Alex spotting that confessional paper so quick Saved them so much time. The green candle won't spawn until you pick that paper up, it took me forever to find it and realize it wasn't just another map. Even after consulting a walkthrough, it failed to mention that paper being necessary to progress.
I always look at the views when watching SGS and it’s baffles me how this doesn’t have more view nearly all of the SGS content is pure gold I love these 4 ! Keep up the great work as usual ❤️
I used to get always get a calzone from Stoner's Pizza by Charleston, SC and it was so greasy I would basically drink the calzone. I would save Scary Game Squad videos for Stoner's Pizza nights and because of this I created a synapse in my brain where whenever I watch Scary Game Squad I crave a super greasy super cheesy calzone but now I live on the other side of the country and no one over here makes one. So I have this insatiable appetite for a disgustingly greasy calzone and it is lowkey difficult to watch these because of hunger pains.
I get that. I would pick a different food for different games. When watching their buddy simulator playthrough, I'd eat honey crunchy almond oats, my favorite cereal, and when they played the first Dread X Collection, I'd eat peanut butter granola bars. I strongly associate those foods with those playthroughs.
The Squad will never stop promoting that Jupiter Ascending movie. Had the time to watch it and it was... something. Eddie Redmayne's performance was hilarious. Also Sean Bean is part bee. That time hopping maze section in the chapel was pretty neat. Would love to see more of that later. Those locked doors are probably optional areas where we get to know more about either the protagonist or the organization that knows about the demons. It really looks like they should have the solution to opening some of them by now.
20:26 Is Jesse saying “you know, it’s green stone” And Alex then pausing and sadly saying “yeah. I know” a chilluminati thing? This must be a rosacrusian church.
The small scale is great. There's very little travel time buffing out the game time. Every piece of environment has gotten a lot more attention. I like the pacing of this game too, it's not constantly tossing things at you.
I 100% agree with alex or jirard or whoever that voice is (been following u guys for 5 years now, still cant tell htem apart). Why even have a puzzle in the game if they just straight up give you the answer?
You guys gotta splice in like at least 10 sec of the previous episode's ending because sometimes there are gaps between the episodes due to youtubes shitty end screen overlays and stuff.
Am I crazy or does the combination lock in the room with the chair literally have a 4 digit code engraved on both the left and right side indicating the code might be 1258?
That's what I was coming to see if anyone else had noticed, since I was so far behind. But no one else really mentioned seeing it. Yes, I too, saw a number engraved on the lock itself, and the entire time they were staring at it as he was trying combos, not one of them saw it. So sad.
I hate achievements notifications, specially in scary videogames, they build the whole atmosphere and during the important moments where they are supposed to impact you the most you see a fucking notification pop up explaining what you just did and takes you out of it
On top of that, it tells you if you did something right or wrong or gives you a hint about what just happened. I like when it's all "Did I do it?! Did that defeat the ghost?!" and it ruins it when it's like "*BLING!* The Final Encounter".
Well, you can turn off achievement notifications. And I do love when creators use them cleverly, though. My favorite to recall is Portal 2’s part where he kills you.
Watching you guys go "Left right left left right" and then *refuse* to look at the right wall for that last turn was mildly infuriating. But it's why I'm here, so no complaints, lol.
I know that Luca said there was no "i" on the plaque but there actually was. It said "MADISON" not "MAD SON" so like why have the dialogue there not match the object in game? Just seems super weird to me.
You have to look really close to notice that the I has fallen off the plaque so while it was originally there it currently wasn't. It's still really flimsy story telling but it is still somewhat accurate.
You could see the void where the letter should be, but the rest of the letters were raised, and the I was a flat spot where a letter should be. Super hard to see, I thought the same thing until I actually paused and tried to find a frame with a good look at it.
While the time-travelling maze was pretty neat, the jump-scares are still some cheap-ass shit. And you know what makes them all the more aggravating? It takes more effort to program all those loud stingers and camera-shakes than it would to just have the monster just BE there. The devs actively spent more time and effort on making them more bombastic, when they'd be more effective, and less annoying, if they DIDN'T rely on cheap shock tactics. If you're going to have big bombastic jumpscares, you can only have a few, and they need to be well-timed. One sets up the expectation that another could happen at any time, and it puts you on edge in a state of dreadful anticipation, waiting for the other shoe to drop. You might be able to sneak a second one in later on, but you'd need to be even more careful about it, and likely refrain from slipping a third one in. And of course, do NOT have it be the same kind of bombastic jump-scare. If it's recycled, it isn't as scary 'cause it's familiar.
