this is like the second lidar game ive seen manly play, and the idea of using lidar in a horror context is genuinely terrifying, because the player is still, essenstailly blind in an unfamiliar territory that is potentially hostile. it sets off a deep feeling of unknowningness and helplessness.
@@NoNameAtAll2 nah, manly also played a different one that was a quick and simple lidar game, that had nowhere near the amount of content that somber scanner did. I think that one he played was named something simple like lidar.exe?? Could be wrong idk
The first infected person was no longer there once you left the storage room. Not trying to spoil anything but I think that giant object was the front of the sphinx. Maybe the dev was hinting the Egyptians visiting the void.
@@Theiron2142 It wasn't there when he turned around the first time, it was after he died and had to replay that part that the corrupted figure stayed there after getting the hazard suit. Probably a bug.
The guy at the end said that Tenebris is a parallel dimension to our earth, which is why it has houses, people, etc....and apparently the goddamn sphinx.
Right. Especially if it's a room that's been combed cleanly because he had to find thing to open door, like that thing was locked and you were safe but there's no guarantee on the next room. More anxiety inducing for the viewer than him I guess
It's the lack of fear, I think. He probably also understands that it builds more tension in the audience, given how long he's been playing Horror games lol.
In many games and movies though it's just a random scouting or search party / expedition. I wanna believe that they do that at first. But after visiting like 100 planets rocks asteroids moons any cosmic matter etc., the gov just says "aight safe enough so far no more military". But yeah seems dumb since space is 1000% lethal in any context. Having at least a medical team and some guards do wonders to avoid psychotic breakdowns and mutinies.
@@fumothfan9 i think thats kinda what happened in subnautica where they were going a a poorly document planet where they already lost contact with the last team and yet they brought nothing military with them
So the "void" is teoreticly just some matter that completly absorbs light, so its like the darkest black paint but its growing and also turning people into zombies. Nice :3
@@oldschoolChazzed that means that likely the void is some form of Eldritch matter that causes our eyes to be unable to see anything we didn't bring in with us. even then that too would evenutally turn invisible.
I have always been interested in how little someone actually needs to see something to perceive something like how just a ton of dots can be made to look like a fence the best example in my opinion was how manly could tell that was a Mary statue even though in reality its just a bunch of dots making shapes I also really enjoy how this game takes the "your in the dark and must survive" trope in horror and adds another layer by making the very act of being able to see a mechanic that you have to keep track of without using the flashlight with maybe a battery needed every now and then
Well technically, if you are watching this you are most likely to be using a screen, and screens uses small light thingies that are essentially just small dots or squares. Most digital art are just very zoomed out pixels, heck even pixel art is just a bunch of squares. Everything is just a collection of small things to make it look big and take shape. Take the cells in your body for example, they are so microscopic that you can't see them, but a collection of them (and a few other things) makes a whole you. Buildings are just a collection of bricks and cement, a gun is a metal pipe and wooden handles, clothes is a collection of string, etc. Sand castles, they are shaped like a castle but they are just sand, a drawing is an illusion of connected lines turned into shapes, everything is made out of atoms and molecules. TLDR; many small things create illusions of shapes.
I use this technology every day at work and it's fun to see it used this way. I always thought it was cool to find people walking their dogs and things in the point cloud, but it's pretty horrific to think what you could find...
@@zerotian5661 oh no, it's definitely a very real technology, but it isn't displayed like it is in the video. Usually you collect the data with airplanes, helicopters, drones, or terrestrial scanners and it's displayed as a static point at the time of collection. Technically, it's also how Collison detection works in vehicles. If you want to see how the data is processed you can look up a UA-cam video on TerraScan.
@@zerotian5661 There are. We used these techniques in the data analysis unit during the seventh year of CC. My favorite was analysing the direction and dispersal distance of pie segments, which helps prevent the audience getting covered in pie.
I like how the game captures the terror of potentially dying and leaving a small child behind. Or, SPOILER ALERT even worse, inadvertently causing the death of your child.
@@randomencounter9359 Fingernails show through Latex gloves(and other materials, It is inherently easier with Latex) all of the time, they just need to be even semi tight. obviously, unless they are extremely tight, they aren't going to show your nail(s) and there exact length and size as if you had no gloves on at all, but neither do the ones in this game, you can see at the scene you're probably referencing, that they are wearing a black latex glove, where the material between the thumb nail, and the last thumb joint, is shriveled. and as to why they're glossy, they have been in water, probably dirty water at that(unlike near the start were they are relatively dry). The gloves are there probably just to make it easier on the dev's.
I REALLY love how the journal-note at 14 min directly is written with the intent that the player reads it and is deliberately leaving a log for her. I wish more games did that as a plot thread, not just having random journals and notes for no reason. It's a minor pet peeve of mine, how all these people randomly find the time and interest in leaving journals all over the place for no reason. It inspired me to imagine a similar scenario where the other characters in the game had a relationship, such as sisters, with the protagonist who had to be left behind in a bad state but one in which the others hoped they'd recover from or break free from eventually but they had to leave you behind like in this scenario in this game, but you're like the youngest little sister and the other characters set out ahead hoping you would follow so they go out of their way to leave you notes and information and just try to speak with you one-sidedly through messages left behind. You can find things related to how they paved the way for you, such as the generic trope of white chalk mark or yellow ropes and tape or paint highlighting things like climeable surfaces, because they actively did that so their little sister might follow them some day if she ever woke up. So you go along with them on their journey as a one-sided inference picking up the pieces left behind, and eventually when you find a body, you'd by then know their names, personality, see how they cared about you and what they've done for you so far. And it'd make more sense why they'd have a final note on their person, because as the others had to leave them behind or something, they used their last moments to try to communicate with the little sister they hoped was coming and at this point it may just be habit. Then you can have a sweet reunion at the end where the last survivor(s) carries actual emotional weight uncommon in games. Build on that core premise in any number of ways. Fantasy, Sci Fi, Mundane Adventure, Modern-world Horror. Player may be a vampire that did die but rose again, player could be held in a medical stasis tank they couldn't take with them and left you in it to hope for the best. You might have been comatose in a simple school infirmary and they locked the door from the inside and went ahead to lead the antagonist / threat away from you, and so on.
I didn't like how the note was locked in the locker though, because it no longer makes sense that way, and therefore ruins the point. If the person was really trying to leave a note for the player then they would have put it somewhere nearby their body in the med bay where they could easily find it, rather than locked inside the locker that requires a keycard they don't have.
@@maysee2515 i wonder if it was hidden by professor bryan? he did seem to be the one to make the drastic decisions and even the one who left the message says she was doing things against his orders (as in giving the keycode i assume)
You should try System Shock 2. Came out around the same time as Half-life (the first one). And pretty much the spiritual ancestor of the Bioshock series.
Y'know, for a split second I thought the ending was gonna be just... Darkness. She enters the pod, she travels into space, only to find that... The gloom's leaked out *everywhere else.* That there's nowhere else to go anymore; that those few spots of the research stations were all that was left that hadn't been consumed by the gloom.
really would have preferred this over the kinda nonsense twist-for-the-sake-of-it ending we got, it would have been a lot more poignant ...in fact, wouldn't it have hit a lot harder considering we saw the house in void vision? i feel like it'd hold a lot more narrative weight that way, like everything we knew is *already gone*
My anxiety slowly kills me whenever manly should probably be looking behind himself every once in a while. It irritates the ever living hell out of me, but it's kinda respectful in an odd way that he only ever moves forward.
I think my favorite bit Manley does is whenever something spooky but not immediately threatening happens he says something like "mustve been my imagination" like the least genre savvy person ever
I love these Lidar games, Scanner Sombra was so good, and Lidar.exe was a fun little short. This game adds a nice element that you have sections where you can see, but then lidar sections. Great design choice.
