Fun fact about the hide and seek mode: If you're TOO GOOD at avoiding him, on one of the last 3 orbs he will start a harder chase sequence, calling you a bad seeker and telling you to play with him.
One detail I love/hate is that the skin colour of the POV character’s arms changes depending on the gamemode, implying that there’s just a group of poor unfortunates going through these deadly scenarios.
Something I love about the name of this game is the idea of 'It Steals'. Looking at the monsters, none of them are stealing anything. The only one stealing something is... you. You are the 'it'. You are the one who the first monster flees from the moment they know they've been seen. You are the one the hide and seek monster tries to avoid, using intimidation tactics as a last resort. You are the one the walls feel a need to keep quiet around, believing they can only win when you're already in their clutches. You are the one the Phantom sees only through the objects in its house being toppled by this unseen creature who is here to do who knows what. You are the one who steals.
I think the fact that a monster that hides from you is just as scary as a perusing monster, maybe even more. It makes you on edge more because it makes you always feel safe, when I’m actuality, at any moment, you’re anything but…
I feel like the indie horror market can be oversaturated with games that use too much of the same elements, so it's always cool to see something that tries something different! Great video!
Reminds me of a game I made with my siblings, Blind Seeker, the way it works is pretty simple, Hide-n-Seek but the seeker has a blindfold. It's really fun to mess with my seeking siblings by poking their back or something, but when the eldest, the one who's faster, stronger, and has phenomenal spatial awareness is it, the house goes quiet, the air goes still....... someone takes a deep breath which is quickly fallowed by a scream, then giggles as they go sit on the couch, repeat until all are found. It's a great lung exercise.
Shutter mode would probably be the scariest thing in the world to me. One of the things that gets me the most in horror games is hearing loud, rapidly approaching footsteps. That always sends me into an extreme panic.
@@ahmetsalihsavas7745 Nooooo. Living halls was just dumb. Shutter mode was fun and much scarier. In shutter mode hearing it approaching was scary especially if there are two possible pathways it can come from combined with it's speed you have to react extremely fast. In living halls, hearing it approaching just meant I needed to run the opposite way of what my radar said. Nothing scary, unless you run into it and even then you don't get punished for it. I mean they are literally slower than your running speed.
fr. i hate that gamemode, because the few seconds that the footsteps appear is so terrifying, because you have absolutely no clue where theyre coming from, but you have to act fast to survive
I would love to appreciate this game but considering all he does is blab about the sound design and THEN NOT FUCKKNG PUT IT IN THE VIDEO is insane to me.
That just gets me in any game tbh, especially single player games so I'll start hearing my footsteps and it freaks me out cause I know I should be alone, not realising it's my own lol
The claustrophobic environment and the fact that you *know* something is constantly stalking you, single handedly makes this the scariest concept I've ever seen.
My main thought on living walls is that the main thing he didn't really like and seemed like they didnt work well together was actually because of how well they work together, the walls make it so you cant just rush around and you have to remain somewhat diligent, but if it weren't for the timer, the walls would be your only threat and thus be too tame as you could take things infinitely slow to remain safe. That complimentary factor is ehat makes it hard in the first place, thus you having trouble with it, you have to find that good center of not going too slow and not be too careless i can underdtand the frustration, but i think the devs definitely picked the best way to do it.
I disagree. It makes things harder than they need to be. A horror game should focus on horror and gameplay. Frustrating gameplay is going to take away from the horror and satisfaction from finally beating the level. Making it slow would add to the horror and would make it satisfying when you can finally rest safely knowing you are not in danger.
@@youraveragepersonwalkingth6850 I found it fun, and I never found that level hard, I definitely didn't get as scared from it, but I did feel quite tense.
The only thing I'm disappointed about is the fact that you overwhelmingly praise the sound design only to never give us any examples. . . but keep it up man! You've quickly become a favorite youtuber of mine and I look forward to every single post of yours. They're all so comprehensive and concise, and it's a nice change to see all these under-praised games that have had so much work put into them. This is definitely one of those that needs just a little more light shining down on it. Great video!
Having watched his reaction compilation I can say that his praise for the sound design is warranted since even with that one royalty free trumpet song (you know the one) and Pastra's own reactions to distract from it the sounds still managed to freak me out a bit. Still would've been nice to have the examples in the video itself like he did for the walten files episode
I get that he might not want to freak out the audience that just comes here for the summary because they're too scared to play it, but brah, we're already keyed up. I'm sitting here with baited breath waiting for skittering footsteps, don't leave me hanging.
@@artstsym the sounds are in his reaction compilation, the sounds truly make the game terrifying, they're loud and sudden and confusing, hard to identify as what it is other than a sign to run for your fucking life /pos
One thing about living walls*. Which I first noticed while watching markipliers playthrough, is that the monster, the maze, tries to interact with you through the timer/radar sometimes while you're in a bunker, telling you to open the door and let them in. (Edit: somehow wrote hide and seek instead of living walls without noticing)
I think having clips of the ingame audio after discussing the sound design would be a nice touch. Its a bit odd to hear you praise the sounds and not be able to hear the sounds for myself without playing the game myself
No that kinda spoils the game. I wouldn’t want to hear what sounds I need to watch for during my play through. It’s a game that utilizes sounds so if you already know that sound. what’s the point of playing?
@@riceisnotreal5425 oh, i dunno... The actual gameplay maybe? Sure, going in _completely blind_ is gonna make for a more captivating experience but it's not like this game is just some sounds and that's it...
@@riceisnotreal5425 He's literally explaining every level with extreme detail. You can't just say the sound is spoilery so we can't hear it in the video while also explaining everything else from the game
@@francosalgado4556 Even more reason to leave out the audio. He literally explains the audio. The effect should be more than enough to understand. We will never get the same experience out of the game because he literally explained everything. If he did play the audio, there really is no reason to buy it. Every aspect of the gameplay would have been explained, and there would be nothing to experience. It's a five-dollar game. You should want to play the game. If you can't play the game, just look up someone playing it. Literally, hearing the audio, this would be a completely different video. I personally appreciate him leaving the audio out because it's such a strong part of the game. I get to understand what he literally experienced for himself. There really is no difference between watching and playing this game when it really has such a limited replay value.
The design of the monster is pretty interesting in how it complements the level design: it isn't just that the walls have spots on them resembling Legs's red eyes -- Legs him himself has a checkerboard pattern on his skin matching the texture of the walls, which breaks up his outline like camouflage.
@@omegadragons321my favorite part about legs is the red lights that emit from his eyes, first time I saw them suddenly start getting brighter and brighter freaked the hell put of me.
I love how the name “It Steals” is also a perfect metaphor for the situation of the channel. It’s Pastra trying to tell us Lankman has stolen the channel, without being obvious.
to add onto the hide and seek, it makes the feeling of being "The Hunter" the exact opposite, Hunter or Prey, you still always know that you're playing IT'S game.
It also swaps the power dynamic when you’re ‘It’. Usually when you’re ‘It’, you feel invincible. There’s nobody that can stop you and the goal is to find the prey. But when playing against Checkers, it’s HIS game, and he’s playing fair to his rules. Technically, you’re still in power when you’re ‘It’ but the moment you find him, you know he has more power.
I feel like the 4th game mode is a perfect example of why hard doesn't mean scary or good. Both the clock and wall monsters are cool concepts. Together minimizes the horror of each
That’s fine, it just lets you have a faster paced play where there’s more emphasis on challenge rather than thrills. It’s based off of what you like and/or don’t like.
I agree, it seems that the 4th game mode should've been split into two, one focusing on the wall-monsters and the other on the hide-in-vaults mechanic (or be given to the hide-and-seek game mode IMO).
@@casuallatecomer7597 the problem is that if it was just the wall monsters, it'd be very easy to just cheese the game, progressing as slow as you want looking for monsters and all that, kind of removing all the threat. There needed to be something to stop you from going too slow.
@@trixaquilon2786 Yeah I kind of imagine that the two were separate game modes that were good in theory but didn't end up working on their own. Wall monsters are easy to cheese by going slowly and the timers aren't much of a threat without anything else since you can just scout quickly and return to the bunker. Putting them together was a good idea in theory because it didn't allow you to only move slowly or quickly, fixing the easiness of the levels, but their thematic differences made it less scary and satisfying.
