@@DarkMagicianMan20 and hell good animations! You can see the guy going up on a leg and another as he stand up. Even when lighting the flashlight, you can imagine him struggling to light it.
I like that the voice acting isn't over dramatized/over acted. It makes it feel more real to me. Normal people dont talk super expressive especially when they are entering an extremely dangerous hazardous area in another dimension.
yeah i thought it was pretty weird insym commented on it negatively, like to me it doesnt feel like low budget voice acting, it feels like voice acting thats trying to be realistic
@@jasonchiu272That's probably it. I couldn't make out some of the words and it felt like I was missing out. I also think Kane's Backrooms series would be improved by the addition of subtitles so the mumbled/muffled quality of the spoken lines were in keeping with the game's primary inspiration.
It seems to me like the horror element in this is something like the grown up version of getting lost in the mall: you find yourself lost in strange a place that follows a logic you don't understand, can't be sure if you're in danger or if you can ever go back and it's all your own fault.
I’ve had this same thought for years, I’ve had many dreams where I’m lost in my local shopping centre (British version of a mall) and it started way way way before subliminal horror became a mainstream thing which leads me to believe it’s something most people have experienced.
@@manchesterman1597 i tripped on dmt once in a frontroom with 6 people. It transformed into a stage like family feud. I was freaked out as my friends were the contestants. Suddenly it starts to rain but we're inside. I had to figure out what the f was going on so i got up and hurried to the host who was my best friend. As i approached he said "Hey, are you alright". As he reaches out to me the hair stood up on the back of my neck as i realized He was actually me. My voice, my body, everything. Everyone was, the entire room where there was a person it was like i was looking a different me. My friends said all i would say for hours was Hey, are you alright?
Also i love this game because it follows the OG lore of the backrooms, the OG lore does have entities but running into one is as rare as no clipping into the backrooms. But the whole basis of the backrooms being scary isnt having to constantly run into monsters and being jump scared. The entire point of the backrooms and what makes it scary for me is exploring these endless hallways and rooms not knowing whether or not you are going in circles and not knowing if there is an exit or not. You slowly lose your mind in time from looking at the yellow wallpaper, hearing the hum buzz of the lights and same musky carpet everywhere and the feeling of lonliness will eventually kick in. See if you were to no clip to the backrooms your first thought isnt going to immediately kick in that you are in a completely different realm of existence. But eventually you will figure it out when you feel like things are off.
@@jstrang01 Naw it makes perfect sense, I've always loved it when games add near invincible enemies that are very rarely encountered, just knowing there's something incredibly dangerous out there, not particularly looking for you but just roaming about. I wouldn't care if it takes hundreds of hours to run into an entity in the game that would make the experience so much cooler! especially if they add multiple ones, the game could be focused entirely on exploration and maybe puzzle solving with a bit of enviromental story telling.
I also loved how closely this game stayed to the original Backrooms even while it incorporated Kane's Backrooms and its own ideas. The Backrooms are disorienting and confusing and prey on our fear of the unknown: are we alone here? are there others here? who or what may be lying in wait around each corner, each closed door? maybe we're actually safe? but what if we aren't? The uncertainty keeps tension high.
@@kaliek5281 I thought of that one too, that game looks so sick! A youtuber from my country even made a series of videos explaining why he believed it was fake, and how surprised he was when he saw that it was actually a game after all It's weird, I feel blessed being alive in a time where some games make people confused about if it's real or not. When I was a kid I thought that that would take a while longer to happen, and that I would luckily see it when I got really old, but apparently not! I'm still 25 and here it is, I'm living in a time where people are having a hard time telling games apart from real life and I'm still pretty young 🤣
I love watching playthroughs because when I try playing horror games, I cannot handle the tension and just panic-quit. Playthroughs don't give me that anxiety so I can enjoy the game. This playthrough gave me that same level of anxiety as if I was playing it, and I had to stop multiple times and watch something else. Amazing game, as always great content Insym.
I cannot stand when the backrooms gets diluted by a bunch of extra distracting stuff so this is very cool. The dev really understood the assignment with the architecture details and the lighting. Also I think around 20:37 the music sounds like The Caretaker, which is a perfect reference to make in accompaniment with the backrooms. 😊
@svenpunk6392 I know. I didn't say it literally is The Caretaker. Just that it is similar. And it is very much like the end of the Everywhere at the End of Time project due to the distortion filter on the song.