You know you've been doing too much House Flipper when you see a second room like this and the first thing to go through your mind is "pick up trash" and "Press 'E' to enter cleaning mode"😅
Notice how the monster(s) sound like crying children, and those small human-like shapes in the early portions of the game. I doubt it's *not* intentional.
I love/hate everything about this game's setting and worldbuilding, it's such perfect nightmare fuel. Like.. How do we know that's actually water? How do we know it's not some mystery liquid that's part of the alien environment? Or possibly even some sort of residue from whatever the hell that infection is? It just makes being forced to wade through it all the worse, even without the risk of the noise attracting the monsters' attention.
I really appreciate a man with a pleasant voice/demeanor playing games that I'm too much of a weenie to play myself, and making them fun and interesting to watch. I also just love this community too. Everyone is so lovely and awesome and I know I'll have a good time here. Thank you. You're all really wonderful, and I adore you guys! I adore you, Manly!
Indeed. I'm interested in horror games for the mysteries they hold, not for being scared. It also takes a lot more time to play through these games ourselves, even if I have started to develop resistance to jumpscares. While screaming and scared LPers can be funny, it's... kinda loud (and loud noises annoy me). For that, Manly will always be my favorite horror LPer as well.
@@simonw.1223 That one that manly played was called something like lidar.exe I think, and was super short. Very different from Somber scanner. I don't think manly has played somber scanner, at least I cant find a video for it. If anyone does please let me know
Throughout this playthrough I was really surprised by Manly's willingness to regularly momentarily turn off the scanner and just walk into the void. The thought of something jumping me would freak me out way too much.
Genuinely, this is the first game using the LIDAR I've seen that felt like a GAME and not just a tech demo with delusions of grandeur. The main part of that is that it understands how the LIDAR mechanic actually fits in with a horror game - it's not about what you can see, it's about what you CAN'T see. Limiting the player's information creates tension and anxiety that the game uses to good effect. The writing could use some work though, or at least the actual written parts could use an editing/proofreading pass. The overall plot is fine, I think? Nothing revolutionary, but it gets the job done.
The vast majority of games that aren't simple reflex tests boil down to games of information in one way or another. What do you know, what unknowns can you restrict, what RNG can you manipulate? Some games, like Binding of Isaac, are a good blend of both reflexes and information. And then there are games like this, where they limit the information our brains rely on most - actual vision. And it instantly adds layers of anxiety/stress/horror because our brains really do not like losing that treasure trove of key info. Fantastic aesthetic, love to see it used so creatively!
Right? Something about the contamination causing humans to turn into meat statues who can stalk the uninfected is pretty horrifying. The ending kinda ruined it for me, though.
I'm sorry can we just take a moment to compliment the voice acting? That crying voice on the tape is so good. As well as the main character. Just looks like a great job done on this game all around. 🎉😊❤ And I'm only a few minutes in.
Omg I love this concept! Glad manly went back to it. Tbh, the fact they used the words gloom and voidness kinda breaks the submersion a bit for me, was expecting terms more scientific sounding. But the gameplay was great, great pace, pretty well written ending if not a bit oddly presented by the professor; the feeling behind admitting he killed team members and trying to justify it to himself was pretty good voice acting as well. I'm very curious how well this gameplay could transfer to a pvp type of game, I'd love to try that.
Then again, this is space and we know how astronomers are with naming things. Spaghettification, black hole, neutron star. It's all very literal without fear for if it feels silly. Can imagine some astronomer looking into the abyss like yup, that right there looks quite gloomy. It's got a certain void-ness about it. Hey I think I figured out the name!
You were expecting terms that are more scientific? like the insides of Neutrons stars which are called "nuclear pasta" and go through "lasagna phase" and then "spaghetti phase", or maybe "hairy black holes", "Dark Doodads", etc. I'm pretty certain that actual scientists would come up with even worse names like "spooky dimension" or something like that, hahahahaha
@@eduardopupucon I'm a scientist. Can confirm. 😂 I mean, we shot a bunch of tardigrades into space just to see what would happen, and called the experiment TARDIS. We're nerds, what did you expect?
You’d be surprised how sometimes scientists would name things in the most generic and matter-of-fact way. Until they have better understanding and give scientific name that is.
Is it me or did the part when you get in the pod at the end (1:20:48) with the invisible enemy say "Please don't go"? Kinda fits with the twist :p I only bring it up cuz all the other enemies I didn't understand at all but this one was real clear to me.
I think it’s supposed to be her son saying “please come home.” The game says at the end her kid is what kept her fighting to survive. But with the obvious twist being that there are “watchers”. I bet they left her alone so she’d ignore the obvious danger like the other scientist and go home.
I feel games like this should have like.. an added mode you get by beating the game that makes the game look normal again, or a permanet always going lidar visor so you can see everything in real time or something. Just so people can really see the full length of the creativity. Cause the world they made seems awesome, but you just cant see it fully.. cause Lidar.
This must be made in Unity which is extremely easy to mod. I wonder if I could take a crack at a sort of "ultra scanner", however I am a chicken and probably could not play this game.
parts you cant normally see in such games are almost always just bare minimum assets as to not waste time and money on something players normally not supposed to see.
I like to imagine that 100 years after these doomed scifi expeditions they're like "yeah, they didn't know you could kill the monster by spraying it with grape soda and everybody died, so tragic."
Quite happy to see more Lidar scanning used in horror, it allows for such a unique environment. This was great, really enjoyed it. I would have liked to see the segment that mixed Lidar scanning with traditional environments be a bit longer and I have mixed feelings on the ending but overall I'm impressed.
I was expecting a bad ending but didn't see that coming. This game does freak me out. Being stuck in the dark would be torture and at the end I was scared they would add claustrophobia to the mix.
It's amazing what a change in reaction can do. A couple days ago I watched IGP play this game and he was acting so scared the entire time and I had to pause every few seconds from fear/anxiety and look in the comments for a jump scare list and take a break like 30 into the video. But with Manly, he's acting so calm and basically just being like,"Yeah, this is fine." And it's making me feel so much calmer too. Although, I am only 27 minutes into this video, so I don't know if that will change later on. But for now Manly is calm and so am I. Which is impressive since I cannot handle horror well. Although I love watching horror games. But it's hard when I get really scared and have to pause basically every ten seconds.
i really like horror game mechanics where you need alternative ways to see the enemy. Lidar, where your perception of your world slowly fades away and is static rather than ever changing, mirror, where your perception of your world is split, and you need to turn you back on what you want to see, or even closing your eyes in a game that sadly isn't being developed anymore, The Blackout Club, where you need to lose sight of everything else in order to see something else.
This is the second time I've seen this idea used, and it's really good. Using shadow and literal sight direction go paint your view is cool but it's weird seeing it done twice now. It's like suddenly seeing a new trend take off.
LET'S GOOOOOOOO!!!! >:3 Here is some coin for a morning coffee, or maybe a investment in That coin bit or bit coin... Doge coin? Whatever you want. 😃😃😃 Anyway thanks for being you, I love your channel. I look forward to the Long LP Cheers Mr. Hero. 🍻
This was a genuinely spooky video for me at a few points! My only complaint is that I don't like the ending. I can't put my finger on why. I think it just feels unearned? The twist was predictable, but not necessarily because the game set it up, but because it was the most obvious twist there could be. It would have been more narratively and dramatically fulfilling if it just ended with the good ending imo. Francesca gets to be reunited with her son, which is what the game was building toward. You could even still have her be infected and make it more interesting-maybe at the beginning of the game we hear that she's infected but she refuses to believe it, and the narrative works on her denial and how badly she wants to see her son again.