Fun fact I just learned that you may be happy to know, Pastra! This horror game which you pointed out and loved, the creator went on to create a certain hit infesting the internet right now. This is the fellow who went on to make Lethal Company, and you were one of the first to recognize his talent! Good eye, damn!
This reminds me of when we’re little. The terror we feel at young ages when playing tag or hide and seek completely harnessed in a way we can appreciate while older.
I always hate it when we got to play tag as a kid, not necessarily because I hate the game itself, but because it always put me under a lot of anxiety due to me having the atheletic prowess of a boiled potato. The anxiety is quadrupled whenever we played "zombie mode", which basically just means there could be multiple people that are it. I almost broke down in tears in several instances when I knew I was one of the few people left who hasn't got tagged. Not to mention the kids who were it would menacingly say stuff like "Come here... You can't run forever :)" and shit while chasing us around.
@@ninjaboi120 He was asking for a game that you HIDE as the monster (like an alien hiding from the government) and you suggest carrion which is a game where you hunt humans as the monster
(9:42-9:43) Pastra, that moment was an *ABSOLUTE* stroke of luck. If you had been a second, no, a *milisecond* earlier, that monster would've got you. That gave me a heart attack and a half. However, I'm glad you enjoyed the game! It's actually really fun, and actually has a lot of replay value! (Oh, and my favorite game mode is hide-and-seek! I especially like the outside version)
Omg the ending was absolute nightmare fuel! The way clyde acts all cheery around the lankmann, but the second clyde gets the chance, he begs for us, the viewer to help him. We however, can only observe from afar. We cannot help clyde! And the fact that lankmannn was still there and clyde got caught..! Abselutely amazing! I cant wait to see where your ARG goes next :)
I love the new glitchy, horror style for the in-between sections. Also, one minor tid bit that I feel could increase the quality of your content, if only slightly: Whenever you're talking about the sound design, you should include a small sample of the audio rather than just explaining it so your audience can better understand what you're talking about, other than that, great job! Keep up the good work!
Firstly, this is actually a really cool game. Having a single concept being twisted and flipped over and over again for each mode is very cool, so props to those devs. Secondly, once you're done with this whole Lankass takeover, can you give us some info on who or what he is, or just your OCs in general?
This is amazing! I’m loving the smaller content work your doing even when talking about horror, it’s ironically so wholesome to me as someone who’s also trying to make a name for myself with my craft! Still a little worried/excited about what the hijacking has in store for us…remarkable work as always pastra!
I think my favorite part of It Steals is that as you play more game modes, you realize that you are completely powerless to Legs. No matter if you get the orbs or not, you die. It really feels like this is more for Leg's enjoyment than the player and that makes it much more scary
That’s… actually horrifying when you think about it cause when you look at the skin tone for each character, it’s deferent each time. That means those 5 characters won and still died.
…I still don’t know why while I can’t bring myself to play horror games personally since I get spooked to the extent I just leave, it’s always super interesting as a genre and I love hearing/seeing it ironically; as usual, wonderful vid/essay, never heard of the game prior but the concept is definitely neat (learning curve is probably terrifying to learn) Looking forward to more content in the future
I like horror games where you can actually do something to combat the evil enemies. Maybe playing those kinds of horror games might give you a reason to try out more horror games.
I can't play horror games cause I'm a scardey cat with anxiety issues. Same reason I can't watch horror movies or horror shows. Now, survival horror is slightly different? I can play Resident Evil games most of the times cause I can usually shoot what's scaring me.
Growing up I was always sheltered from Horror and never really got into the genre. As I got older I ventured more and more into them and I must admit I like psychological stuff more. But the scariest game I have ever played was SCP:Containment Breach. I played it once and immediately shut it off and tried to go to bed, terrified of the dark for no appelarent worldly reason lol. But I think the trick to getting over horror is to just subject yourself to it and know more of the unknown and you won’t be as scared
Great video, just one thing: When talking about sound design, actually getting to hear the sounds that make an event scary within the video can go a long way towards improving viewer engagement. You do a great job explaining the feelings that these noises elicit from you, but we the viewer can't share in the fear if we can't experience it along side you.
@@its_lucky252 false, you also hear it Hide and Seek. When the monster move around in any mode because that's the only way to know if the monster is behind you. Stop lying
@@ronny584 I meant that in shutter mode, it’s one of the only ways to know he’s near, since there’s barely any light. Also, even if they are really quiet them being too loud might take away from the experience. For example, in fnaf 4 sometimes the animatronics breathing is loud or very subtle.
Thanks for bringing this to my attention! I can't bring myself to play horror games on my own, but hearing you explain over the gameplay really peaks my interest and still conveys the experience really well.
I know this is an old comment but I severely recommend you play this game or any other horror game yourself. Not everyone's experience is the same with some Of these games and the feeling you get when you pass a horror level is so satisfying. Like having a weight lifted off of you.
@@Firebolt7317I mean, I'm a person who had to give up just after Steinman in Bioshock 1 because the atmosphere alone got to be too much, so I don't think Horror is a good time for me. Still, it has been a while since then. I'll give it another shot, why not.
Hey pastra, it seems you really like playing obscure games,so i wanted to recommend the game "its not me its my basement" it does not have as much spooky stuff as some other ones,but i think the story,characters and the artstyle 100% make up for that,specially with the ending that leaves you speculating. It has become one of my favorite indie horror games so id love to see you talking about it
When your second most popular video is part of an ARG that half your viewers didn't know existed until later, and the topic is a video game 70% of your viewers didn't know about beforehand
"Living Walls" is in my opinion, really cool. Unlike the other ones it gives you a sense of survival, much rather than an arcade. Its like a task you have to complete, despite its danger, to survive in this dank maze. Shot in the dark here- THE TUNNELS Trapped in an abandoned maintenance tunnel system, you find a dead body on the ground next to the wall. Its has an odd device on, and a flashlight. You find your way to one of the emergency shelters, and there is writing on the wall. People who were trapped down here as well, tell you about the wall creatures, the vaults and how they're restocked with each orb collected, and how to use the devices. The rest of the game is you trying to survive, dodging and weaving and making it to the vaults. A grim scenario where you'll never escape, but still live for the sake of living
The problem with living halls is that the two ideas contradict each other. One wants you to run the other wants you to take it slow. I ended up just running around going for every orb. I was able to complete the gamemode before the 3rd minute. The living halls are to slow to even hit you if you run.
@@noobzerg1990 Not really, The device gives you a warning when getting near the living walls, so you can chill and take it slow while keeping eye contact with it, and as long as you do it can't hurt you. (unless it starts chasing) afterwards continue running. I found it quite balanced tbh.
13:11: "In this level we find ourselves in another new environment filled with random objects like boxes, tables and landships" Does anyone else feels that there are a lot of ikea horror games?
You should play "iron lung" it's a creepy, claustrophobic and unnerving experience. And keep up the content you make, I like to see TH-camrs that review all aspects of video game horror. And your oc's are really well drawn and I got inspiration from you when drawing some oc's I've made.
Yeah it was a mistake in my part. Genuinely thought he did make an iron lung video but ended up checking and realized that he didn’t I’m a fucking dumbass
I'm pretty sure the point of the timer in the walls one was to stop you from cheesing the game. Without it you could take as long as you wanted looking for monsters and move slowly and carefully all the time, pretty much entirely removing any threat. There needs to be SOME other threat in the game mode, otherwise it'd be trivial.
I’d love to see a (maybe not horror, but definitely horror related) game where the monster is actively hiding from you. (Maybe some unraveled vibes) where you have to piece together the story of the monster, find out why its running from you, and help it overcome its fears.
more like, you, the player, are the monster, and the in-game monster thinks that you’re hunting it. in the end you reach a mutual understanding of eachother and are able to proceed with your life. the game could start as a generic horror game, where you think you have to hide from the monster, but through trial and error you realize that its running from you
Just want to note that in the hijacking video, lankmann says that Pastra “fell in love with that stupid little orange Gremlin.” The only only one who fits this description is Clyde, pastra’s OC/mascot that has been used throughout the entire channel’s history. This implies that Pastra (the channel owner) and Clyde (the channel mascot) are two entirely separate entities. I don’t know if this implies that Pastra is it’s own being in this weird universe completely separate from Clyde, or if it implies some weird meta-narrative stuff for further down the line. Whether or not either of these are true, I just wanted to note it.