I actually appreciated how the cheap jump scares kind of set them up for that “chase” in 1951, where they didn’t realize that the longer that they were in the area, the closer the jump scare was to them with each subsequent jump (at least, that’s how it seemed). It was an interesting way of introducing a threat in a way that the boys immediately dismissed as another jump scare, until the threat started getting uncomfortably close, at which point they started to key in that this was different and an actual threat. Which isn’t to say that the initial jump scares are good-I’m just saying that I like that they utilized the cheap scares in an innovative way that actually did more than just “Boo!” Because you’re right, that a lot of these scares just feel cheap and annoying, and would largely be more effective if they were silent, subtle things that not even everyone on the squad would necessarily catch every time, almost as if the player is losing their mind and seeing things.
@@NekoRyuukiChan I mean, that's a fair assessment, but the execution of "Blue Knees" was let down by the overexposure to bombastic jumpscares. The boys were numbed to the threat, and up until this point there wasn't actually a threat of being killed, so they fell for it like lambs to the slaughter. And while the boys can be a little dim sometimes, this time it was kinda the game's fault as well. If this game went full Fatal Frame, with the protagonist having to use the camera to banish spirits with an actual combat system, we would be primed for threats that could actually kill us. What's more, we could have had a cool "Darth Vader" moment with Blue Knees, where we raise the camera to try and brap them, only for them to be unfazed and take no damage, prompting us to turn tail and get the hell out of there. Again, this leads back to a big problem I have with mechanically-minimalistic "haunted houses", which is separate from the problem of overusing jumpscares. If you don't have resources to manage, there's an absence of tension and uncertainty, and you don't have much in the way of release and relief when you find a healing item or some ammo to ease the existential dread offered by scarcity. On top of this, resource management informs level design and provides a greater motivation for exploration, since if you don't need to scrounge for resources, there's less motivation to go into spooky places when it's not imperative, and thus less motivation for the level designer to make environments that encourage thorough exploration. (though MADiSON thankfully does have a Spencer Mansion style of level design anyways, so they get a cookie for that) Building on the whole resource management thing, having a means of being killed alongside a means of fighting back means that encounters with enemies aren't just "run and hide" affairs, meaning that it takes longer for them to wear out their welcome. Specifically, instead of relying solely on avoidance, you're able to actually confront the obstacles in your path, and avoidance goes from a dominant strategy to a conditional choice. You're able to decide whether to spend precious resources to solve the problem, or spend time avoiding the problem, and with the latter you have to weigh the benefits of solving THIS problem versus saving your stuff for future problems that are harder to simply avoid. That's where the tension comes from when resource management is in the picture, and unfortunately MADiSON doesn't have that outside of a barebones limited inventory system, which is a whole other can of beans that I'm not gonna get into here.
@@GmodPlusWoW sounds like it's time for you to get into game development. Surely you're not talking out of your ass and you seem to know your shit, why not give it a shot? I'd love to see your vision if what a horror game should look like
@@GmodPlusWoW So how would you have done this to make the scares more effective? You seem to have a vision in mind and you have a good grasp of what you would find scary. What would you change about this one to make it feel scarier?
they really dont trust anyone will get there puzzles. they spell everything out so clearly with the dialogue. literally this game would be better if you modded it to the character not having voice lines.
I've never understood the appeal of these types of horror games. This one does have a lot better atmosphere than most but it's so linear. Some puzzles here and there without much threat. I've always like the ones where you're being actively chased by a threat while trying to achieve your goal. I was hoping the gas mask guy would be triggered to do that but his bit seems finished already.
I was actually wondering if the dad would be kind of wandering throughout the house looking for you after that opening sequence and then turning on the generator (which, how did the dad not notice that? …I guess he must be dead already?). I’d hate to play a game where i have to avoid a threat while I explore and solve puzzles, but they can be quite fun to watch other people play.
@@NekoRyuukiChan I mostly played horror games on the PS2 so that's where my tastes in horror came from. I think it's a lot more tense if there's a threat lurking around in stages. Not just jump scares here and there.
I gather from other comments/playthroughs that picking up the green candle spawns the gas-mask guy, so the earlier you collect it, the earlier (and therefore longer) he'll chase you. If that's true, it would change that section a fair bit!
Qotd: has any member of the beard bros dated a black woman. Just trying to find out how racist they are. For a friend. Jesse is always thirsty speaking as a fellow Jesse but he don't get play... When he was jirrads size that is.
Jesse definitely has. Jirard, Davis, and Alex are all in very longterm relationships, like 10+ years. I don't think they've dated much or at all since college.
Every time Alex says "green" my entire soul anticipates him somehow explaining the green stone, chilluminati has corrupted me
Alex and jirards water text conversation was so random yet so fucking funny
Why didn't they include the pictures...