I agree about the ending, although what I dislike about it is just that it's a giant exposition dump completely lacking in subtlety. The information conveyed is very blunt and blatant, and the way its told completely breaks any immersion. The Player escapes, but wait, we can't have a good ending! So lets just take the camera (which should belong to the character) over to this random log that's playing for some random reason, and ram information through your skull to make sure there's a bad ending! The rest of the game was great, but that ending... it's entirely too blunt and hamfisted for a game that is otherwise trying to be subtle.
Agreed. First off, there's no possible way that Bryan could know all of that. What, did he have a meeting with the void people? 🙄 No one's ever made it back, so how could he possibly know what would happen? Second, yeah, the exposition dump was silly and hamfisted to the point of pretension. Third, why can't we just have a good ending? After going through hell in a horror game, I think it's earned.
@@WobblesandBean he prolly found something that give him some insight on who is the chaser/monster and seems he can feel something observing him and his crew. giving that he certain that the crewmates can be 'infected' but he found that the monster isn't the one who infected his crewmates plus the ominous feeling of void and the 'observer' he conclude it that his crewmates already doomed when they first interact with void. this assumption focus on what the professor have learned before the main event of game happen.
You know the parts where it glitches out for no reason and teleports you or something? Francesca should've found the tape, then it just glitches out. THEN at the end, we see what the tape says and it shows Francesca's selfishness on how she'd rather reunite with her son than save the world.
This was REALLY good, god damn. The voice acting was top-notch, the concept of using lidar is relatively fresh. The ending wasn't the best, but still. This has a lot of polish to it and I wonder if they'd ever make a sequel to it.
Helluva scary game, gotta love that eldritch sci-fi horror tropes. ... Spoilers further ahead. What kills me is that the Professor dude leaves an apocalypse log and says "yo you can't leave but I ensured everybody died because of this thing", and I have to ask, dude how the hell do you know? Its not like all the monsters are exactly forth coming, they don't exactly walk up and start a conversation with us about the weather over coffee. And the void never speaks. Its more understandable in this case that someone just cracked and went on a slaughter for the "good of the crew and Earth", as a horrible way to compensate being in an eternal darkness with monsters, especially having already ensured the death of one of the crew and attempted to ensure the death of another. Like the idea of the "Infection" in this case, isn't clearly defined. If this is another planet, then the question is where is this planet getting all the extra bits, if its not just the void Creating Stuff ala reverse-sensory deprivation. Its clear that there are hostiles, and those hostiles do something with "Meat" and can and will attack living things, but there's no telling exactly what is going on because we can't bloody well see it and neither can anyone else. So, no matter the "twist", his warning still doesn't hold water, because in this great unknown its too close to being the ramblings of a madman who went nuts and murdered his crewmates, from being in an eldritch location with hostiles that tend to use corpses. He's made more corpses for it to use, so ultimately, the Professor is unreliable and in the wrong. His claims cannot be backed up with any substantial evidence found in the game that cannot be put up to "void is merely messing with you" and "if you die in the void, you become part of its puppetry / creation attempts".
Right?? It's just plain badly written, and poorly implemented. All they had to do was have Bryan say "I do not know what will happen if a contaminated human makes it back to earth, but I fear the very possibility of it. It's far too dangerous to go back". There, plot hole solved. Or at the very least, have the rest of the base able to be explored, cuz clearly the recording is in there. Have an alternate ending as a reward for players who do their due diligence and find the tape. Then you'd have a "good" ending, where Francesca never comes back, but at least humanity is saved.
@@WobblesandBean They could've made an angsty ending too! Francesca creates a recording to send back to the base, places it in the escape pod and then kills herself. She could've placed herself in the hallucination and look at her son for her final moments.
I can think of a game similar to power washing simulator, But with Lidar, you get payed to go to houses, tunnels, Caves all sorts to scan every millimeter. and you get better equipment as you go on(basically as if you're going around with Polycam... but you get payed LOL) What we could do without is the inevitable Mobile "reveal the image" games.
The lidar scanner it's such a great concept for a horror game, it's like you have a vaguely idea of your surroundings, but at the same time everything it's kinda off
So here's how I understand the plot, sorta (spoilers): So the blue dot things, those were the aliens all along, not the screamy-chasey red dots, which were humans who got turned into meat mannequins from the contamination? Only they're not aliens, cuz the doctor commander guy said Tenebris wasn't an exoplanet, but a parallel dimension (despite existing as a planet in our dimension, because reasons). Is that why it had the Sphinx and so many other familiar constructs like houses, trees, retainer pools, etc? Except, they're all just kinda sitting there, within walking distance of each other. Did the Blue Dots build them? Out of what, Voidbricks? Also, the void people/Blue Dots somehow know about earth, and want to conquer it, because reasons. And they plan to do it by...doing nothing, I guess. Their atmosphere is apparently contagious, and will slowly grow and turn the entire planet into more black goo. Friggin' game shoulda just been called "goth Annihilation". So anyway, the Blue Dots are gonna sit back and hope that a human will visit, survive the hostile environment long enough, and possess the technology to go back home, do so before they turn into a meat mannequin, and hope we're too s†upid to understand what quarantine is. Thus, making this plot point the single most realistic aspect of the game. But then here comes Mr. Commander Doctor Guy to save humanity from the Blue Dots, cuz he figured out their improbable and highly uninvolved plan! Which is odd, because if the crew members were all contaminated the entire time, why didn't Mr. Commander Doctor Guy (et al) turn into meat mannequins? And how the hell could he know what would happen if someone left back to earth when no one's made it back yet, let alone that the contamination = interdimensional void herpes? Also, if Mr. Dr. Guy must stop his crew from going back to earth at all costs, why didn't he just destroy all of the escape pods? "Hmmm yos I just had to kill my crew because they tried to use the escape pods despite knowing about the interdimensional void herpes. Better break them all except one. Francesca could still be out there somewhere, and considering my crew is dead because they sucked at following orders, I bet someone gave her the key code to get in here. I can't risk her using the last escape pod I have decided not to destroy because reasons. To stop her, I'll scatter a few perfectly intact and functional pod power cells here and there within the station and then Self Crit. This is a good plan." .....I don't get this game.
Maybe the thing inside them noticed and tried to stop the dr Maybe some kind of hallucination might be the reason but maybe only if it was in the dark zone because the main character (forgot name rn) got hallucinations too
Imagine the aliens seeing the same pod which launched hitting an big ah asteroid and so forcing it into destroying their planet ( if that is what dr.guy is planning then 💀 )
This game is so interesting from a style and artistic level. The way the game renders these dots, making them have so much more depth, along with the scares actually working really well, if you can't actually see what's chasing you. Great stuff, honistly.
i have just realised that the footsteps of the monster at 14:15 sound like it is a crewmate who turned because it sounds similar to the suit of the character that is being played and that it is crying could also be a hint
I found the juxtaposition of the terrible writing (style, grammar, English norms) and the almost flawless voice acting on the first audio log being read (Alisha Hill, 11:09) absolutely hilarious to experience. Like, she's *really* trying to sell it as a real person having a mental breakdown, and she's doing a great job, but then you read the log and it's just... Ah yes, explain the reason for the naming of the planet, refer to every person by their first *and* last name, even when mentioning them multiple times (EXCEPT THE PROF, APPARENTLY THEIR FIRST NAME IS JUST PROFESSOR), incorrect word choice every 5th word. Just made me lmao.
The voice acting is really good, considering the wonky writing; I'm assuming English is not the guy's first language. I love the whole LIDAR game genre, it's such a fun thing to toy around with.
Unfortunately it feels like he has just bad grammar. Nobody who learnt english as a foreign language would make the "could of" mistake. That's a mistake only native English speakers make
They missed the opportunities to have entities/invisible infected attacking while the protagonist has the Range Scanner, so she'd have to rely on it despite being able to see the world clearly - especially since we knew they were invisible from the first encounter (or second if you count the visible, still one) with them.