Personally, Living Walls might actually be my favourite of the five game modes. Why? Because it actually gives you a comfort zone and then forces you to step out of it. You can stay inside the vaults for as long as you want, but until you open that door and venture into the dangerous maze outside, you are not making any progress. On top of this, the vault permanently loses power when you do leave, meaning you have less and less places to hide as the game goes on. I love it when games do this and wish more would experiment with this concept of a safe space. Silent Hill 4: The Room did this brillianty by making the titular room completely safe and comforting in the first half of the game, only to corrupt it and take that safety away from you in the second. Or the recent Choo-Choo Charles, which not only made your safe space mobile, but also made it your only tool of defense against the monster and the cultists roaming the island. Stepping onto that train really made me feel like I got back home, while still keeping the tension of Charles being able to attack you at any time.
14:10 In reality, even if the monster isn't chasing you, if the device has already activated, he can accidentaly run into it and break it, you can hear his scream from far away
Thank god, someone talking about this game, i honestly think it is underrated, despite the pac man mechanics, it feels really unique and scary, with different mechanics in each new level to keep the gameplay fresh and brand new, while also adding a new harder difficulty for each of them (By clicking their stars), despite it being a quick game, it really is worth the money and time.
I really love the camera movement. In games, the camera bobbing can be deeply immersive or nausea inducing. The camera in this one really captures the frantic running, the pushing off from the walls, the scramble to get back up after getting hit. It's all just so GOOD!
One thing you missed or didn't talk about: _IT STEALS has bonus levels._ ...That's all I have to say, but yeah, IT STEALS is _horrifyingly wonderful_ and _powerful._
I actually feel like the timer and the wall creatures make perfect sense together, because if it wasn't for the timer it would be too easy to simply take it slow and never get caught, I think the problem is that the timer is too short.
No the timer is to slow. I was able to complete the mission in 3 minutes because I just ran the whole time. Never got punished because the living halls are slower than you.
At first I was like "Eh, it's another maze horror game," but then you started presenting it and you really sold me on it. Thanks for giving this game a chance so the rest of us might too
There’s bonus stages that I think up the horror. Instead of being in the dark, the maze has an open ceiling letting the sunlight in. Only that doesn’t help all too much. For shutter mode, the sun is setting so now you’re on a time limit collecting the orbs. Legs won’t appear in the lit up areas but that why you have to hurry. For hide and seek, you’re in a wide open area outside that’s cluttered with junk making the maze around knee high. It’s easier to find the monsters now but there’s more of them. It’s actually possible to collect most of the orbs without triggering the monsters but that’d just royally piss them off and have it call you a bad seeker before chasing you.
The ending was amazing. The transition from the normal, cheerful, charming Pastra to a terrified human on his last string of hope was so good, and I really like this whole story Pastra is telling!
ah yes, it steals, honestly scariest game I have in my library and worth every penny. would love a sequal but sadly so I am under the impression it will have no sequel in any sense.
I mean, how do you make a sequel for this? Would you just create 5 brand new modes and sell that as the game? DLC might be a better distribution model in the case of this game.
@@four-en-tee personally what I would be looking for in a sequel to it steals would be expanding on the already given game modes and as you said a good number more game modes, introduction to new mechanics that could be friendly to the setting. But I think you're more implying that alone wouldn't cut it for a game, which if I'm correct in assuming I understand. But any new content would be a welcomed in my eyes, that's just me trying to show how much of a positive impact it has. But what were you thinking for more content?
This is one of the best game reviews I have ever watched. It’s fun, explains how it works and perfectly explains the elements of fear that’s utilised, very well done
I feel like this game would lend itself well to a head-to-head multiplayer style mode, especially the Phantom gamemode Also, I have to say that replaced title/section card music is incredibly ominous and off-putting, very well done subtle horror with the takeover aspect
I 100% agree. There are really 2 ways you can do this, a two player mode where one person is running while the other is the monster or where theres multiple people running around (maybe larger mazes with more orbs) and they can leave markers of where they've been that could also help the monster.
There was a top-down multiplayer mini game in Nintendo Land that was ghost vs team where the ghost tried to ambush the team without getting hit by their flashlights.
to me living walls seemed to encourage the least caution, my best runs and the only runs that i completed it on were the ones where i spent the whole round at a dead sprint, it was easier to just outpace and flee from the monsters than it was to use any kind of actual strategy other than just holding shift the entire time
Your channel went from FNAF to a variety of horror video types, I am happy to say every single video you have made so far is considerably better quality from the last.(I personally really liked the transitions this episode they pop and make the video feel unique) your personality shines and your genuine interest is apparent in the scripts. Your doing a great job so far and I'm always looking forward to watching your next upload. I have good faith this channel is going to to be big in the community and personality can't wait till you get the sub count you deserve.
I like how this game is testing your senses in unique ways. Personally, my favourite has got to be "The Phantom" because of how different the experience is. It isn't just how you see the monster but also how the monster sees you, creating a fine line of a dynamic.
I love how he talks about more obscure horror and how genuine he sounds when he plays them. I love how he has a kinda story going on in the background and it's amazing. He deserves so much more subscribers
I apologise sincerely for bringing down the average audience retention, as I quit the video early. However, I hope you will forgive me due to my reasoning being that the brief explanation of them game during the intro has me hooked, and you explaining the game seems like a cheat, as I now want to find out this info for myself.
i like when monsters are smart with the hearing mechanic. i like that anything that makes noise in real life will be critical to suppress. moving, pushing over things, even standing still if not holding your breath will alert the sp00py monster also whats up with that new guy, seems weird
I love how the channel is gradually transforming into a variety horror affair. It's nice to hear about obscure horror titles a lot of people may have missed
living walls would make a really interesting story concept. There are so many questions like "Why do the monsters disguise themselves as walls" or "What is out there that makes you die if stay away from a bunker for too long?"
I feel like the living walls actually work extremely well and as intended, the timer and vault mechanic would need an extra obstacle to truly make it difficult else you’d just rush through everything and hide in the vaults with enough time while the wall mechanic alone would just be a slow and steady game of scanning everything and making your way through the maze step by step, but combined its insanely scary, your always on the line fearing every wall while the timer keeps ticking down and you have to hurry up Also amazing video and great work
Half of me thinks that Clyde is locked in Lankmann’s basement but Clyde is completely oblivious to it Edit: NVM HE TOTALLY ISNT OBLIVIOUS DONT WORRY CLYDE WE’LL SEND HELP
god i love the hijack arc, lankmann just really unnerves me for some reason, like, a lot, it all just shows how much you understand horror and how to make unnerving characters, and just the changes you make to the normal formula of your content to show lankmann's interference just works to freak me out, it's so cool
Where do I even begin man, your content is, without a iota of exaggeration, some of the best stuff on the platform right now. I have been aching for someone to put flavour and flare into their video essays, and you, my good man, do that. You are a talented artist and you definitely take advantage of this, making some of the most outstanding, recognizable content in the scope of content analysis right now.
I was intrigued by the beginning of this review, decided to try out game first and then watch it. Played for 15 minutes, decided that's enough spookyness for me. At least I can still watch your review:)
Ooo, not often you see a horror reviewer with this kind of aesthetic on their persona/OC. I think that difference is as good as the content itself, really breaks the ice and settles the mood a bit more
This reminds me of the stealth segments from Outer Wilds in a big way. Many of the strangers actively hide their lantern to get you to show yourself until you spot them, and oppressive darkness is used to accentuate this effect.
It's like someone decided to look directly into the primal fears buried in my lizard brain and made it into a game, kudos to the devs, amazing work, I hate it so much 🤣
I swear on jah, I find a channel worth liking and this Lankman is putting his life on the line for a game? Fingers crossed this game isn't too terrifying. Off the record: This channel is awesome in so many ways, and I'm super glad to have found it. It's sparked my old love of horror back at my most depressing time, and I can't help but "swoon" over the awesome artstyle. Thank you for the time you put to making these, Pastra. I hope I can keep following along (and maybe support somehow) for the future.
One thing I love is that monsters like Legs will make teasing comments whenever you find the monster, or it kills you. It's as if the monsters are teasing you by portraying this dark game as a simple game of tag.
