Found Footage Survival Horror Game - The Backrooms 1998 - Magzinenow

Found Footage Survival Horror Game – The Backrooms 1998


found-footage-survival-horror-game-the-backrooms-1998

Overview

A terrified youngster who mistakenly wandered into the backrooms in the late 1990s is at the center of the psychological survival horror first-person found footage game The Backrooms 1998! Gamers in the game investigate the terrible labyrinth and put together a weird story while striving to escape and avoiding a terrifying opponent!

Gameplay

The basic objective in The Backrooms 1998 is to flee! Even with a torch (batteries required) and spray paint, navigating the maze-like chambers and corridors is difficult because the player’s position keeps suddenly changing. The player must complete a number of tasks while investigating, such as finding particular objects and following blood trails—both of which can be incredibly nerve-wracking chores with an adversary around and lots of jumpscares—in order to finally escape.

It doesn’t get any easier when a terrifying and horrifying foe lurks in the shadows. Running is not recommended unless it is absolutely required because players are very sensitive to noise. The best course of action is for them to conceal themselves in closets and crawl areas, lock doors behind them, and listen out for enemy footsteps. I was detected while standing motionless and being silent from across the room, despite a note on the wall in the game’s opening moments claiming that the adversary has no eyes. The player can prevent becoming lost by using spray paint to draw trails, which doesn’t appear to be seen by the enemy. Yet, audio input adds still another level of risks to be mindful of. The adversary will become immediately aware if you yell at a jump fright or breathe loudly into the microphone.

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There are just a few televisions in the game, and you can only use each one once, but they are distributed across it, so you can save your progress there. The player will be stuck in the rear chambers forever if they lose after utilizing all of their save points. This makes the game more challenging and makes the player feel more anxious.

Narrative

A recovered video of a youngster stuck in the backrooms, a creepypasta that began with an image of a corridor with yellow wallpaper, and a narrative outlining how to access the backrooms via no-clipping out of reality make up The Backrooms 1998. As the child walks deeper into the labyrinth of rooms and corridors, the horrific and unsettling tale of a small child named Tommy who was taken is told. The plot is gradually disclosed by playing radios, newspaper clippings, photographs, and other points of interest found during exploration.

Styling

When The Backrooms 1998 is utilized as “found footage,” it has the look of a slightly broken VHS video, replete with film grain and a 90s camera overlay. With the terrible lighting, this produces a sort of visual handicap that makes the entire experience feel creepier. The backroom’s typical simple yellow wallpaper will likewise be covered in furious scrawls and stained by the strange red illumination. Mannequins, a tricycle, bugs, blood, and a ton of gore are among the other spooky and well-known horror imagery.

Steps, strained breathing, rapid heartbeats, creaking, and other common horror noises are all there in plenty on the game’s soundtrack, which together form a terrifying soundscape. The sounds echo and reverberate, giving the impression that they are louder and more dangerous. The audio input makes the game more challenging and adds a layer of unsettling atmosphere.

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Conclusion

A quick game, The Backrooms 1998 can be finished in one to one and a half hours. To create a distinctly disturbing experience, it combines aspects from various genres, such as horror, walking simulators, and survival. The game has an authentic look thanks to the vintage VHS graphics, however they can eventually become a little taxing on the eyes. It really works well when obtrusive sound design is combined with disagreeable aesthetic elements. The jumpscares, despite the fact that they can be cliché, work nicely with the audio input concept, which is in and of itself an original touch. Ultimately, it serves as a solid example of a short horror game with a unique visual, a well-known setting, and a respectable level of difficulty. I wholeheartedly recommend this to fans of horror games and urban legends, despite the fact that it could need some polish.


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