I mean...it was telegraphed all the way at the beginning. But yeah, it does suck. I wish horror games would just let us have a happy ending, they don't need to pull a "PSYCHE, everyone's screwed after all lol".
@@WobblesandBean Yeah, just because the environment and scenario is a bad situation doesn't mean it has to end like that, or imply it's going to end _worse_ than that. I agree, more horror games should have a good ending, or at least one that could be interpreted as such. I'd like to see one where the monster shows up just as the protagonist is escaping and it looks like it's all over, but the protagonist is so fed up at that point that they run up to the thing they've been running from the whole time, and bashes it with a fire extinguisher and escapes.
@@glitteringsunlight7048 LMAO so true, for me it was a twist "good ending", but then it turned into another 'was infected the whole time' trope (which I was expecting)
@@erihgioqe3798 LOL I like that. Or better yet, reward the player for exploring everything and finding the tape the commander left behind by giving an alternate ending where Francesca never comes home, but at least humanity is saved.
The scanner mechanic reminds me of painting in the world in The Unfinished Swan. Being blind to the world until the player takes charge is a really cool and sometimes terrifying concept. I hope more games use it as well as this one did.
This game is good... With sudden jumpscares and manlys commentaries... the anxiety and horror of darkness with no clue while scanning with lidar... damn.. the atmosphere and the sound were top notch... they combined space,void,darkness and unknown perfectly...
16:17 that is a comically bad hiding spot, how does it even count as a hiding spot. Imagine walking into the room, you'd instantly spot someone huddled under that desk
Holy cow, a phenomenal game and PT, MBH. About 30-40min I started having intense anxiety to where I had to pause and take my anxiety meds earlier than usual. I'm terrified if space, of UAPs/UFOs, aliens, black holes, etc. It's so vast, so much is unknown. I'm no astronaut, nor would I ever want to be to me it's all a shot in the dark, essentially. What a thrill! What an amazing, genius and terrifying idea for a horror game. Thank you for the space ride, Manly. ;)
Then we can see whats down the bridge the player is walking and how big it is and the monster looking like.. Wait maybe not the monster because when it was on the light on the first encounter it did not show so maybe only that remains same
Great concept for a game, but I'm here for the hilarious MBH commentary. Which did not disappoint "yours truly". The comedy here was commensurate with the "Haunted Bus Ride".
Welcome to the It's Dark Down Here Club how It's Dark Down Here are ya?
Its dark and cold here
ya
well the dark has drained out the flashlight so way to dark
its dark down here
Manly, please it's been 3 months in your basement. Please.
this is like the second lidar game ive seen manly play, and the idea of using lidar in a horror context is genuinely terrifying, because the player is still, essenstailly blind in an unfamiliar territory that is potentially hostile. it sets off a deep feeling of unknowningness and helplessness.
i mean, the original game for this is kinda horror, scanner sombre, you should look into it
@@danfm1 if I had to guess, saying "second lidar game I've seen" implies he already knows Sombre
@@NoNameAtAll2 nah, manly also played a different one that was a quick and simple lidar game, that had nowhere near the amount of content that somber scanner did. I think that one he played was named something simple like lidar.exe?? Could be wrong idk
@@maysee2515 gmod?
@@dkskcjfjswwwwwws413 yeah that looks like the one manly played
I like how everytime the screen blurs your immediate response is. "This can't be happening"
Old habit if you've played Eternal Darkness. One of the greatest horror gems of all time, and not well-known because it released on the Gamecube.
The first infected person was no longer there once you left the storage room. Not trying to spoil anything but I think that giant object was the front of the sphinx. Maybe the dev was hinting the Egyptians visiting the void.
I noticed too, but he was back as soon as he turned around, maybe he just had to use the bathroom.
@@Theiron2142 It wasn't there when he turned around the first time, it was after he died and had to replay that part that the corrupted figure stayed there after getting the hazard suit. Probably a bug.
Ah yes, the Ancient Egyptian Space Program, just like I remember from Sonic Adventure 2.
The guy at the end said that Tenebris is a parallel dimension to our earth, which is why it has houses, people, etc....and apparently the goddamn sphinx.
It could also be a reference to the hyperion book series, there's a sphinx in alien ruins in it
I will never understand how you can consistently turn your back to a freshly opened door to look around before going through it.
That's just the way he plays games, mindless most of the time.
I mean he goes for all endings for every game so of course he has a knack for constantly looking for secrets
Right. Especially if it's a room that's been combed cleanly because he had to find thing to open door, like that thing was locked and you were safe but there's no guarantee on the next room. More anxiety inducing for the viewer than him I guess
It's the lack of fear, I think. He probably also understands that it builds more tension in the audience, given how long he's been playing Horror games lol.
@@squidpw6493ya I noticed the way he plays in all his videos are like this
this is why every space expedition should be heavily militarized with turrets everywhere like in genesis alpha one
In many games and movies though it's just a random scouting or search party / expedition.
I wanna believe that they do that at first. But after visiting like 100 planets rocks asteroids moons any cosmic matter etc., the gov just says "aight safe enough so far no more military".
But yeah seems dumb since space is 1000% lethal in any context. Having at least a medical team and some guards do wonders to avoid psychotic breakdowns and mutinies.
I don't think that more guns would have helped against an eldrich horror that would infect you just by being in it's presence.
@@fumothfan9 i think thats kinda what happened in subnautica where they were going a a poorly document planet where they already lost contact with the last team and yet they brought nothing military with them
In a universe where realitivistic missles can exist, not attacking first is dooming your race
It didn't go with Aliens.
I cant get over the repeated mention that Tenebris is Latin for darkness. Like... they REALLY wanted to make sure the player didnt miss that detail
By the way, did you know that Tenebris, the name of the game, stands for “darkness” in Latin?
Its also dark and full of gloom
Its cause most of it is written by ai
@@jackcrawford9900 that makes sense lol
@@jackcrawford9900wait really
So the "void" is teoreticly just some matter that completly absorbs light, so its like the darkest black paint but its growing and also turning people into zombies. Nice :3
Kinda like the shimmer from Annihilation, only even more grim.
Void is a lack of matter....
then, LIDAR tech would not work, because it completely relies on light bouncing back to the lens to record a surface...
@@chilomine839 He's referring to the 'void' talked about in the game? Did you not watch it?
@@oldschoolChazzed that means that likely the void is some form of Eldritch matter that causes our eyes to be unable to see anything we didn't bring in with us. even then that too would evenutally turn invisible.
26:22 I think the setting of an alien void is pretty scary, but hearing familiar human noises in that void is beyond terrifying
I have always been interested in how little someone actually needs to see something to perceive something like how just a ton of dots can be made to look like a fence
the best example in my opinion was how manly could tell that was a Mary statue even though in reality its just a bunch of dots making shapes
I also really enjoy how this game takes the "your in the dark and must survive" trope in horror and adds another layer by making the very act of being able to see a mechanic that you have to keep track of without using the flashlight with maybe a battery needed every now and then
If you haven't already seen/played it, id recommend checking out scanner sombre.
*ahem* *you're
Very well said!! It's awesome and terrifying!
Well technically, if you are watching this you are most likely to be using a screen, and screens uses small light thingies that are essentially just small dots or squares. Most digital art are just very zoomed out pixels, heck even pixel art is just a bunch of squares. Everything is just a collection of small things to make it look big and take shape.
Take the cells in your body for example, they are so microscopic that you can't see them, but a collection of them (and a few other things) makes a whole you. Buildings are just a collection of bricks and cement, a gun is a metal pipe and wooden handles, clothes is a collection of string, etc. Sand castles, they are shaped like a castle but they are just sand, a drawing is an illusion of connected lines turned into shapes, everything is made out of atoms and molecules.
TLDR; many small things create illusions of shapes.
@@Luminositri you did it my fellow, you've completely eradicated and vaporized his argument, opinion and comment!