Zeekers is probably my favourite dev at the moment and he hooked me in with this game in particular. The game has some very barebones concept outline visible but it feels overshadowed by the fact that you aren't gonna be abusing the AI. Often horror games really feel like the AI is a one track mind, the AI can be so simplistic and broken so easily it turns the game laughable and a chore fast, but call this game's enemies as simplistic as you want but their purpose is to HUNT and they are hunting YOU. Its coming for YOU and you better understand how it plays the game fast because your in their labyrinth. THEIR GAME THEIR RULES
I really enjoy these breakdowns of indie horror games that you've been making recently, its really cool to see games that are relatively under the radar that are so well made! Really excited to see where the Lankmann storyline goes, your acting and editing really emphasises the pure terror of the character, and the art of all your characters is incredible. Keep up the great work!
I *adore* this new Indie/Obscure Horror angle your channel is going in. It's so cool, and you narrate it in such a way that preserves the horror of it all
The way you describe the sound is great but I recommend including a small clip of what you're describing afterwards, you describing it just makes me want to hear it!
Oh my goodness, this video was amazing, not just the commentary but also the self-contained channel story progression! The end was amazing! The playing off the human wanting to help, the emotion in their voice, the scare of lankman, and the glitches!!! This is straight-up a masterpiece.
i love indie games they're everything i love about the gaming industry, ingenuity, progress, and quite often with small teams or one person, and with low budget and they always, ALWAYS feel like there's love in every pixel
I'm glad to see more people covering this, I got the game about a year and a bit ago, where there was absolutely no content on youtube about the game, so it's cool to see the game slowly surfacing
I think the living walls mechanics complement each other pretty well. Had it been split into two different game modes it would have been too easy. If there was just a time you would be able to run through as fast as you can knowing exactly how long you have until any type of danger lurks and if it were just the radar device then you would be able to crawl through it doing 360 scans every 15 steps to ensure you’d never run into unexpected danger. The two together tho creates an intentional stress and learning curve from the player trying to find a happy medium between running as fast as you can to avoid a time out and scanning as much as you can to avoid surprises.
Maybe there are other ways to make them work. The Timer one could be complimented by having Legs there. Legs would work very different in that you’re trying to avoid him seeing you by using the Pipboy thingy to detect how close he is. The Living Walls solo wouldn’t work because you could go infinitely slow. But what if there were Living Walls that were always closing in which made you have to keep moving.
I honestly wouldn’t mind having Lankmann as a host instead of Pastra. As Pastra kinda looks like someone’s well made attempt to make a humanoid monster; But I like a character with a body I can at least try to make sense of how their body, making me honestly like Lankmann more. I also like top hats so I would honestly like to see more of Lankmann. I also don’t remember their names of everyone besides Lankmann, which says a lot about how memorable they are.
Fun fact about the hide and seek mode: If you're TOO GOOD at avoiding him, on one of the last 3 orbs he will start a harder chase sequence, calling you a bad seeker and telling you to play with him.
it happens when you only have one orb left
One detail I love/hate is that the skin colour of the POV character’s arms changes depending on the gamemode, implying that there’s just a group of poor unfortunates going through these deadly scenarios.
Why do you hate it?
@@xero4601 it’s just a bit of a scary detail is all, because that means it’s always ambiguous whether or not each character made it out alive
i didn't notice this detail. that's really sad.
Considering you still die at the end of each one of these that’s possible
the LOOOOOOOOOOOOOOOOORRRRRRRRRRREEEEEEEEEEEEE
Something I love about the name of this game is the idea of 'It Steals'. Looking at the monsters, none of them are stealing anything. The only one stealing something is... you. You are the 'it'. You are the one who the first monster flees from the moment they know they've been seen. You are the one the hide and seek monster tries to avoid, using intimidation tactics as a last resort. You are the one the walls feel a need to keep quiet around, believing they can only win when you're already in their clutches. You are the one the Phantom sees only through the objects in its house being toppled by this unseen creature who is here to do who knows what. You are the one who steals.
I just realized how 'you're it' in hide and seek has a double meaning
"And I ran across a monster who was sleeping by a tree, and I looked and frowned and the monster was me."
-David Bowie, "The Width of a Circle"
Dude it's called "it steals" because "to steal" also means "to move somewhere quietly" as in "to steal away"... it's not that deep
"i am the one who steals"
ok hear me out
*It Steals Your Heart: Dating Simulator*
(this is a joke)
I think the fact that a monster that hides from you is just as scary as a perusing monster, maybe even more. It makes you on edge more because it makes you always feel safe, when I’m actuality, at any moment, you’re anything but…
As someone who plays Dead By Daylight, the stealth killers are always the scariest
Reminds me of the Hide Behind from the gravity falls shorts
Basically it’s thin and contorts it’s body to hide behind trees ,rocks and stumps.
You’re*
monsters hiding from its prey is what an actual ambush predator would do, stealthily approach it's prey until it's close enough to strike it down
@@fresh8137 your*
I feel like the indie horror market can be oversaturated with games that use too much of the same elements, so it's always cool to see something that tries something different! Great video!
Omg its freddy fazbear
Cough fnaf cough
@@TheRealVictorChaos It's me
Most ironic account name. Ever.
@@confusedfey9192 I've fallen so deep into the FNaF fandom rabbithole that this is now my legal name
Reminds me of a game I made with my siblings, Blind Seeker, the way it works is pretty simple, Hide-n-Seek but the seeker has a blindfold. It's really fun to mess with my seeking siblings by poking their back or something, but when the eldest, the one who's faster, stronger, and has phenomenal spatial awareness is it, the house goes quiet, the air goes still....... someone takes a deep breath which is quickly fallowed by a scream, then giggles as they go sit on the couch, repeat until all are found. It's a great lung exercise.
great lung exercise, lmao. that does genuinely sound like fun though.
@@bumbabees It is.
Makes it sound like the eldest is some sort of raid boss ☠️☠️
@@stohess He kind of is, the eldest can pick us up and throw us.
Now I want siblings :/
Shutter mode would probably be the scariest thing in the world to me. One of the things that gets me the most in horror games is hearing loud, rapidly approaching footsteps. That always sends me into an extreme panic.
@@ahmetsalihsavas7745 Nooooo. Living halls was just dumb. Shutter mode was fun and much scarier. In shutter mode hearing it approaching was scary especially if there are two possible pathways it can come from combined with it's speed you have to react extremely fast. In living halls, hearing it approaching just meant I needed to run the opposite way of what my radar said. Nothing scary, unless you run into it and even then you don't get punished for it. I mean they are literally slower than your running speed.
fr. i hate that gamemode, because the few seconds that the footsteps appear is so terrifying, because you have absolutely no clue where theyre coming from, but you have to act fast to survive
I would love to appreciate this game but considering all he does is blab about the sound design and THEN NOT FUCKKNG PUT IT IN THE VIDEO is insane to me.
@@noobzerg1990 I liked living walls because it was more arcadey and fun to play. It was a breath of fresh air from most of the spook
That just gets me in any game tbh, especially single player games so I'll start hearing my footsteps and it freaks me out cause I know I should be alone, not realising it's my own lol
Oh my God, you get a photo reel after the second mode? That's hilarious! A great reward for a terrifying experience, lmao
is big brian
That’s actually super funny
Its pretty relieving to see them xD
The claustrophobic environment and the fact that you *know* something is constantly stalking you, single handedly makes this the scariest concept I've ever seen.
My main thought on living walls is that the main thing he didn't really like and seemed like they didnt work well together was actually because of how well they work together, the walls make it so you cant just rush around and you have to remain somewhat diligent, but if it weren't for the timer, the walls would be your only threat and thus be too tame as you could take things infinitely slow to remain safe. That complimentary factor is ehat makes it hard in the first place, thus you having trouble with it, you have to find that good center of not going too slow and not be too careless i can underdtand the frustration, but i think the devs definitely picked the best way to do it.
this is what I was thinking!
You gotta be fast, but going too fast will get you killed. Pretty spooky experience with a little bit of hair-raising, get-to-the-bunker moments.
YES, i think they could have implemented the timer in Hide and Seek too, if you take it slow that mode it's way easier
I disagree. It makes things harder than they need to be. A horror game should focus on horror and gameplay. Frustrating gameplay is going to take away from the horror and satisfaction from finally beating the level. Making it slow would add to the horror and would make it satisfying when you can finally rest safely knowing you are not in danger.
