. Just as screaming is a mechanism to alert others in the area to potential danger that appeared suddenly
I could maybe see it working as a sort of "don't nope out" challenge, where you're punished for refusing to keep playing because you're too afraid to continue, or a challenge where during certain sections you're punished for breathing too heavily, but I think the technology to accurately tell a person's regular speaking voice from nervous muttering or shaky breathing isn't quite there yet. Judging by the overdetection issues this game's mic sensor has, though, neither is the technology to tell a person's regular speaking voice from a scream :/
I believe you did a really good job with the game. Your reaction weren't over the top and you actually explored and looked around
Yup my dude is high in the autism and down on them details
The gorgeous visuals and Librarian asmr got me almost falling asleep, only to wake up with a heart attack over and over again. 10/10, probably not gonna sleep very well tonight
"....via death-based fast travel. YEET" im dead i have died i never expected to hear him YEET like that 😂
This game is only scary for the first 5 mins and then you realise nothing can kill you, so just keep on walking and ignore the unity assets
I was watching so intently that I was jump scared by a JC Penny's commercial.
I've already seen the video from Markiplier and this game seems really underwhelming after you realize you are perfectly safe unless you get too loud so it turns into "hold W to win"
Yeah. I noticed the game seemed to have the volume way overtuned so that even a noise of mild surprise triggers as a 'scream'. So if you tune it to allow for your normal voice, and don't actually cry out or startle at any of the jump scares, the game basically doesn't function.
I know this is a really early stage of development, but if walking around waiting for jumpscares thrown at you without any kind of setup and with increasing frequency as the time wears down is basis the game is built on...I'm not sure I see this really going anywhere.
I have never liked asmr but librarian just reaffirmed my sexuality with that voice
I love the moment “are you physics based?” Then he makes too much noise in his reaction
48:04 "YEEP" 😂
25:18 Me stepping on a Lego brick
Just watched other youtuber playing don't scream a few days ago, but watching Librarian playing this game is amazing
The one person I wanted to watch play this.
Love this game, it has turned all of my favorite content creators into ASMRtists.
YES! I wanted so much to watch you play this game. Always love your insights on horror games, especially the more immersive ones.
this would be great as a VR game
This makes me think that you'd probably enjoy "The Path" as a Game!
oh my godd id LOVE for him to play the path!!
Wow someone else who remembers The Path! I played it so much about a decade ago... I still sometimes randomly hum the music from it
The crashed airplane would be kind of like The Forest. This Early Access has 4 different directions to go to. Many different Jump Scares. Hopefully the Developer or Developers will give a back story to where the location is and how you got there.
I like how most play throughs are like 20 to 25 minutes but the librarians video is a whole hour lol
"We should use scream based fast travel"
*proceeds to become a Fox and YIP*
38:00 Thats what people in the beez call "experience", as opposed to a "game" where you have to use a lot more of your brainpower and interaction to get through it.
1 HOUR OF DON'T SCREAM BABYYYYYY
I'm really liking the look of this game so far and I'm excited for future updates to it, so you playing it makes me insanely happy! Been wanting to see how you'd talk about it!
"People might dismiss this game as TH-camr bait." Already happening not even 10 days after release. And a lot of the "loud jumpscare cheap and BAD" folks too who seem to be missing that the point of the game is to make you scream and lose. I'm so mad it's got Mixed reviews that are msotly from people just insulting the jumpscares aspect and not giving a lick of proper constructive criticism! Like... I love me a jumpscare-lite or free game as much as anyone else but when the goal is not to scream or you game over, you literally NEED jumpscares to a degree to get that reaction. I'm not gonna scream at a really creepy, slow and quiet scare most of the time and I get scared and pussy out easy. My only real issue with it as of now is that by the last few minutes, you're getting jumpscares way too often but I'm certain this will be remedied in the future.
People are expecting some revolutionary, horrifying game with no "cheap" jumpscares and getting their expectations much too high for a game that's in Early Access and hasn't even been out for a month. I have high hopes for Don't Scream as a game, but I'm keeping expectations low for now as it literlly just came out.
People are criticizing it for the jumpscares because the game is designed solely with jumpscares in mind. They get really repetitive and ineffective really quickly. For this reason, the core concept of the game ends up being lost as most people end up getting desensitized to the jumpscares. Jumpscares NEED to be few and far between with really suspenseful build ups and proper audio/visual design to be really effective. Firing them left and right without any build up just gets really annoying, REALLY fast.
@@the_furry_inside_your_walls639 Greatly appreciate that you're being reasonable in the critique unlike some people over on Steam, it's a breath of fresh air. I agree with you, but I'm being rather lax on the game as it's such a recent release. From the "Before you buy" post on Steam, it's pretty clear to me that these are things they'll work on. The first thing on that list is "• New and Dynamic Scares (focusing on pure "tension" building)" so it's only a matter of time and work put into the game now.