I use this technology every day at work and it's fun to see it used this way. I always thought it was cool to find people walking their dogs and things in the point cloud, but it's pretty horrific to think what you could find...
You what,
@@zerotian5661 I what, what?
I don't think these scanners are real or that there is a job that includes them
@@zerotian5661 oh no, it's definitely a very real technology, but it isn't displayed like it is in the video. Usually you collect the data with airplanes, helicopters, drones, or terrestrial scanners and it's displayed as a static point at the time of collection. Technically, it's also how Collison detection works in vehicles. If you want to see how the data is processed you can look up a UA-cam video on TerraScan.
@@zerotian5661 There are. We used these techniques in the data analysis unit during the seventh year of CC.
My favorite was analysing the direction and dispersal distance of pie segments, which helps prevent the audience getting covered in pie.
I like how the game captures the terror of potentially dying and leaving a small child behind. Or, SPOILER ALERT even worse, inadvertently causing the death of your child.
SPOILER:
Was that thing at the end (and foreshadowed around 51:40 supposed to be Francesca herself that's mutated, or her son?
@@WobblesandBean maybe both
@@WobblesandBean the one on the TV?
Sometimes, I hate that I can read quickly. I saw that "SPOLER ALERT" but was too late to stop my eyes :(
Manly: “I’m waiting for the drop.” *Doesn’t notice that the characters entire hand looks like glossy black goop.*
That’s just her glove
@@abbysterling5319I thought so too at first but look, you can see the fingernail of her thumb. I’m p sure there is something wrong with her hand.
@@randomencounter9359 ... Like a glove?
@@chilledburrito Gloves don’t normally have thumb nails.
@@randomencounter9359 Fingernails show through Latex gloves(and other materials, It is inherently easier with Latex) all of the time, they just need to be even semi tight. obviously, unless they are extremely tight, they aren't going to show your nail(s) and there exact length and size as if you had no gloves on at all, but neither do the ones in this game, you can see at the scene you're probably referencing, that they are wearing a black latex glove, where the material between the thumb nail, and the last thumb joint, is shriveled.
and as to why they're glossy, they have been in water, probably dirty water at that(unlike near the start were they are relatively dry).
The gloves are there probably just to make it easier on the dev's.
I REALLY love how the journal-note at 14 min directly is written with the intent that the player reads it and is deliberately leaving a log for her.
I wish more games did that as a plot thread, not just having random journals and notes for no reason. It's a minor pet peeve of mine, how all these people randomly find the time and interest in leaving journals all over the place for no reason.
It inspired me to imagine a similar scenario where the other characters in the game had a relationship, such as sisters, with the protagonist who had to be left behind in a bad state but one in which the others hoped they'd recover from or break free from eventually but they had to leave you behind like in this scenario in this game, but you're like the youngest little sister and the other characters set out ahead hoping you would follow so they go out of their way to leave you notes and information and just try to speak with you one-sidedly through messages left behind.
You can find things related to how they paved the way for you, such as the generic trope of white chalk mark or yellow ropes and tape or paint highlighting things like climeable surfaces, because they actively did that so their little sister might follow them some day if she ever woke up.
So you go along with them on their journey as a one-sided inference picking up the pieces left behind, and eventually when you find a body, you'd by then know their names, personality, see how they cared about you and what they've done for you so far. And it'd make more sense why they'd have a final note on their person, because as the others had to leave them behind or something, they used their last moments to try to communicate with the little sister they hoped was coming and at this point it may just be habit.
Then you can have a sweet reunion at the end where the last survivor(s) carries actual emotional weight uncommon in games.
Build on that core premise in any number of ways. Fantasy, Sci Fi, Mundane Adventure, Modern-world Horror. Player may be a vampire that did die but rose again, player could be held in a medical stasis tank they couldn't take with them and left you in it to hope for the best. You might have been comatose in a simple school infirmary and they locked the door from the inside and went ahead to lead the antagonist / threat away from you, and so on.
I didn't like how the note was locked in the locker though, because it no longer makes sense that way, and therefore ruins the point. If the person was really trying to leave a note for the player then they would have put it somewhere nearby their body in the med bay where they could easily find it, rather than locked inside the locker that requires a keycard they don't have.
@@maysee2515 i wonder if it was hidden by professor bryan? he did seem to be the one to make the drastic decisions and even the one who left the message says she was doing things against his orders (as in giving the keycode i assume)
You should try System Shock 2. Came out around the same time as Half-life (the first one). And pretty much the spiritual ancestor of the Bioshock series.
@@dearvocalist Yeah, in hindsight her s†upid girlcrush doomed humanity.
please, for the love of God, research what a run-on sentence is and how to avoid them
I'm begging you
Y'know, for a split second I thought the ending was gonna be just... Darkness.
She enters the pod, she travels into space, only to find that... The gloom's leaked out *everywhere else.* That there's nowhere else to go anymore; that those few spots of the research stations were all that was left that hadn't been consumed by the gloom.
really would have preferred this over the kinda nonsense twist-for-the-sake-of-it ending we got, it would have been a lot more poignant
...in fact, wouldn't it have hit a lot harder considering we saw the house in void vision? i feel like it'd hold a lot more narrative weight that way, like everything we knew is *already gone*
Bruh fr imagine making pods which cant go to a safe planet with humans that are not infected
@@humanhuman7280 No one will ever sign up for a job slash death sentence.
I'm amused by the fact that the fine print on the first aid kit is an explanation of why they can't use a red cross symbol.
I did not see it but probably copyright
@@silverblank1139 using the red cross violates the Geneva Convention LOL so it's not copyright
@@clownhartz Who cares
Harry Kissinger sure didn't care.
@@Evil_Noah More like Geneva Suggestions
My anxiety slowly kills me whenever manly should probably be looking behind himself every once in a while. It irritates the ever living hell out of me, but it's kinda respectful in an odd way that he only ever moves forward.
Same
He's Manly
I wish I was that manly fr
@@superwaffle9312 we all do...
Notice that at 15:30, the statue of the infected crewmate is missing...
The even weirder part is when it comes back
sus
@@scarletwolf_tb bro just went for a bathroom break right quick
@@scarletwolf_tbPerhaps because Manly died, then a bug made the statue respawn
@@-randomuser-4897 nah bro got thirsty he even said they become dry over time
I think my favorite bit Manley does is whenever something spooky but not immediately threatening happens he says something like "mustve been my imagination" like the least genre savvy person ever
I love these Lidar games, Scanner Sombra was so good, and Lidar.exe was a fun little short. This game adds a nice element that you have sections where you can see, but then lidar sections. Great design choice.
I respect manly for being the person to draw anime and not what a lot of others would of drawn.
Even when there is no anime in a game, there is a way!
You know you've been doing too much House Flipper when you see a second room like this and the first thing to go through your mind is "pick up trash" and "Press 'E' to enter cleaning mode"😅
🎉7😮 lop pd., ,q qq,,oooo
Hahaha.. Lovvvve that game!!!
@@atmywhitson 😄
These levels would be great for Viscera Cleanup Detail 😅
Notice how the monster(s) sound like crying children, and those small human-like shapes in the early portions of the game. I doubt it's *not* intentional.
I love/hate everything about this game's setting and worldbuilding, it's such perfect nightmare fuel. Like.. How do we know that's actually water? How do we know it's not some mystery liquid that's part of the alien environment? Or possibly even some sort of residue from whatever the hell that infection is? It just makes being forced to wade through it all the worse, even without the risk of the noise attracting the monsters' attention.
I really appreciate a man with a pleasant voice/demeanor playing games that I'm too much of a weenie to play myself, and making them fun and interesting to watch. I also just love this community too. Everyone is so lovely and awesome and I know I'll have a good time here. Thank you. You're all really wonderful, and I adore you guys! I adore you, Manly!