@@jimisimmonds8854 Again, it's the distortion filter that's placed on top of the song and the choral vocals. The Caretaker's entire thing is sampling much older music that he didn't make anyway. That's kind of the whole point. 😂
That was done so amazingly well! The slow buildup of creepy atmosphere, uncanny feeling of those empty spaces and few *incredible* intense horror moments. I love it so much.
1:21:30 your topic here kind of explains why Analogue Horror in a movie doesnt work to the masses; Skinamarink (2023) got criticized for too much tension due to no jumpscares at all in the movie. Makes you think about how the public eye gets so used to a horror trope.
Analog horror isn't the reason why most people hated Skinamarink. Too much tension doesn't seem to be the reason why people disliked the movie either. If anything, those that managed to actually keep feeling the tension without getting bored, were the only ones that rated the film highly. I haven't seen the film though and looking at these reviews, I don't particularly care to either. Although I did decide to watch a compilation of the "scariest" scenes in the film. The film does have at least 4 jumpscares although only 3 of them make a loud noise except 1 of them being obnoxiously loud. Is the argument here not that the film doesn't have jumpscares but that it effectively utilized them because modern horror is so bad at doing them? If I made a long extremely quiet movie that is just still shots of dark rooms, and all I did was add in a loud noise and a scene transition, and nothing else, of course it's going to be effective. The audience is still going to feel cheated though. God, the more I think about this, it's paranormal activity all over again, but without the fake marketing. The only thing that saves this film is the premise, a lot of people have probably experienced this kind of dread in their life but it doesn't work as a full feature length film.
Nah mate. Paranormal Activity franchise is a poor comparison. I suggest you give the movie a try before you critique it. A compilation of scenes from any movie you haven't seen is less than pointless, because the context is the whole experience. It just pre-colours your impression of the work in a way that undermines the filmmaker's vision.
@@Elle-elle-elle But I don't even need to see the film in full to know that the short 30-minute horror 'heck' made by the same guy was better, and it didn't even need to rely on jumpscares. The compilation wasn't less than pointless, it revealed to me that you lied about there being no jumpscares and it also clearly demonstrates the run-time problem with a full theatrical release for this type of film. If I had to sit through 75 odd minutes of nothing only for the film director to screech into my ear in a quiet movie theatre, I wouldn't be scared, I would be MAD.
im sooo happy you played this! a streamer i watch played it but he didn't like it because i dont think he really got that it was more of an ambient horror game... he was wrongfully expecting jumpscares and said the game was boring, which really frustrated me because i think that's missing the point! glad you played it because you are much more thoughtful and aware of games intentions ^^
this is what the backrooms is supposed to be if you look into the lore monster encounters are rare in fact it mentions that most no clippers travel around the backrooms their entire lives without seeing a single entity
@@indeed8211 So how did lore found out that those clippers lived their entire lives not seeing a single entity? Or it was just stated as lore without the research organization finding out?
I think the voice acting is tricky for this game. So the plot or dialog isn’t very important as the draw is the experience, so they can have more authentic muffling while the characters are in full haz mat/rad suit (although different, in full chem gear and gas mask you basically had to scream to be understood). With how it is, I think it would add to the immersion. If there is more of a purpose for the team communication, they would absolutely have to clean up the audio.
@@martincreator2960 oh wow, I just checked out your videos and you absolutely nailed the audio and the atmosphere. It's cool that you managed to make it in Roblox, I will definitely be checking your game out!
idk if I'm weird or what, but the music at 20:37 was actually comforting to me; all the silence and darkness was putting me on edge but hearing the music put me at ease
Kids/kid content creators ruin anything they get ahold of, and either create content that ruins the concept, or promote it to their army of 13 year olds that will watch anything.
There's this video by RagnarRox who does a lot of videos on horror games and what makes them so scary. He briefly talks about the "Show don't tell approach" a lot of horror media takes these days and the effect isn't as strong as some of the best horror games seem to pull off. The best horror games do the opposite of this. Horror often wants to show off this scary monster they made and it's mostly about tension and preparing for the inevitable jumpscare with the monster that you're waiting for rather than being actually scared. The quote he makes in this video is "Insinuate, but never fully reveal". And that really resonated with me. What he's talking about here is the human mind is what fills the blanks for us a lot of the time when we talk about what's scary to us. The build up to the jumpscare is way scarier than what is eventually shown on screen. And the game or movie that can capture that moment the best is going to be an instant classic in horror media. That's why these are such well done horror games; It doesn't need a jumpscare or a focal point entity to scare you, the mere insinuation something might be there in these seemingly empty halls is enough to make you unfathomably uncomfortably for the entirety of your playthrough. Something a horror movie with the biggest budgets and the scariest looking monsters could never hope to pull off.