@@youraveragepersonwalkingth6850 I found it fun, and I never found that level hard, I definitely didn't get as scared from it, but I did feel quite tense.
The only thing I'm disappointed about is the fact that you overwhelmingly praise the sound design only to never give us any examples. . . but keep it up man! You've quickly become a favorite youtuber of mine and I look forward to every single post of yours. They're all so comprehensive and concise, and it's a nice change to see all these under-praised games that have had so much work put into them. This is definitely one of those that needs just a little more light shining down on it. Great video!
My theory is he's just trying to get us to play the game ;)
My thoughts exactlyyy ugh
Having watched his reaction compilation I can say that his praise for the sound design is warranted since even with that one royalty free trumpet song (you know the one) and Pastra's own reactions to distract from it the sounds still managed to freak me out a bit.
Still would've been nice to have the examples in the video itself like he did for the walten files episode
I get that he might not want to freak out the audience that just comes here for the summary because they're too scared to play it, but brah, we're already keyed up. I'm sitting here with baited breath waiting for skittering footsteps, don't leave me hanging.
@@artstsym the sounds are in his reaction compilation, the sounds truly make the game terrifying, they're loud and sudden and confusing, hard to identify as what it is other than a sign to run for your fucking life /pos
One thing about living walls*. Which I first noticed while watching markipliers playthrough, is that the monster, the maze, tries to interact with you through the timer/radar sometimes while you're in a bunker, telling you to open the door and let them in.
(Edit: somehow wrote hide and seek instead of living walls without noticing)
It's Living Walls, not Hide and Seek
@@hypermaeonyx4969 oh yeah my bad, imma edit that
that just happened to me, and I was thinking the game broke because my timer just went up, and up, and up, and up
I love this format, talking about obscure and unique horror games is so enjoyable to watch
a 110% true for me as a roblox dev
I think having clips of the ingame audio after discussing the sound design would be a nice touch. Its a bit odd to hear you praise the sounds and not be able to hear the sounds for myself without playing the game myself
Exactly what I was saying
No that kinda spoils the game. I wouldn’t want to hear what sounds I need to watch for during my play through. It’s a game that utilizes sounds so if you already know that sound. what’s the point of playing?
@@riceisnotreal5425 oh, i dunno... The actual gameplay maybe? Sure, going in _completely blind_ is gonna make for a more captivating experience but it's not like this game is just some sounds and that's it...
@@riceisnotreal5425 He's literally explaining every level with extreme detail. You can't just say the sound is spoilery so we can't hear it in the video while also explaining everything else from the game
@@francosalgado4556 Even more reason to leave out the audio. He literally explains the audio. The effect should be more than enough to understand. We will never get the same experience out of the game because he literally explained everything. If he did play the audio, there really is no reason to buy it. Every aspect of the gameplay would have been explained, and there would be nothing to experience. It's a five-dollar game. You should want to play the game. If you can't play the game, just look up someone playing it. Literally, hearing the audio, this would be a completely different video. I personally appreciate him leaving the audio out because it's such a strong part of the game. I get to understand what he literally experienced for himself. There really is no difference between watching and playing this game when it really has such a limited replay value.
The design of the monster is pretty interesting in how it complements the level design: it isn't just that the walls have spots on them resembling Legs's red eyes -- Legs him himself has a checkerboard pattern on his skin matching the texture of the walls, which breaks up his outline like camouflage.
not only that, his texture follows the wall pattern! look closely next time you see a video of him :)
@@omegadragons321my favorite part about legs is the red lights that emit from his eyes, first time I saw them suddenly start getting brighter and brighter freaked the hell put of me.
I love how the name “It Steals” is also a perfect metaphor for the situation of the channel. It’s Pastra trying to tell us Lankman has stolen the channel, without being obvious.
Without being obvious? What about this video's description? It seems a bit obvious to me haha
@@jestfullgremblim8002 nobody reads description unless somebody points it out
@@julialungan4722 alright that's fair enough
What the fuck is a lankman
We're not gonna talk about the last 30 seconds of the video then?
And the fact Clyde tries to hid from Lankmannnn…. It perfectly compares itself with the actual game.
ya
Who's Clyde?
@@FirionLeFleur Pastra's OC
@it was comming no...no its not
@@FirionLeFleur me
to add onto the hide and seek, it makes the feeling of being "The Hunter" the exact opposite, Hunter or Prey, you still always know that you're playing IT'S game.
It also swaps the power dynamic when you’re ‘It’.
Usually when you’re ‘It’, you feel invincible. There’s nobody that can stop you and the goal is to find the prey. But when playing against Checkers, it’s HIS game, and he’s playing fair to his rules. Technically, you’re still in power when you’re ‘It’ but the moment you find him, you know he has more power.
Pastra’s cries for help at the end of the video sound pretty genuine. I applaud that.
it was ok....
he had his friend point a gun at him to be authentic
plot twist: it was genuine
No they don't lmao
@@russian_knight your mother doesn't
I feel like the 4th game mode is a perfect example of why hard doesn't mean scary or good. Both the clock and wall monsters are cool concepts. Together minimizes the horror of each
I agree. It felt more like an action game rather than a horror game in that game mode(not a bad thing necessarily)
That’s fine, it just lets you have a faster paced play where there’s more emphasis on challenge rather than thrills.
It’s based off of what you like and/or don’t like.
I agree, it seems that the 4th game mode should've been split into two, one focusing on the wall-monsters and the other on the hide-in-vaults mechanic (or be given to the hide-and-seek game mode IMO).
@@casuallatecomer7597 the problem is that if it was just the wall monsters, it'd be very easy to just cheese the game, progressing as slow as you want looking for monsters and all that, kind of removing all the threat. There needed to be something to stop you from going too slow.
@@trixaquilon2786 Yeah I kind of imagine that the two were separate game modes that were good in theory but didn't end up working on their own. Wall monsters are easy to cheese by going slowly and the timers aren't much of a threat without anything else since you can just scout quickly and return to the bunker. Putting them together was a good idea in theory because it didn't allow you to only move slowly or quickly, fixing the easiness of the levels, but their thematic differences made it less scary and satisfying.
Fun fact I just learned that you may be happy to know, Pastra! This horror game which you pointed out and loved, the creator went on to create a certain hit infesting the internet right now. This is the fellow who went on to make Lethal Company, and you were one of the first to recognize his talent! Good eye, damn!
Zeekerss is GREAT, man
He's ending up like DeadzoneZakZak, and I'm happy for him
I knew one of the devics looked familliar, its the signal booster from lc
Well damn. This guy got skills. I need to learn a thing it or to from him
This reminds me of when we’re little. The terror we feel at young ages when playing tag or hide and seek completely harnessed in a way we can appreciate while older.
Ok, so I wasn't the only one who was oddly terrified when playing hide and seek in the dark as a kid
I wasn't even afraid of the dark-
So that's why they were afraid of him
Im afraid there's a black man also hiding in the darkness
@@yonki2694 and I’m afraid that theirs a white man in the snow
I always hate it when we got to play tag as a kid, not necessarily because I hate the game itself, but because it always put me under a lot of anxiety due to me having the atheletic prowess of a boiled potato. The anxiety is quadrupled whenever we played "zombie mode", which basically just means there could be multiple people that are it. I almost broke down in tears in several instances when I knew I was one of the few people left who hasn't got tagged. Not to mention the kids who were it would menacingly say stuff like "Come here... You can't run forever :)" and shit while chasing us around.
I would love to see a horror game where YOU'RE a monster trying to hide from curious humans.
Edit: Okay, guys. I get it. It's been done before.
there is prob a game like that but try carrion
@@ninjaboi120 that's the opossite of what the comment is refering to
wdym
@@ninjaboi120 He was asking for a game that you HIDE as the monster (like an alien hiding from the government) and you suggest carrion which is a game where you hunt humans as the monster
kinda close
(9:42-9:43)
Pastra, that moment was an *ABSOLUTE* stroke of luck.