Indeed. I'm interested in horror games for the mysteries they hold, not for being scared. It also takes a lot more time to play through these games ourselves, even if I have started to develop resistance to jumpscares. While screaming and scared LPers can be funny, it's... kinda loud (and loud noises annoy me). For that, Manly will always be my favorite horror LPer as well.
oh didn't expect a sequel to this, pog. it's such a fascinating concept
yeah, it's a concept from a game scanner sombre, which is an awesome game that already kinds expanded upon this concept like 7 years ago
@@danfm1 woow lije 7 months ago manly played a short game.
@@simonw.1223 Which game is it? Can you give me the title? lidar.exe?
@@simonw.1223 That one that manly played was called something like lidar.exe I think, and was super short. Very different from Somber scanner. I don't think manly has played somber scanner, at least I cant find a video for it. If anyone does please let me know
I love this game
Throughout this playthrough I was really surprised by Manly's willingness to regularly momentarily turn off the scanner and just walk into the void. The thought of something jumping me would freak me out way too much.
I wouldn't have ever lowered my arm and let go of the scan button. Not even for a second. No reason to *choose* blindness.
I just wanted to point out that the CC says "Hey everyone this is manly badass cereal" and it made me laugh.
Genuinely, this is the first game using the LIDAR I've seen that felt like a GAME and not just a tech demo with delusions of grandeur.
The main part of that is that it understands how the LIDAR mechanic actually fits in with a horror game - it's not about what you can see, it's about what you CAN'T see. Limiting the player's information creates tension and anxiety that the game uses to good effect.
The writing could use some work though, or at least the actual written parts could use an editing/proofreading pass. The overall plot is fine, I think? Nothing revolutionary, but it gets the job done.
The vast majority of games that aren't simple reflex tests boil down to games of information in one way or another. What do you know, what unknowns can you restrict, what RNG can you manipulate? Some games, like Binding of Isaac, are a good blend of both reflexes and information. And then there are games like this, where they limit the information our brains rely on most - actual vision. And it instantly adds layers of anxiety/stress/horror because our brains really do not like losing that treasure trove of key info. Fantastic aesthetic, love to see it used so creatively!
That is basically what it boils down to, reflexes and information. And if there are multiple players, add mental tricks.
25:26 "oh nein. oh no." bro became another culture for a split second in order to avoid the horror of something or someone.
Incase you're not just joking: he said *oh we can hide?* Oh no.
i luv how whenever a game has some kind of drawing mechanic Manly goes into "draw anime" mode :]
59:32 i can see that the void is a low tier god enthusiast
Imagine this game, except Francesca doesn't have a scanner and is just bonking into everything.
This was actually scary in a way that sticks with me. Thanks for playing it!
Right? Something about the contamination causing humans to turn into meat statues who can stalk the uninfected is pretty horrifying. The ending kinda ruined it for me, though.
"Where we're going, you don't need eyes to see." Pretty sure that's an Event Horizon reference.
I came here to say this. It absolutely is an event horizon quote for sure
That's what he said...
He did mention that, yeah
I like the fact searching it with "rpg" or "frontier" shows you something else
That movie still scares the hell out of me and I've seen it a few times already.
the entire game clearly takes place in a table factory
"hmmm yes this is perfect place to start a infection a *table factory* "
@@humanhuman7280 the chair and ceiling fan factory was closed for the day, too many suicides
I'm sorry can we just take a moment to compliment the voice acting? That crying voice on the tape is so good. As well as the main character. Just looks like a great job done on this game all around. 🎉😊❤ And I'm only a few minutes in.
manly, your videos bring me a lot of comfort. my grandmother passed this morning and i really needed this after saying goodbye to her. thank you manly
May she rest in peace; I'm so sorry for your loss.
I'm So sorry for your lost :(
I'm sorry to hear that.
My condolences
Sorry foe your loss. May she rest in peace.
Omg I love this concept! Glad manly went back to it. Tbh, the fact they used the words gloom and voidness kinda breaks the submersion a bit for me, was expecting terms more scientific sounding. But the gameplay was great, great pace, pretty well written ending if not a bit oddly presented by the professor; the feeling behind admitting he killed team members and trying to justify it to himself was pretty good voice acting as well. I'm very curious how well this gameplay could transfer to a pvp type of game, I'd love to try that.
Then again, this is space and we know how astronomers are with naming things. Spaghettification, black hole, neutron star. It's all very literal without fear for if it feels silly. Can imagine some astronomer looking into the abyss like yup, that right there looks quite gloomy. It's got a certain void-ness about it. Hey I think I figured out the name!
You were expecting terms that are more scientific? like the insides of Neutrons stars which are called "nuclear pasta" and go through "lasagna phase" and then "spaghetti phase", or maybe "hairy black holes", "Dark Doodads", etc.
I'm pretty certain that actual scientists would come up with even worse names like "spooky dimension" or something like that, hahahahaha
@@eduardopupucon lol looked it up myself, “antispaghetti” that’s some funny shit.
@@eduardopupucon I'm a scientist. Can confirm. 😂 I mean, we shot a bunch of tardigrades into space just to see what would happen, and called the experiment TARDIS. We're nerds, what did you expect?
You’d be surprised how sometimes scientists would name things in the most generic and matter-of-fact way. Until they have better understanding and give scientific name that is.
Is it me or did the part when you get in the pod at the end (1:20:48) with the invisible enemy say "Please don't go"? Kinda fits with the twist :p I only bring it up cuz all the other enemies I didn't understand at all but this one was real clear to me.
i've relistened to that part like 10 times and don't here any words at all lol
Holy shit I heard it at like 1:21:00.
@@airicmayz3597 I don't hear anything. Also, what invisible enemy?
I think it’s supposed to be her son saying “please come home.” The game says at the end her kid is what kept her fighting to survive. But with the obvious twist being that there are “watchers”. I bet they left her alone so she’d ignore the obvious danger like the other scientist and go home.
@@Ep1cTV That makes sense. Would have been nice if they'd set that up sooner, though.
I found it awesome when you were scanning the valve and the wall behind it had a shadow in the shape of the valve.
I feel games like this should have like.. an added mode you get by beating the game that makes the game look normal again, or a permanet always going lidar visor so you can see everything in real time or something.
Just so people can really see the full length of the creativity.
Cause the world they made seems awesome, but you just cant see it fully.. cause Lidar.
This must be made in Unity which is extremely easy to mod. I wonder if I could take a crack at a sort of "ultra scanner", however I am a chicken and probably could not play this game.
parts you cant normally see in such games are almost always just bare minimum assets as to not waste time and money on something players normally not supposed to see.
An astronaut using "could of" is one of the most immersion breaking stuff I've ever heard😂
I like to imagine that 100 years after these doomed scifi expeditions they're like "yeah, they didn't know you could kill the monster by spraying it with grape soda and everybody died, so tragic."
Quite happy to see more Lidar scanning used in horror, it allows for such a unique environment. This was great, really enjoyed it. I would have liked to see the segment that mixed Lidar scanning with traditional environments be a bit longer and I have mixed feelings on the ending but overall I'm impressed.
Even if it's not from the same creator of LIDAR.exe I'm glad to see more games with the same thematic.
You should look up somber scanner then, it's an older lidar game that has a way cooler/fuller environment and story.
@@maysee2515 I'll definitely look into it, thanks!
What was LIDAR about? Making the player use sensors, drones and stuff is always fun.
@@SusCalvin do you mean the game? if you mean LIDAR the tech, Its an abbreviation for LIght Detection and Ranging.
@@chilledburrito LIDAR the other game. :)
I was expecting a bad ending but didn't see that coming. This game does freak me out. Being stuck in the dark would be torture and at the end I was scared they would add claustrophobia to the mix.
You didnt watch it all...