@@Horible4what you have said is exactly what is wrong with horror films these days, and I love horror films. But modern ones use too many jump scares without creating an uncomfortable foundation first. You end up being scared of the jump scare "surprise", but not scared of the actual monster or subject of the film. The best way to create that uncomfortable feeling is to move slowly and create uncertainty with everything, letting the mind fill in the blanks.
@@lk4543 It is getting rather obnoxious these days. I'm not really afraid of anything, but it's hard for me to see any trailer for a horror movie and get excited about it. They don't even try to hold back at this point, pretty much shoving the monster in your face immediately. "oh boy, look at our scary thing, you better be prepared for when we have it pop up on screen suddenly. oh here's the suspenseful music, our main character is slowly going to go investigate oh man you better be ready for what's coming they're nearly there you better be scared andddd jk there's nothing there turn off the music. oh your guard is let down? HAHA GET PRANKED IDIOTS HERE'S THE JUMPSCARE. we're so good at this" This has been the meta in horror films for the last 10 years it seems like. Focusing more and more on what's on screen and the buildup to the jumpscare than it is about being actually scary. Why get creative when you can just come up with the most teenage angsty story and rely heavily on jumpscares? Slender is another example of good horror elements. That's a horror entity that actually encourages you not to look at the monster. No jumpscare required. Knowing he's always following you is all the suspense you need. It's so simple, and yet it manages to be more creative than even the highest paid directors in hollywood. I'm not even a fan of horror and i'm frustrated for fans of this genre.
I always thought how cool it would be if instead of immediately starting in the backrooms, you're doing a task in an office and get to take one of a couple of routes, and one of them lands you in the backrooms, and then some of the game is devoted to your desire to stay out of the backrooms, not end up back in there, and eventually being forced to give yourself to it and find a way to free yourself once and for all.
This game is insane. I think it would be so cool if they added the parts from the Found Footage game to this game! Or just add the Found Footage tape to this game. That would really complete it. My current 3 favorite Backrooms games: 3. The Backrooms: Lost Tape 2. The Complex: Found Footage 1. The Complex: Expedition They all look incredibly realistic and are super immersive.
In Kane's videos, it is shown that all the random objects that are in the backrooms simply clipped into the backrooms. One of the videos shows somebody recording themselves measuring a point on the ground in the real world where objects clipped into the backrooms from and they throw shit into it until they eventually fall in themselves.
Can't get over how immersive the dev makes these games. All the little sounds, friction of costume, breathing of the character, steps. The running sounds so discouraging, like "Do it on your own risk". Adore all the little weird environments, that player is encouraged to explore. It does feel, that the first level was a bit too dragged out, and some parts of the game really missed those ambient sounds and humms, the ones not coming from the lightsources, that the first game had. Regardless, this game is fantastic and dev's approach to the Backrooms concept is absolutely breathtaking. So excited for the future updates for this game. Worth mentioning dev's note, that this game is not connected to the Kayne Pixels' series, although some parts are inspired by their work. So saying, that their games are renedition of Kayne's series - would be incorrect.
The one thing that always bugged me about the backrooms is how nobody ever thinks about really bisecting it. Because I have questions that I feel like a team of scientists would definitely try to answer immediately. Is everything sterile or is there a microcosm? Furthermore, I would want to research any effects the backrooms might have on introduced bacteria, viruses, and mites that all the activity has brought in. Are light sources plugged in? If not, how do they work? What if I took a lightbulb out? What happens if I were to bash a hole in the wall? What happens if I cut through the floor? Also the backrooms violate the laws of thermodynamics, because everything in the backrooms is clearly physical, so how did these materials just pop into existence? Sure these questions might be redundant and ruin the experience overall, but I'm that kind of curious person who needs these answers.
Yes, these questions require answers! I'm always wondering if the Backrooms are slices of reality that somehow slipped into this weird in-between dimension or whether they're their own separate thing, because each possibility radically changes the potential lifeforms found within the Backrooms. Is it a mostly sterile environment or are there a bunch of microbiomes being smashed together? What does that mean for any human who may be exposed to these organisms? Or are humans introducing foreign pathogens etc to a pristine environment?
I wanted to make a backrooms video that went about things that way. No levels, no monsters. Just a person stranded like Tom Hank's character in Cast Away, trying to keep their sanity and their hope over the course of months where they strangely don't get tired, or don't need food.