If you had been a second, no, a *milisecond* earlier, that monster would've got you. That gave me a heart attack and a half. However, I'm glad you enjoyed the game! It's actually really fun, and actually has a lot of replay value! (Oh, and my favorite game mode is hide-and-seek! I especially like the outside version)
Omg the ending was absolute nightmare fuel!
The way clyde acts all cheery around the lankmann, but the second clyde gets the chance, he begs for us, the viewer to help him. We however, can only observe from afar. We cannot help clyde!
And the fact that lankmannn was still there and clyde got caught..!
Abselutely amazing! I cant wait to see where your ARG goes next :)
I agree
help by watching the entire video at max brightness and 0.25 speed
@@ninjaboi120 are there some secrets in the video or something? that would be cool but I don't want to spend over an hour looking for them lol
You say we cant help him? Watch me.
nightmare fuel? no
I love the new glitchy, horror style for the in-between sections. Also, one minor tid bit that I feel could increase the quality of your content, if only slightly: Whenever you're talking about the sound design, you should include a small sample of the audio rather than just explaining it so your audience can better understand what you're talking about, other than that, great job! Keep up the good work!
True!
Yeah I was thinking the same thing honestly. Still a really good video though:)
I thought the same thing, but reasoned he was probably just airing on the safer side to not get a copyright strike
@@vintagebacon6827 yeah, a small sample with proper criticism is technically fair use but it's often a better choice to not risk it.
Ditto
And then Zeekerss went on to make Upturned and Lethal Company
Incredible
Firstly, this is actually a really cool game. Having a single concept being twisted and flipped over and over again for each mode is very cool, so props to those devs.
Secondly, once you're done with this whole Lankass takeover, can you give us some info on who or what he is, or just your OCs in general?
This is amazing! I’m loving the smaller content work your doing even when talking about horror, it’s ironically so wholesome to me as someone who’s also trying to make a name for myself with my craft! Still a little worried/excited about what the hijacking has in store for us…remarkable work as always pastra!
his name is lankmann >:[
@u know what i did i got spring rolled
NOT PASTRA, ONLY LANKMANN
I think my favorite part of It Steals is that as you play more game modes, you realize that you are completely powerless to Legs. No matter if you get the orbs or not, you die. It really feels like this is more for Leg's enjoyment than the player and that makes it much more scary
well it does like to play with its food :)
That’s… actually horrifying when you think about it cause when you look at the skin tone for each character, it’s deferent each time. That means those 5 characters won and still died.
…I still don’t know why while I can’t bring myself to play horror games personally since I get spooked to the extent I just leave, it’s always super interesting as a genre and I love hearing/seeing it ironically; as usual, wonderful vid/essay, never heard of the game prior but the concept is definitely neat (learning curve is probably terrifying to learn)
Looking forward to more content in the future
I personally cant stand horror games but play them anyways. I guess it’s because of the lasting fear and adrenaline
I like horror games where you can actually do something to combat the evil enemies. Maybe playing those kinds of horror games might give you a reason to try out more horror games.
I can't play horror games cause I'm a scardey cat with anxiety issues. Same reason I can't watch horror movies or horror shows. Now, survival horror is slightly different? I can play Resident Evil games most of the times cause I can usually shoot what's scaring me.
Growing up I was always sheltered from Horror and never really got into the genre. As I got older I ventured more and more into them and I must admit I like psychological stuff more. But the scariest game I have ever played was SCP:Containment Breach. I played it once and immediately shut it off and tried to go to bed, terrified of the dark for no appelarent worldly reason lol. But I think the trick to getting over horror is to just subject yourself to it and know more of the unknown and you won’t be as scared
@Chaos inc. same idk but if I play a horror game it's because I can defend myself. I just got terrible anxiety without defense and am a scaredy cat.
Great video, just one thing: When talking about sound design, actually getting to hear the sounds that make an event scary within the video can go a long way towards improving viewer engagement. You do a great job explaining the feelings that these noises elicit from you, but we the viewer can't share in the fear if we can't experience it along side you.
The music of the game is the one intruducing every new section, there's nothing more to hear, everything is quiet and with loud steps sometimes lol
@@rangerbowl8173 But I don't even hear the STEPS which he mention how great it is multiple times. The video is good, the feedback is good lmao.
@@ronny584 the steps are only in shutter mode. I heard them every time he was approaching
@@its_lucky252 false, you also hear it Hide and Seek. When the monster move around in any mode because that's the only way to know if the monster is behind you. Stop lying
@@ronny584 I meant that in shutter mode, it’s one of the only ways to know he’s near, since there’s barely any light. Also, even if they are really quiet them being too loud might take away from the experience. For example, in fnaf 4 sometimes the animatronics breathing is loud or very subtle.
Thanks for bringing this to my attention! I can't bring myself to play horror games on my own, but hearing you explain over the gameplay really peaks my interest and still conveys the experience really well.
I know this is an old comment but I severely recommend you play this game or any other horror game yourself. Not everyone's experience is the same with some Of these games and the feeling you get when you pass a horror level is so satisfying. Like having a weight lifted off of you.
@@Firebolt7317I mean, I'm a person who had to give up just after Steinman in Bioshock 1 because the atmosphere alone got to be too much, so I don't think Horror is a good time for me.
Still, it has been a while since then. I'll give it another shot, why not.
how’d it go?
@@Zarroxius I chickened out at the exact same spot. Looks like time didn't help any, unfortunately.
Hey pastra, it seems you really like playing obscure games,so i wanted to recommend the game "its not me its my basement" it does not have as much spooky stuff as some other ones,but i think the story,characters and the artstyle 100% make up for that,specially with the ending that leaves you speculating. It has become one of my favorite indie horror games so id love to see you talking about it
I watched Manly play that game. It was interesting.
Tbh it needs a non-rpg version if it wants to be scary
Manly already played that
i played this game a while ago!! i love this game. in addition i think "therapy with dr albert krueger" is equally as good :)
@@liviwaslost Same, it's really interesting.
It steals is absolutely fantastic; awesome to see Pastra cover this Absolutle diamond in the rough.
yea i agree
When your second most popular video is part of an ARG that half your viewers didn't know existed until later, and the topic is a video game 70% of your viewers didn't know about beforehand
I think he need help
"Living Walls" is in my opinion, really cool. Unlike the other ones it gives you a sense of survival, much rather than an arcade. Its like a task you have to complete, despite its danger, to survive in this dank maze.
Shot in the dark here-
THE TUNNELS
Trapped in an abandoned maintenance tunnel system, you find a dead body on the ground next to the wall. Its has an odd device on, and a flashlight. You find your way to one of the emergency shelters, and there is writing on the wall. People who were trapped down here as well, tell you about the wall creatures, the vaults and how they're restocked with each orb collected, and how to use the devices. The rest of the game is you trying to survive, dodging and weaving and making it to the vaults. A grim scenario where you'll never escape, but still live for the sake of living
The problem with living halls is that the two ideas contradict each other. One wants you to run the other wants you to take it slow. I ended up just running around going for every orb. I was able to complete the gamemode before the 3rd minute. The living halls are to slow to even hit you if you run.
@@noobzerg1990 Not really, The device gives you a warning when getting near the living walls, so you can chill and take it slow while keeping eye contact with it, and as long as you do it can't hurt you. (unless it starts chasing) afterwards continue running. I found it quite balanced tbh.
13:11: "In this level we find ourselves in another new environment filled with random objects like boxes, tables and landships"
Does anyone else feels that there are a lot of ikea horror games?
Hahaha
Lampshades
How do you think they get their profits?
Imagine legs walking into an ikea
@@cursedcat6467
I can’t, because IKEA would usually be too well lit for Legs to sneak around.
I like the visual pixelization of the screen when the chases occur. It makes it really hard to see, but it really fits the terror.
If you think that the pixelisation makes it hard to see, you should’ve seen how ridiculous it was in the earlier versions.
You should play "iron lung" it's a creepy, claustrophobic and unnerving experience.
And keep up the content you make, I like to see TH-camrs that review all aspects of video game horror.
And your oc's are really well drawn and I got inspiration from you when drawing some oc's I've made.
You must be thinking of an other youtuber, because there is no video about iron lung on his channel.
I fucking LOVE iron lung!!!
Yeah it was a mistake in my part. Genuinely thought he did make an iron lung video but ended up checking and realized that he didn’t
I’m a fucking dumbass
@@BIGJUNK1MILLIONnah it's all good!