It's amazing what a change in reaction can do. A couple days ago I watched IGP play this game and he was acting so scared the entire time and I had to pause every few seconds from fear/anxiety and look in the comments for a jump scare list and take a break like 30 into the video. But with Manly, he's acting so calm and basically just being like,"Yeah, this is fine." And it's making me feel so much calmer too. Although, I am only 27 minutes into this video, so I don't know if that will change later on. But for now Manly is calm and so am I. Which is impressive since I cannot handle horror well. Although I love watching horror games. But it's hard when I get really scared and have to pause basically every ten seconds.
I just realized I forgot a word. I meant 30 minutes into the video.
So this is that newfangled Raytracing they keep telling me about...
i really like horror game mechanics where you need alternative ways to see the enemy. Lidar, where your perception of your world slowly fades away and is static rather than ever changing, mirror, where your perception of your world is split, and you need to turn you back on what you want to see, or even closing your eyes in a game that sadly isn't being developed anymore, The Blackout Club, where you need to lose sight of everything else in order to see something else.
Remmeber when manly had 300k subs now he has over half way to 2 mill we love to see it
i think he was 250 when i started watching- less than john wolfe at the time, i think
"Astronauts are very serious professionals"
The astronaut at 23:49
This is the second time I've seen this idea used, and it's really good. Using shadow and literal sight direction go paint your view is cool but it's weird seeing it done twice now. It's like suddenly seeing a new trend take off.
Voice acting in this game is so good! So good in fact that it weirds me out that some of the text clearly lacks revision.
9:11 bruh i got jumpscared over a literal statue i though it was a guy pointing a rifle to manly 💀💀💀
This would make a amazing horror film.
The voice acting was absolutely spectacular!
Thanks!
I absolutely am in love with the idea of using lidar for horror games and there need to be more. Loving your videos like always!
"I'm in the Unity House!"
HQ Residential House: This model doesn't look anything like me! Come on! I know I'm a meme, but give me SOME respect!
LET'S GOOOOOOOO!!!! >:3
Here is some coin for a morning coffee, or maybe a investment in That coin bit or bit coin... Doge coin?
Whatever you want. 😃😃😃
Anyway thanks for being you, I love your channel.
I look forward to the Long LP
Cheers Mr. Hero. 🍻
This was a genuinely spooky video for me at a few points! My only complaint is that I don't like the ending. I can't put my finger on why. I think it just feels unearned? The twist was predictable, but not necessarily because the game set it up, but because it was the most obvious twist there could be.
It would have been more narratively and dramatically fulfilling if it just ended with the good ending imo. Francesca gets to be reunited with her son, which is what the game was building toward. You could even still have her be infected and make it more interesting-maybe at the beginning of the game we hear that she's infected but she refuses to believe it, and the narrative works on her denial and how badly she wants to see her son again.
I agree about the ending, although what I dislike about it is just that it's a giant exposition dump completely lacking in subtlety. The information conveyed is very blunt and blatant, and the way its told completely breaks any immersion. The Player escapes, but wait, we can't have a good ending! So lets just take the camera (which should belong to the character) over to this random log that's playing for some random reason, and ram information through your skull to make sure there's a bad ending!
The rest of the game was great, but that ending... it's entirely too blunt and hamfisted for a game that is otherwise trying to be subtle.
Agreed. First off, there's no possible way that Bryan could know all of that. What, did he have a meeting with the void people? 🙄 No one's ever made it back, so how could he possibly know what would happen? Second, yeah, the exposition dump was silly and hamfisted to the point of pretension. Third, why can't we just have a good ending? After going through hell in a horror game, I think it's earned.
@@WobblesandBean he prolly found something that give him some insight on who is the chaser/monster and seems he can feel something observing him and his crew. giving that he certain that the crewmates can be 'infected' but he found that the monster isn't the one who infected his crewmates plus the ominous feeling of void and the 'observer' he conclude it that his crewmates already doomed when they first interact with void. this assumption focus on what the professor have learned before the main event of game happen.
You know the parts where it glitches out for no reason and teleports you or something? Francesca should've found the tape, then it just glitches out. THEN at the end, we see what the tape says and it shows Francesca's selfishness on how she'd rather reunite with her son than save the world.
This was REALLY good, god damn. The voice acting was top-notch, the concept of using lidar is relatively fresh. The ending wasn't the best, but still. This has a lot of polish to it and I wonder if they'd ever make a sequel to it.
Helluva scary game, gotta love that eldritch sci-fi horror tropes.
... Spoilers further ahead.
What kills me is that the Professor dude leaves an apocalypse log and says "yo you can't leave but I ensured everybody died because of this thing", and I have to ask, dude how the hell do you know? Its not like all the monsters are exactly forth coming, they don't exactly walk up and start a conversation with us about the weather over coffee. And the void never speaks.
Its more understandable in this case that someone just cracked and went on a slaughter for the "good of the crew and Earth", as a horrible way to compensate being in an eternal darkness with monsters, especially having already ensured the death of one of the crew and attempted to ensure the death of another.
Like the idea of the "Infection" in this case, isn't clearly defined. If this is another planet, then the question is where is this planet getting all the extra bits, if its not just the void Creating Stuff ala reverse-sensory deprivation. Its clear that there are hostiles, and those hostiles do something with "Meat" and can and will attack living things, but there's no telling exactly what is going on because we can't bloody well see it and neither can anyone else.
So, no matter the "twist", his warning still doesn't hold water, because in this great unknown its too close to being the ramblings of a madman who went nuts and murdered his crewmates, from being in an eldritch location with hostiles that tend to use corpses. He's made more corpses for it to use, so ultimately, the Professor is unreliable and in the wrong. His claims cannot be backed up with any substantial evidence found in the game that cannot be put up to "void is merely messing with you" and "if you die in the void, you become part of its puppetry / creation attempts".
Yeah, I was let down the infection part isn't explained very well at all nor how the Void is supposed to connect with it.
Right?? It's just plain badly written, and poorly implemented. All they had to do was have Bryan say "I do not know what will happen if a contaminated human makes it back to earth, but I fear the very possibility of it. It's far too dangerous to go back". There, plot hole solved.
Or at the very least, have the rest of the base able to be explored, cuz clearly the recording is in there. Have an alternate ending as a reward for players who do their due diligence and find the tape. Then you'd have a "good" ending, where Francesca never comes back, but at least humanity is saved.
@@WobblesandBean They could've made an angsty ending too! Francesca creates a recording to send back to the base, places it in the escape pod and then kills herself. She could've placed herself in the hallucination and look at her son for her final moments.
Anyone else wanna see what non-horror potential lidar sight has?
The Uncolored Swan
@@howdoyoudo5949 not quite lidar but a nice game
YES! I do! It's such a cool concept, I want to see it utilized in other genres.
@@howdoyoudo5949 Available on Steam? Devs name?
I can think of a game similar to power washing simulator, But with Lidar, you get payed to go to houses, tunnels, Caves all sorts to scan every millimeter. and you get better equipment as you go on(basically as if you're going around with Polycam... but you get payed LOL)
What we could do without is the inevitable Mobile "reveal the image" games.
This guy really just went down into the void for anime.
The lidar scanner it's such a great concept for a horror game, it's like you have a vaguely idea of your surroundings, but at the same time everything it's kinda off
Love the pause to draw and appreciate art! ^^
23:18 Artistic Manly
This game is beautiful!
The FONT CHOICE, though... It sure is.
So here's how I understand the plot, sorta (spoilers):
So the blue dot things, those were the aliens all along, not the screamy-chasey red dots, which were humans who got turned into meat mannequins from the contamination? Only they're not aliens, cuz the doctor commander guy said Tenebris wasn't an exoplanet, but a parallel dimension (despite existing as a planet in our dimension, because reasons). Is that why it had the Sphinx and so many other familiar constructs like houses, trees, retainer pools, etc? Except, they're all just kinda sitting there, within walking distance of each other. Did the Blue Dots build them? Out of what, Voidbricks?