Alex spotting that confessional paper so quick Saved them so much time. The green candle won't spawn until you pick that paper up, it took me forever to find it and realize it wasn't just another map. Even after consulting a walkthrough, it failed to mention that paper being necessary to progress.
Maybe, but also grabbing the green candle is what spawns the Ghost that can kill you. So ideally you do that all last.
That is a bit cheap when items will spawn behind you for unnecessary reasons.
I always look at the views when watching SGS and it’s baffles me how this doesn’t have more view nearly all of the SGS content is pure gold I love these 4 ! Keep up the great work as usual ❤️
I used to get always get a calzone from Stoner's Pizza by Charleston, SC and it was so greasy I would basically drink the calzone. I would save Scary Game Squad videos for Stoner's Pizza nights and because of this I created a synapse in my brain where whenever I watch Scary Game Squad I crave a super greasy super cheesy calzone but now I live on the other side of the country and no one over here makes one. So I have this insatiable appetite for a disgustingly greasy calzone and it is lowkey difficult to watch these because of hunger pains.
I get it everytime.
You done Pavloved yourself
that calzone sounds fucked and not good. also damn lol.
I get that. I would pick a different food for different games. When watching their buddy simulator playthrough, I'd eat honey crunchy almond oats, my favorite cereal, and when they played the first Dread X Collection, I'd eat peanut butter granola bars. I strongly associate those foods with those playthroughs.
Yo. Same. But for me it was Chinese food from a specific restaurant. I feel your pain.
The Squad will never stop promoting that Jupiter Ascending movie. Had the time to watch it and it was... something. Eddie Redmayne's performance was hilarious. Also Sean Bean is part bee.
That time hopping maze section in the chapel was pretty neat. Would love to see more of that later. Those locked doors are probably optional areas where we get to know more about either the protagonist or the organization that knows about the demons. It really looks like they should have the solution to opening some of them by now.
as bad as jupiter ascending is, i think the universe the wachowski´s build has lots of potential for crazy tales.
20:26
Is Jesse saying “you know, it’s green stone”
And Alex then pausing and sadly saying “yeah. I know” a chilluminati thing?
This must be a rosacrusian church.
It was really weird to see some russian text written on the wall on 4:12. For those interested it means "I love you".
I’m desperately hoping they will eventually play Fatal Frame 2 at some point now.
So good
truuuue! all of the ones in eng at least. the one they did years ago is fucking amazing gold lmfao.
Was the combo for the Four digit lock on the Lock itself?? It looks like 1258 is etched onto the lock unless they used it for something else. 55:08
"Davis always finishes"
He is a “fucking MAAAAAAAAN” after all
The small scale is great. There's very little travel time buffing out the game time. Every piece of environment has gotten a lot more attention.
I like the pacing of this game too, it's not constantly tossing things at you.
It's a little past midnight, a storm just started, rain is clattering against the windows. Perfect time for SGS.
44:45 for Pat Benatar's "Total Eclipse of the Heart"
46:31 for Alanis Morissette's "Ironic"
I love these musical goofballs 😄
It's weird how they can remember where things are normally, but when given clear instructions on how to get somewhere, they get lost.
"Welcome to the family, son" fucking killed me, thank you xD
5:49 most sneaky Rick Roll I've heard in a while
They were so close to figuring out the door clock puzzle this ep and I’m in pain 😭
The Davis school of fear karate is shotgun.
"I already look homeless" Jirard cracking me up
38:50 "What if we all peed on Jirard?"
o.O ...Well that wasn't a conversation I was expecting lol
Left. Right. Right? Right. Left.
Left.
Right. Left. Left?
Right!
I 100% agree with alex or jirard or whoever that voice is (been following u guys for 5 years now, still cant tell htem apart).
Why even have a puzzle in the game if they just straight up give you the answer?
It's actually all just Davis and a bunch of duck. Wait for Australian Davis to appear
that was Alex lol
I'm more excited to watch this by the title of this video because of the conversation implications than the actual gameplay.
Alex's statement "is this like a time a machine" was spot fucking on!!!
50:55 I see what you did there Jesse, I was thinking much the same!!
Alex sending Jirard pictures of a women drinking water is a clever way of reminding himslef to stay hydrated
the head bob on this game is sooo extreme. Even just watching this in my peripheral is making me feel a bit nauseous
That sound effect at 43:55 has been used by so many UA-cam videos as a "turn off" sound that it's weird to see lights turn on to it.
'This is the first left?'