That post victory jumpscare got me
i just cant tell if that was the Cabin in the Woods cabin, the Blaire Witch Project cabin, the Cabin Fever cabin, or the Evil Dead cabin.
the plane recording made me think about the one incident and the chatter that had to go through ATC and the pilots who had to confirm what they saw knowing there is nothing they could and can do, and they still have to keep doing their jobs. that alone was enough to keep me awake.
I have immediately come up with a way to beat this game, even though I do not have access to a Steam account to be able to play this game: many ASMR creators here on TH-cam will take advantage of whispered dialog in their videos, some of whom will deliberately make it barely audible, but that is literally the point of this game. I think retro style content is a great way to tap into the horror genre. It gets my mind thinking about what life was like back then in my early childhood or even before I was born. Take the abandoned car and cabin: in my fictional world on Halloween in 1993, car dealerships in the city would have been getting ready to discount their 1993 inventory to make room for the incoming 1994 models. As for the house, again in a Levittown development, such a cabin would have been built as new construction or a renovated unit in a preexisting housing development in time for the 1994 Parade of Homes. Imagine this scene at the bottom of the New York Harbor; on Halloween 1993, someone would have been able to see the Twin Towers rising in all their 110-story minimalist majesty.
that's great man
Finally, Librarian ASMR
-sees hanging bodies
-“shenanigans”
the way you ended yourself to fast-travel back with the YIIIIIP was pretty funny.
You should give "the invincible" a try its a really mysterious retrofuturistic game
This is probably my favorite playthrough of this game so far, lol.
I just love putting on a librarian video in the middle in the night.
There's just something about it
Librarian: oh noo...
Game: GOTTEM!
I love this game. But I can't help but feel conflicted on that.
The level design and atmosphere, and sound mixing is really solid and exploring the map is genuinely fun especially seeing the details and different kind of hauntings.. It makes me so excited to see what more they put forth in terms of scares and maybe even mechanics. If their were more areas like he said; A hotel or a prison, that would be FANTASTIC, especially for a Haunted House style game. I just kind of wish their were more uses of the microphone used than just a jumpscare here and there. I want them to be there, absolutely- But I hope the concept involves more styles of scaring the player.
Imagine if this got a VR support. The scare factor would be nuts.
25:30 i recognize that noise from The Legend of Zelda Twilight Princess. It's the sound associated with one of the antagonists, Zant.
It's not exactly the sound but it's very similar
Dont cream
noita
@@Queezz maggot
nnn
39:53 killed me I don't know why it was so funny to me
Unfortunately for as neat as this game's idea is, I feel like it's basically a problem for certain types of voices rather than actual scares, pretty much 3 times in a row Chris died because his voice betrayed him and not because the jumpscares got him.
Hopefully the devs put some time into figuring that out more.
Hello thamk you for reading us these stories, Mr. Librarian Sir
I live in the woods, so I can confirm this is like to walk around at night.
I'm actually very interested in the technical side of this game.
It looks like they did 360 filming in an actual forest, so how does it account for players being able to walk absolutely anywhere?
It isn't filming, it's just the Unreal 5 engine looks this good! It really looks like footage huh?
That's all CGI? It looks fantastic.
@@thobu6576 Well it's not called CGI. On the surface level it's rather a combo of some high quality textures with maps and how unreal engine 5 handles the lighting.
On top of having photo scanned assets and realistic lighting, the use of auto exposure along with post processing effects like chromatic aberration, film grain and dof gives it the look of something you'd see on an older digital camera. The movement and audio also really sells it, as the camera shakes, rolls and moves like someone is holding it, and you can hear the camera being handled as you turn and walk. Sometimes lower quality is visually more realistic, as it hides the unnatural perfections that video games often have that you wouldn't see in real life.
@@Queezzcomputer-generated imagery (special visual effects created using computer software).
I would say it's CGI.
46:06 Was that a voice of the void?
This one's gonna be good for the scare reel.
God this game looks so good. Hopefully all horror games eventually look this photorealistic (and hardware evolves to where we can run this at 60fps.)
Edit: Why is it that walking sims have the most beautiful graphics?
@@ShadowWolf2023-yp5zg Fair, Minecraft is a good example. Probably should have rephrased that as I wish most horror games specifically would have these graphics.
Why is it that walking sims have the most beautiful graphics?
Mostly due to the way creating stuff and hard/software limitations work. The less other things the game has to do, the easier it can focus on loading/using pretty stuff. Is there lost of enetities? Takes a large load, less graphics. Is there losts of systems going on in the background like physics? Takes a large load, less graphics. Is there lots of assets, like many different locations/things/ect? Takes a large load.