Also, the void people/Blue Dots somehow know about earth, and want to conquer it, because reasons. And they plan to do it by...doing nothing, I guess. Their atmosphere is apparently contagious, and will slowly grow and turn the entire planet into more black goo. Friggin' game shoulda just been called "goth Annihilation".
So anyway, the Blue Dots are gonna sit back and hope that a human will visit, survive the hostile environment long enough, and possess the technology to go back home, do so before they turn into a meat mannequin, and hope we're too s†upid to understand what quarantine is. Thus, making this plot point the single most realistic aspect of the game.
But then here comes Mr. Commander Doctor Guy to save humanity from the Blue Dots, cuz he figured out their improbable and highly uninvolved plan! Which is odd, because if the crew members were all contaminated the entire time, why didn't Mr. Commander Doctor Guy (et al) turn into meat mannequins? And how the hell could he know what would happen if someone left back to earth when no one's made it back yet, let alone that the contamination = interdimensional void herpes?
Also, if Mr. Dr. Guy must stop his crew from going back to earth at all costs, why didn't he just destroy all of the escape pods? "Hmmm yos I just had to kill my crew because they tried to use the escape pods despite knowing about the interdimensional void herpes. Better break them all except one. Francesca could still be out there somewhere, and considering my crew is dead because they sucked at following orders, I bet someone gave her the key code to get in here. I can't risk her using the last escape pod I have decided not to destroy because reasons. To stop her, I'll scatter a few perfectly intact and functional pod power cells here and there within the station and then Self Crit. This is a good plan."
.....I don't get this game.
Maybe the thing inside them noticed and tried to stop the dr
Maybe some kind of hallucination might be the reason but maybe only if it was in the dark zone because the main character (forgot name rn) got hallucinations too
Because its very odd to leave one pod and not destroy them all
@@friedpandesal2376 I genuinely have no idea, lol. But if it was a hallucination, it was one hell of a coincidence that he was right.
Imagine the aliens seeing the same pod which launched hitting an big ah asteroid and so forcing it into destroying their planet ( if that is what dr.guy is planning then 💀 )
He died before be could, presumably. You can see a humanoid clay person like in the beginning. He dried up before he could.
This game is so interesting from a style and artistic level. The way the game renders these dots, making them have so much more depth, along with the scares actually working really well, if you can't actually see what's chasing you.
Great stuff, honistly.
This game brings me back the memories of soma! Very interesting game!
i have just realised that the footsteps of the monster at 14:15 sound like it is a crewmate who turned because it sounds similar to the suit of the character that is being played and that it is crying could also be a hint
The world needs more lidar games
Manly walking back to the meat room at minute 15-
Me: "where's the meat man where's the meat man?!"
I’m gonna assume Dr. Bryan thought Francesca died from her accident but didn’t consider being sure.
I found the juxtaposition of the terrible writing (style, grammar, English norms) and the almost flawless voice acting on the first audio log being read (Alisha Hill, 11:09) absolutely hilarious to experience. Like, she's *really* trying to sell it as a real person having a mental breakdown, and she's doing a great job, but then you read the log and it's just... Ah yes, explain the reason for the naming of the planet, refer to every person by their first *and* last name, even when mentioning them multiple times (EXCEPT THE PROF, APPARENTLY THEIR FIRST NAME IS JUST PROFESSOR), incorrect word choice every 5th word. Just made me lmao.
Love how Manly dropped everything and drew anime once he learnt that he could change the size of the particles 😂
Your voice and personality are perfect for a horror LPer, I'm honestly glad I get to enjoy your content!! Keep doin what your doing :)))
so did no one see the hand giving the thumbs up at 8:06 (bottom right corner of vent when he turns the corner, hand pulls back from a thumbs up)
20:24 why is she so shocked by the blood after seing the lab lmao
The voice acting is really good, considering the wonky writing; I'm assuming English is not the guy's first language.
I love the whole LIDAR game genre, it's such a fun thing to toy around with.
Unfortunately it feels like he has just bad grammar. Nobody who learnt english as a foreign language would make the "could of" mistake. That's a mistake only native English speakers make
@@CatroiOz Makes sense.
They missed the opportunities to have entities/invisible infected attacking while the protagonist has the Range Scanner, so she'd have to rely on it despite being able to see the world clearly - especially since we knew they were invisible from the first encounter (or second if you count the visible, still one) with them.
Manly: Oh, a good ending...?
Game: *Nope.*
Wow that ending expo dump dampened the ending pretty significantly. Couldn't just have a happy ending I suppose.
I mean...it was telegraphed all the way at the beginning. But yeah, it does suck. I wish horror games would just let us have a happy ending, they don't need to pull a "PSYCHE, everyone's screwed after all lol".
@@WobblesandBean Yeah, just because the environment and scenario is a bad situation doesn't mean it has to end like that, or imply it's going to end _worse_ than that. I agree, more horror games should have a good ending, or at least one that could be interpreted as such.
I'd like to see one where the monster shows up just as the protagonist is escaping and it looks like it's all over, but the protagonist is so fed up at that point that they run up to the thing they've been running from the whole time, and bashes it with a fire extinguisher and escapes.
At this point I expect the twist everytime. I'm genuinely surprised when there's a good ending or inversion to the twist.
@@glitteringsunlight7048 LMAO so true, for me it was a twist "good ending", but then it turned into another 'was infected the whole time' trope (which I was expecting)
@@erihgioqe3798 LOL I like that. Or better yet, reward the player for exploring everything and finding the tape the commander left behind by giving an alternate ending where Francesca never comes home, but at least humanity is saved.
Lidar games aren’t like other games that take away sight because you’re still technically blind. You are just seeing the world in still pictures
Oh nice! I loved this concept, I saw another video of this - not sure if the devs have adding anything since I saw the other video - but I adore this.
Update: there is a lot more to this game now - imma save this playthrough for a food entertainment - if ya get it, ya get it 😅
I wonder what more there is
The scanner mechanic reminds me of painting in the world in The Unfinished Swan. Being blind to the world until the player takes charge is a really cool and sometimes terrifying concept. I hope more games use it as well as this one did.
Man I LOVE the scanner concept.
This game is good... With sudden jumpscares and manlys commentaries... the anxiety and horror of darkness with no clue while scanning with lidar... damn.. the atmosphere and the sound were top notch... they combined space,void,darkness and unknown perfectly...
The technology/horror of this game gives me Soma vibe.
16:17 that is a comically bad hiding spot, how does it even count as a hiding spot. Imagine walking into the room, you'd instantly spot someone huddled under that desk
Holy cow, a phenomenal game and PT, MBH.
About 30-40min I started having intense anxiety to where I had to pause and take my anxiety meds earlier than usual.
I'm terrified if space, of UAPs/UFOs, aliens, black holes, etc. It's so vast, so much is unknown. I'm no astronaut, nor would I ever want to be to me it's all a shot in the dark, essentially.
What a thrill! What an amazing, genius and terrifying idea for a horror game.
Thank you for the space ride, Manly. ;)
Honestly I really liked the voice acting in this game, I think it was quite good :D !
officially found the genre of games that makes me the most uncomfortable
Find it cool how that Lidar thing is making it's way to be more and more popular in horror games like this.
Makes me really wonder what the whole of this game would look like if it was all lit up.
Then we can see whats down the bridge the player is walking and how big it is and the monster looking like.. Wait maybe not the monster because when it was on the light on the first encounter it did not show so maybe only that remains same
Great concept for a game, but I'm here for the hilarious MBH commentary. Which did not disappoint "yours truly". The comedy here was commensurate with the "Haunted Bus Ride".