@@BIGJUNK1MILLION i think you might have been thinking of the video by power pak
I'm pretty sure the point of the timer in the walls one was to stop you from cheesing the game. Without it you could take as long as you wanted looking for monsters and move slowly and carefully all the time, pretty much entirely removing any threat. There needs to be SOME other threat in the game mode, otherwise it'd be trivial.
I’d love to see a (maybe not horror, but definitely horror related) game where the monster is actively hiding from you. (Maybe some unraveled vibes) where you have to piece together the story of the monster, find out why its running from you, and help it overcome its fears.
i like that idea
And in the end, it kills you?
@@cannibalman8175nah
You become buds
more like, you, the player, are the monster, and the in-game monster thinks that you’re hunting it. in the end you reach a mutual understanding of eachother and are able to proceed with your life. the game could start as a generic horror game, where you think you have to hide from the monster, but through trial and error you realize that its running from you
that could be interesting
Just want to note that in the hijacking video, lankmann says that Pastra “fell in love with that stupid little orange Gremlin.” The only only one who fits this description is Clyde, pastra’s OC/mascot that has been used throughout the entire channel’s history. This implies that Pastra (the channel owner) and Clyde (the channel mascot) are two entirely separate entities. I don’t know if this implies that Pastra is it’s own being in this weird universe completely separate from Clyde, or if it implies some weird meta-narrative stuff for further down the line. Whether or not either of these are true, I just wanted to note it.
I mean if Pastra and Clyde were the same person the channel would be named Clyde
clide is cool but lankyman is better with helping editing :)
What if Lankan and Clyde follow a oswald and Mickey situation
@lamih adam Shareef
What do you mean by that
Has anyone found any lore in the failed attempts channel
this entire video had me flinching despite there being no screamers, really goes to show how scary this game is
What are you talking about. 0:51 is a jumpscare.
@@asddsa8203 they mean no sound
@@Naytt3 there was sound in that one tho
Personally, Living Walls might actually be my favourite of the five game modes. Why? Because it actually gives you a comfort zone and then forces you to step out of it. You can stay inside the vaults for as long as you want, but until you open that door and venture into the dangerous maze outside, you are not making any progress. On top of this, the vault permanently loses power when you do leave, meaning you have less and less places to hide as the game goes on. I love it when games do this and wish more would experiment with this concept of a safe space.
Silent Hill 4: The Room did this brillianty by making the titular room completely safe and comforting in the first half of the game, only to corrupt it and take that safety away from you in the second. Or the recent Choo-Choo Charles, which not only made your safe space mobile, but also made it your only tool of defense against the monster and the cultists roaming the island. Stepping onto that train really made me feel like I got back home, while still keeping the tension of Charles being able to attack you at any time.
14:10 In reality, even if the monster isn't chasing you, if the device has already activated, he can accidentaly run into it and break it, you can hear his scream from far away
Thank god, someone talking about this game, i honestly think it is underrated, despite the pac man mechanics, it feels really unique and scary, with different mechanics in each new level to keep the gameplay fresh and brand new, while also adding a new harder difficulty for each of them (By clicking their stars), despite it being a quick game, it really is worth the money and time.
This seems like it could be a really fun two player game
Loved that ending with Lankmann! The desperate begging for help sounded almost genuine. Good job!
*almost
it sounded exaggerated
I really love the camera movement. In games, the camera bobbing can be deeply immersive or nausea inducing. The camera in this one really captures the frantic running, the pushing off from the walls, the scramble to get back up after getting hit. It's all just so GOOD!
One thing you missed or didn't talk about:
_IT STEALS has bonus levels._
...That's all I have to say, but yeah, IT STEALS is _horrifyingly wonderful_ and _powerful._
Tell us about the bonus levels bro
If you have the game, click the stars you get for beating levels.
That's really all I can say.
Bruh
dont just say theres more more levels without saying anything, thats a high level of blueballs
I'M BAD AT DESCRIBING SHIT OKAY?!
Just... Go play it.
Go click the stars when you beat a level.
That's all you need to know.
I actually feel like the timer and the wall creatures make perfect sense together, because if it wasn't for the timer it would be too easy to simply take it slow and never get caught, I think the problem is that the timer is too short.
No the timer is to slow. I was able to complete the mission in 3 minutes because I just ran the whole time. Never got punished because the living halls are slower than you.
It steals, Lethal company, Upturned.. man, Zeekers is GREAT at horror!
At first I was like "Eh, it's another maze horror game," but then you started presenting it and you really sold me on it. Thanks for giving this game a chance so the rest of us might too
I’m so glad your talking about this game I love it so much and now it has its chance to shine
There’s bonus stages that I think up the horror. Instead of being in the dark, the maze has an open ceiling letting the sunlight in. Only that doesn’t help all too much. For shutter mode, the sun is setting so now you’re on a time limit collecting the orbs. Legs won’t appear in the lit up areas but that why you have to hurry. For hide and seek, you’re in a wide open area outside that’s cluttered with junk making the maze around knee high. It’s easier to find the monsters now but there’s more of them. It’s actually possible to collect most of the orbs without triggering the monsters but that’d just royally piss them off and have it call you a bad seeker before chasing you.
Seeing Clyde in such a state of distress is really unnerving.
Really shows who the true monster is, and who’s truly in control now…
After watching this, I realized we never got to see Lankmann's opinion on the game. So, Lankmann, what was your favorite part of the game?
He doesn't say his favorite part, but the description says he likes the game.
I'm starving.....feed me
@@funnyhaha7131 no
Also 9:58
@@masqueradeofficial5416 check 9:58
Crazy stumbling upon this video now that they’ve released lethal company and it’s absolutely blowing up
The ending was amazing. The transition from the normal, cheerful, charming Pastra to a terrified human on his last string of hope was so good, and I really like this whole story Pastra is telling!
ah yes, it steals, honestly scariest game I have in my library and worth every penny.
would love a sequal but sadly so I am under the impression it will have no sequel in any sense.
@it was comming leave. us. ALONE.
Why's that?
Perhaps updates then?
I mean, how do you make a sequel for this? Would you just create 5 brand new modes and sell that as the game?
DLC might be a better distribution model in the case of this game.
@@four-en-tee personally what I would be looking for in a sequel to it steals would be expanding on the already given game modes and as you said a good number more game modes, introduction to new mechanics that could be friendly to the setting.
But I think you're more implying that alone wouldn't cut it for a game, which if I'm correct in assuming I understand.
But any new content would be a welcomed in my eyes, that's just me trying to show how much of a positive impact it has.
But what were you thinking for more content?
This is one of the best game reviews I have ever watched. It’s fun, explains how it works and perfectly explains the elements of fear that’s utilised, very well done
I feel like this game would lend itself well to a head-to-head multiplayer style mode, especially the Phantom gamemode
Also, I have to say that replaced title/section card music is incredibly ominous and off-putting, very well done subtle horror with the takeover aspect
ah, the phantom really brings me back to The Hidden: Source days when it was really popular
I 100% agree. There are really 2 ways you can do this, a two player mode where one person is running while the other is the monster or where theres multiple people running around (maybe larger mazes with more orbs) and they can leave markers of where they've been that could also help the monster.
The music that he plays at the "chapter" title screens is the chase music from the game.
There was a top-down multiplayer mini game in Nintendo Land that was ghost vs team where the ghost tried to ambush the team without getting hit by their flashlights.
@@hollowsongs3504 Also no devices. Maybe if more than 2 people a way to revive dead teammates.
Pastra: plays a horror game
Also Pastra: this is one of my favorite games of all time
Haha
Aren't you dead, killed by the guardian?
If he didn't like it or it was average he probably wouldn't make a video
to me living walls seemed to encourage the least caution, my best runs and the only runs that i completed it on were the ones where i spent the whole round at a dead sprint, it was easier to just outpace and flee from the monsters than it was to use any kind of actual strategy other than just holding shift the entire time
If your game is able to make Pastra swear in a video then you know it’s good.
Thats what I'm hoping for, I wanna make a horror game that'll absolutely terrify him
@it was comming fyi, possible virus link.
Lol
Does any one else know what the fuck is this bot that won't stop saying "Its here. Finally" and what is its purpose other then to advertise videos?
@@lokiruiz2246 ikr?!?