Walking sims are incredibly simple in its systems, mechanics, gameplay and other aspects allowing them to focus on making the game prettier easier.
I didn't think you would play this game but ay I know I'll enjoy it.
Also I'd love to see you play "In Rays Of The Light"
I'm not sure what type of game it is but I would place it in the Psychological horror and puzzle game genre.
The bit in the bunker creeped the ever living shit out of me
your "YEEP" had me dying bro
Do you think you could play Overland? It’s a minimal puzzle game that takes place on a post-apocalyptic road trip across the us
"Don't scream" mfs when i AAAAAAAAAAAAAAAAAAAAAAA
Leave it to the librarian to make an hour long video on a game that lasts 18 minutes 😂
librarian asmr
I was really hoping you'd play this :))
It occurred to me that the flashing drinks machines might be doing morse code?
This game is NUTS! Look at that graphics! Must be UE5 for sure
Hi fellas
The auto-detection program is way too sensitive.
For those who don’t know, that final jump-scare that made him lose actually was the last one, he never beat it.
I'm pretty sure the "free roam" is actually a glitch. I've seen other people play it and they were able to get the timer going again after backing out of the game once or twice. Excellent game, though it definitely needs work before it's complete.
"microphone sensitity" lmao
scream
yooo libertine video
I was waiting for this
Librarian please play AD INFINITUM is a game that takes place in the great war it is a very good Indie game about psychological horror of war soldiers I highly recommend you play it it is very good
Watching other people's gameplay it seems your run went light with the jumpscares for some reason. Perhaps because you went another direction? idk
This game looks really beautiful. Does anyone know what engine this game is made on?
Unreal Engine 5 I believe 👍
Great
I wanna play this with the main mechanic turned completely off, and then just scream snark at the game, like...
The game: *distant scream*
Me: "SHUT UP!"
great letsplay, but it feels like hes playing without headphones, he doesnt look at the sounds behind him or to the side which is infurirating(idk how to spell)
10:31 whyyyyyy
WOAH MAN YOU TOO CLOSE, PEPPER SPRAAAAY
0:36 Probably because when you're recording, you're splitting your attention on the game and speaking at the same time, so you get caught off guard. Where as when you play a game alone, your full focus is on the game. 🤓☝️😅
34:06 There's a body rolling downhill on the left side of the screen lol
I screamed
Librarian ASMR real??? 🤨🤨🤨
Maybe you don't scream on your own because you know nobody can hear it so it's pointless, the purpose of a scream being to alert others to your distress. Psychological stuff, interesting.
I wish dude replied comments it would be fun
YEEEEESSSSSSSSSS HE PLAYED IT.
I hope it does not go well.
edit#1 are you planning on playing the remaster of Slenderman the 8 pages?
Is it just me, or are the end credits rolling over a scene from Resident Evil 7?
Hey idk if u still play gmod and if u still explore maps but if u do u should explore gm_facility :D
I think there's an issue too with how hated jumpscares as a mechanic have gotten. The opinion of the people has evolved from "jumpscares are often used cheaply and that's annoying, but they CAN be done well, and some people just happen to like being jumpscared for the adrenaline rush, and that's okay too because not all horror has to be groundbreaking and award-worthy" to "jumpscares are always bad no matter what and any use of them immediately ruins the overall product". At this point, I'm sick of hearing how "not scary" jumpscares are, especially when the people saying it have literally nothing else to say about the horror genre. You deciding to give things a fair chance regardless of how much the internet hates them (and regardless of whether that hatred is deserved or undeserved) is admirable, and I wish more people in this day and age would engage with media like that.
You should play ding dong dead.
a little bit of duct tape to your mouth would make you a god at this game
5:12
I knew that he was going to play this i was right 😅
37:38 was that a blood meridian reference?
Scare reel: The game
Dont scream? Aight- AAAAAAAAAAAAAA
why did everyone just suddently start playing this game?
each run is randomly generated
Nice
why did you have to say "or ill just get closer to the mic like that" ;w;
2:19
AAAAAAAAH
sorry i scrum
haha you scrame
scram
goob
This game's design seems so shallow, wherein you either lose for speaking in an indoor voice, or no amount of sound you make will trigger the lose condition. The fact that there's seemingly no other way to lose means that, as soon as you discover this, there's never any reason why you might react in fear, either. You just grit your teeth for about fifteen minutes, and the game ends.
And while I get the idea that this is meant to be some sort of digital haunted house, throwing every single type of scare at you to see what sticks, I find the scares incredibly played-out and uninspired. There's no rhyme or reason to any of it, no cohesive image of what's supposed to be scary or why. It's just a bunch of loud noises and twitching models, and without the fear of failure, there's nothing about them that's actually scary.
I at least respect the aesthetic the game is going for, but I feel it owes that to the properties it's aping more than to any creative decision from the developer.