Jesse: 'Right.'
you guys should really play The bridge curse: road to salvation. It is an exceptionally great horror game
You guys gotta splice in like at least 10 sec of the previous episode's ending because sometimes there are gaps between the episodes due to youtubes shitty end screen overlays and stuff.
Am I crazy or does the combination lock in the room with the chair literally have a 4 digit code engraved on both the left and right side indicating the code might be 1258?
That's what I was coming to see if anyone else had noticed, since I was so far behind. But no one else really mentioned seeing it. Yes, I too, saw a number engraved on the lock itself, and the entire time they were staring at it as he was trying combos, not one of them saw it. So sad.
This game has some neat ideas! Very cool indeed. And great video as always, the SGS is the best squad!
I hate achievements notifications, specially in scary videogames, they build the whole atmosphere and during the important moments where they are supposed to impact you the most you see a fucking notification pop up explaining what you just did and takes you out of it
On top of that, it tells you if you did something right or wrong or gives you a hint about what just happened. I like when it's all "Did I do it?! Did that defeat the ghost?!" and it ruins it when it's like "*BLING!* The Final Encounter".
Well, you can turn off achievement notifications. And I do love when creators use them cleverly, though. My favorite to recall is Portal 2’s part where he kills you.
Watching you guys go "Left right left left right" and then *refuse* to look at the right wall for that last turn was mildly infuriating. But it's why I'm here, so no complaints, lol.
The sprinting everywhere certainly didn't help either.
I know that Luca said there was no "i" on the plaque but there actually was. It said "MADISON" not "MAD SON" so like why have the dialogue there not match the object in game? Just seems super weird to me.
You have to look really close to notice that the I has fallen off the plaque so while it was originally there it currently wasn't. It's still really flimsy story telling but it is still somewhat accurate.
You could see the void where the letter should be, but the rest of the letters were raised, and the I was a flat spot where a letter should be. Super hard to see, I thought the same thing until I actually paused and tried to find a frame with a good look at it.
This game seems a lot easier with a whole team to figure out the puzzles.
just finished watched part 2 of this and this popped up minutes after :)
Jirard was on the menoy, that WAS the acheivement for 100 pictures taken! He can see through the code of the matrix.
1:03:10 "Big Dirty Style" was my nickname in college.
I half fell asleep between last episode and this one how did we get from the stoney maze with faces to an attic?
Fantastic, I was bored and just craving for some SGS
Maybe knowing about wonderbread guy ruined me, but if a guy sends you six pictures of different women drinking water. He's hinting at something.
Why do they always walk past the clock in the hallway when looking for clues to go with the notepad?
I think they missed a red polaroid in the church; right after they fell in, in the 2022 section
Think this is the earliest I've ever made it to a video.
The pee convo I was not expecting but also my skin is crawling from that ambient bgm.
wow they have an aweful sense to direction XD
Really loving this series!!
I NEED PART 4
Fae McAfternoon is the best name Ive ever heard
Hey man, stay hydrated
*spoiler...??*
The chair room lock.. there is a code written right on it(right and left side).. 12 58 or 12 68...
While the time-travelling maze was pretty neat, the jump-scares are still some cheap-ass shit. And you know what makes them all the more aggravating? It takes more effort to program all those loud stingers and camera-shakes than it would to just have the monster just BE there. The devs actively spent more time and effort on making them more bombastic, when they'd be more effective, and less annoying, if they DIDN'T rely on cheap shock tactics.
If you're going to have big bombastic jumpscares, you can only have a few, and they need to be well-timed. One sets up the expectation that another could happen at any time, and it puts you on edge in a state of dreadful anticipation, waiting for the other shoe to drop. You might be able to sneak a second one in later on, but you'd need to be even more careful about it, and likely refrain from slipping a third one in. And of course, do NOT have it be the same kind of bombastic jump-scare. If it's recycled, it isn't as scary 'cause it's familiar.
I actually appreciated how the cheap jump scares kind of set them up for that “chase” in 1951, where they didn’t realize that the longer that they were in the area, the closer the jump scare was to them with each subsequent jump (at least, that’s how it seemed). It was an interesting way of introducing a threat in a way that the boys immediately dismissed as another jump scare, until the threat started getting uncomfortably close, at which point they started to key in that this was different and an actual threat.
Which isn’t to say that the initial jump scares are good-I’m just saying that I like that they utilized the cheap scares in an innovative way that actually did more than just “Boo!” Because you’re right, that a lot of these scares just feel cheap and annoying, and would largely be more effective if they were silent, subtle things that not even everyone on the squad would necessarily catch every time, almost as if the player is losing their mind and seeing things.