Its so annoying >:(
Your channel went from FNAF to a variety of horror video types, I am happy to say every single video you have made so far is considerably better quality from the last.(I personally really liked the transitions this episode they pop and make the video feel unique) your personality shines and your genuine interest is apparent in the scripts. Your doing a great job so far and I'm always looking forward to watching your next upload. I have good faith this channel is going to to be big in the community and personality can't wait till you get the sub count you deserve.
I like how this game is testing your senses in unique ways.
Personally, my favourite has got to be "The Phantom" because of how different the experience is. It isn't just how you see the monster but also how the monster sees you, creating a fine line of a dynamic.
I love how he talks about more obscure horror and how genuine he sounds when he plays them. I love how he has a kinda story going on in the background and it's amazing. He deserves so much more subscribers
Most horror games: Running from the monster
It Steals: *YOU ARE THE MONSTER*
Human simulator
DOOM in a nutshell
not that much more like the monster creeps up on you
I apologise sincerely for bringing down the average audience retention, as I quit the video early. However, I hope you will forgive me due to my reasoning being that the brief explanation of them game during the intro has me hooked, and you explaining the game seems like a cheat, as I now want to find out this info for myself.
i like when monsters are smart with the hearing mechanic. i like that anything that makes noise in real life will be critical to suppress. moving, pushing over things, even standing still if not holding your breath will alert the sp00py monster
also whats up with that new guy, seems weird
Did you find it
@@moonwolf6540 huh?
CC
I love how the channel is gradually transforming into a variety horror affair. It's nice to hear about obscure horror titles a lot of people may have missed
living walls would make a really interesting story concept. There are so many questions like "Why do the monsters disguise themselves as walls" or "What is out there that makes you die if stay away from a bunker for too long?"
I wont be surprised if MatPat makes a video about it.
Maybe the walls get bored of just waiting for you.
By the way, Kevin, it's the walls.
I feel like the living walls actually work extremely well and as intended, the timer and vault mechanic would need an extra obstacle to truly make it difficult else you’d just rush through everything and hide in the vaults with enough time while the wall mechanic alone would just be a slow and steady game of scanning everything and making your way through the maze step by step, but combined its insanely scary, your always on the line fearing every wall while the timer keeps ticking down and you have to hurry up
Also amazing video and great work
Half of me thinks that Clyde is locked in Lankmann’s basement but Clyde is completely oblivious to it
Edit: NVM HE TOTALLY ISNT OBLIVIOUS DONT WORRY CLYDE WE’LL SEND HELP
yeah same
Damn this game looks cool, the kind of game that makes me excited to make horror games
Yo
Yo it's the creator for Endoparasitic cool
🤨
Yo it’s miziziziz
god i love the hijack arc, lankmann just really unnerves me for some reason, like, a lot, it all just shows how much you understand horror and how to make unnerving characters, and just the changes you make to the normal formula of your content to show lankmann's interference just works to freak me out, it's so cool
Where do I even begin man, your content is, without a iota of exaggeration, some of the best stuff on the platform right now. I have been aching for someone to put flavour and flare into their video essays, and you, my good man, do that. You are a talented artist and you definitely take advantage of this, making some of the most outstanding, recognizable content in the scope of content analysis right now.
I was intrigued by the beginning of this review, decided to try out game first and then watch it. Played for 15 minutes, decided that's enough spookyness for me. At least I can still watch your review:)
awwe Clyde and Lanky seem like they're having a lot of fun together :D
exactly
Ooo, not often you see a horror reviewer with this kind of aesthetic on their persona/OC. I think that difference is as good as the content itself, really breaks the ice and settles the mood a bit more
it's a bit too much for me since all the pose is just him in random pose tryna be scary , i imagine him dancing randomly while he review the game XD
This reminds me of the stealth segments from Outer Wilds in a big way. Many of the strangers actively hide their lantern to get you to show yourself until you spot them, and oppressive darkness is used to accentuate this effect.
Echoes of the Eye scared my soul right out of my body.
It's like someone decided to look directly into the primal fears buried in my lizard brain and made it into a game, kudos to the devs, amazing work, I hate it so much 🤣
I swear on jah, I find a channel worth liking and this Lankman is putting his life on the line for a game?
Fingers crossed this game isn't too terrifying.
Off the record: This channel is awesome in so many ways, and I'm super glad to have found it. It's sparked my old love of horror back at my most depressing time, and I can't help but "swoon" over the awesome artstyle.
Thank you for the time you put to making these, Pastra. I hope I can keep following along (and maybe support somehow) for the future.
One thing I love is that monsters like Legs will make teasing comments whenever you find the monster, or it kills you. It's as if the monsters are teasing you by portraying this dark game as a simple game of tag.
Zeekers is probably my favourite dev at the moment and he hooked me in with this game in particular. The game has some very barebones concept outline visible but it feels overshadowed by the fact that you aren't gonna be abusing the AI. Often horror games really feel like the AI is a one track mind, the AI can be so simplistic and broken so easily it turns the game laughable and a chore fast, but call this game's enemies as simplistic as you want but their purpose is to HUNT and they are hunting YOU. Its coming for YOU and you better understand how it plays the game fast because your in their labyrinth. THEIR GAME THEIR RULES
I really enjoy these breakdowns of indie horror games that you've been making recently, its really cool to see games that are relatively under the radar that are so well made! Really excited to see where the Lankmann storyline goes, your acting and editing really emphasises the pure terror of the character, and the art of all your characters is incredible. Keep up the great work!
I love how most of the 3 main game modes has us being so scared by a cube with a face and legs.
I *adore* this new Indie/Obscure Horror angle your channel is going in. It's so cool, and you narrate it in such a way that preserves the horror of it all
The way you describe the sound is great but I recommend including a small clip of what you're describing afterwards, you describing it just makes me want to hear it!
Fun fact, there is also a secret spider that actually does exist.
It’s been great to see people discover this game after legal company blew up .
Oh my goodness, this video was amazing, not just the commentary but also the self-contained channel story progression! The end was amazing! The playing off the human wanting to help, the emotion in their voice, the scare of lankman, and the glitches!!! This is straight-up a masterpiece.
Lankmann is not scary
i love indie games
they're everything i love about the gaming industry, ingenuity, progress, and quite often with small teams or one person, and with low budget
and they always, ALWAYS feel like there's love in every pixel
something cool about It Steals is that its made by Zeekerss who made 2 amazing roblox horror games 'Light Bulb' and 'Silent Dark'
Zeekers also made lethal company
Holy crap, the atmosphere in this *video* is masterful, never even mind the fantastic atmosphere of the game itself
I'm glad to see more people covering this, I got the game about a year and a bit ago, where there was absolutely no content on youtube about the game, so it's cool to see the game slowly surfacing
I think the living walls mechanics complement each other pretty well. Had it been split into two different game modes it would have been too easy. If there was just a time you would be able to run through as fast as you can knowing exactly how long you have until any type of danger lurks and if it were just the radar device then you would be able to crawl through it doing 360 scans every 15 steps to ensure you’d never run into unexpected danger. The two together tho creates an intentional stress and learning curve from the player trying to find a happy medium between running as fast as you can to avoid a time out and scanning as much as you can to avoid surprises.
Maybe there are other ways to make them work. The Timer one could be complimented by having Legs there. Legs would work very different in that you’re trying to avoid him seeing you by using the Pipboy thingy to detect how close he is.
The Living Walls solo wouldn’t work because you could go infinitely slow. But what if there were Living Walls that were always closing in which made you have to keep moving.
I honestly wouldn’t mind having Lankmann as a host instead of Pastra. As Pastra kinda looks like someone’s well made attempt to make a humanoid monster; But I like a character with a body I can at least try to make sense of how their body, making me honestly like Lankmann more. I also like top hats so I would honestly like to see more of Lankmann.
I also don’t remember their names of everyone besides Lankmann, which says a lot about how memorable they are.
i like demonic circus looking noodles characters
Ah, but consider the following: pastra with a top hat
are ya'll talking about Clyde or Pastra, because its *Clyde* that Lankmann wants to replace. i think?
@@dolliquette He wants to replace both.
Lankmann supremacy.
Or he could just have cycling mascots
I'll have to say, this Lankmann story arc is pretty fun
lankman is fun guy