@@NekoRyuukiChan I mean, that's a fair assessment, but the execution of "Blue Knees" was let down by the overexposure to bombastic jumpscares. The boys were numbed to the threat, and up until this point there wasn't actually a threat of being killed, so they fell for it like lambs to the slaughter. And while the boys can be a little dim sometimes, this time it was kinda the game's fault as well.
If this game went full Fatal Frame, with the protagonist having to use the camera to banish spirits with an actual combat system, we would be primed for threats that could actually kill us. What's more, we could have had a cool "Darth Vader" moment with Blue Knees, where we raise the camera to try and brap them, only for them to be unfazed and take no damage, prompting us to turn tail and get the hell out of there.
Again, this leads back to a big problem I have with mechanically-minimalistic "haunted houses", which is separate from the problem of overusing jumpscares. If you don't have resources to manage, there's an absence of tension and uncertainty, and you don't have much in the way of release and relief when you find a healing item or some ammo to ease the existential dread offered by scarcity. On top of this, resource management informs level design and provides a greater motivation for exploration, since if you don't need to scrounge for resources, there's less motivation to go into spooky places when it's not imperative, and thus less motivation for the level designer to make environments that encourage thorough exploration. (though MADiSON thankfully does have a Spencer Mansion style of level design anyways, so they get a cookie for that)
Building on the whole resource management thing, having a means of being killed alongside a means of fighting back means that encounters with enemies aren't just "run and hide" affairs, meaning that it takes longer for them to wear out their welcome. Specifically, instead of relying solely on avoidance, you're able to actually confront the obstacles in your path, and avoidance goes from a dominant strategy to a conditional choice. You're able to decide whether to spend precious resources to solve the problem, or spend time avoiding the problem, and with the latter you have to weigh the benefits of solving THIS problem versus saving your stuff for future problems that are harder to simply avoid. That's where the tension comes from when resource management is in the picture, and unfortunately MADiSON doesn't have that outside of a barebones limited inventory system, which is a whole other can of beans that I'm not gonna get into here.
@@GmodPlusWoW sounds like it's time for you to get into game development. Surely you're not talking out of your ass and you seem to know your shit, why not give it a shot? I'd love to see your vision if what a horror game should look like
@@GmodPlusWoW So how would you have done this to make the scares more effective? You seem to have a vision in mind and you have a good grasp of what you would find scary. What would you change about this one to make it feel scarier?
Thanks 🙏
alex "what hte wrost that could happen"
my pc / internet at moment make video go black and load for 30secs
Left right left left right left
Hell yeah, brother
Green Candle = Green Stone?
My video literally completely blacked out and I thought it was part of the game for a good few minutes cause it sounded like confessional lol 💀💀
Happy Monday y’all!!
they really dont trust anyone will get there puzzles. they spell everything out so clearly with the dialogue. literally this game would be better if you modded it to the character not having voice lines.
Spooky time
A-mazing❤️
anyone else remember the "Original" scary game squad with Aevynne, Chiib, and Trish?
20:30
I've never understood the appeal of these types of horror games. This one does have a lot better atmosphere than most but it's so linear. Some puzzles here and there without much threat. I've always like the ones where you're being actively chased by a threat while trying to achieve your goal. I was hoping the gas mask guy would be triggered to do that but his bit seems finished already.
I was actually wondering if the dad would be kind of wandering throughout the house looking for you after that opening sequence and then turning on the generator (which, how did the dad not notice that? …I guess he must be dead already?). I’d hate to play a game where i have to avoid a threat while I explore and solve puzzles, but they can be quite fun to watch other people play.
@@NekoRyuukiChan I mostly played horror games on the PS2 so that's where my tastes in horror came from. I think it's a lot more tense if there's a threat lurking around in stages. Not just jump scares here and there.
I gather from other comments/playthroughs that picking up the green candle spawns the gas-mask guy, so the earlier you collect it, the earlier (and therefore longer) he'll chase you. If that's true, it would change that section a fair bit!
Is anyone else finding this game hard to follow? I've tried watching others play it too. Is it just my weird brain?
How hard can turns be?? L-R-L-L-R! And look out for dark turns.
Okay they did much much better later in the video. Kudos.
Mila Kunis fans are going to be so confused
This puzzle blows.
Is there any chance you can turn off that head bobbling? This is like the worst head bobbling I have ever seen in a first person game.
Qotd: has any member of the beard bros dated a black woman. Just trying to find out how racist they are. For a friend. Jesse is always thirsty speaking as a fellow Jesse but he don't get play... When he was jirrads size that is.
Them dating black women or not has nothing to do with being racist. WTH dude?
Jesse definitely has. Jirard, Davis, and Alex are all in very longterm relationships, like 10+ years. I don't think they've dated much or at all since college.