Microbes probably exist where contaminated humans have ventured, so most of the backrooms are devoid of life. I feel like you can unplug the light and rip out the cable, but you will never find the source. Breaking the wall is possible, it just won't get you anywhere. If too big of chasm is made within the backrooms, the walls might fill up the destroyed space, clipping everything in it's way further to the backrooms.
There is a video "Backrooms outpost" where they have a robot that goes out and drills core samples out of walls. ua-cam.com/video/oaQ8UXlKDiw/v-deo.html They can see into different parts of the Complex but the holes always fill back in like the damage self repairs ua-cam.com/video/oaQ8UXlKDiw/v-deo.html Here the robot only moved a few inches left but this next hole shows a completely different view into the backrooms ua-cam.com/video/oaQ8UXlKDiw/v-deo.html
This game is perfection, I got goosebumps at 24:20 Everything about that room felt uncanny. The weird shape in front of the door. the ceilings connecting to the ground into total darkness
It genuinely gives off the feel of a place created by someone who was desperate to make a colonisable space for humans that wasn't human itself. Like a birdhouse or plastic ant colony. It has the walls, floor and general feel of a space fitted out, but it has no human logic to the floorplan. The song it was playing sounded like it was trying to mimic a tune the way people will meow at their cat and hope its working.
I don't know how immersion breaking this would be, but any time the character opened a door i was hoping that they'd peek into the room and see something like a couple of entities playing cards or something; then they'd slowly close the door and walk away. It'd be a great tension breaker (after the event anyway, you (the player) would panic in the moment)
I think that's not really what this game is aiming for. But that's a cool idea for a game, it would emphasize the nonsensical weirdness of the environment.
The Backrooms has always reminded me of the Stephen King book (and miniseries) for The Langoliers. It feels like a world where you're time-displaced into an entirely empty world. But as you spend more time in it, you become keenly aware that... SOMETHING... is coming. Just seeing vaguely real-world areas completely devoid of people is always unnerving.
They stole the idea from a shooter that is in development. You cant make things look real in 3d but if you make it look like it was filmed with a crap cellphone then it is hard to tell if it is real or not...
Dunno, you say the voice acting could do a little bit more work, but I hear people just 'documenting' and 'telling stuff', not trying to dramatize, actually just communicating in a very natural way, I was actually kinda impressed.
it just gives of the typical scp fan-made project by teenage boys I feel. Which I mean its what it is, and it does give it a nice authentic feeling, but it also takes from the immersion as these are supposed to be grown adult government/agency people.
I think the best system for the entities in the backrooms is something i like to call the jaws effect where the monsters dont appear very often but it still keeps you on edge knowing they will appear at some point and keep you on edge after each appearance. Hopefully fancy reads this because that would make escape the backrooms far more unpredictable
I watched this with grayscale on so I couldn't see the different colored walls and oh boy that was definitely an immersive feel. I don't need to see the colors since Insym is navigating for us, it felt like being stuck in a labryinth for real. Love this game to pieces. Side note: the backrooms really reminds me of a lot of my school when the non-emergency lights would go out for the night. me and my friend managed to sneak past the security checks and explore the school in echoing eerie darkness. I miss doing that.
Yeah, the graphics are incredible. Even in the very beginning, when youre following the yellow arrow tape on the floor, you can see the light reflect off the tape, because it's reflective, and obviously not the carpet. It's just tiny details like that that make it seem to realistic.
I hope that an option can be added in future updates: you can choose the game with entity or without entity. I prefer to explore freely in this space without entities.
i dont know why, but liminal spaces always give me such a sense of calm and peace. if there was an afterlife, i would wish it to be something like the backrooms or anemoiapolis.
Same here. They're such perfect environments, occasionally I see similar places in a dream, and it's thoroughly enjoyable. Those are the only times I wake up in a good mood.
@theRPGmaster I think it's because all the rules and familiarity are broken so nothing really matters anymore you know? I think that's where the feeling of calm comes from for me at least
1:15:00 Yes, malls in America are mostly empty these days. They've become obsolete. A local mall actually began sealing off shops as they closed, creepy AF tbh.
I feel that the universes as SCP and Backrooms get ruined by community who tries to "enrich" it by monsters and gory stuff... I am bamboozled that cheap fluff like this usually gets the most attention and praise. This game right there is the depiction what I consider the horror of backrooms as it was meant to be.
An authentic backroom game in hyperrealism? A wonderful experience 👍 the settings are inexplicable till the end and that ending was pretty good in a sad way.
Other than the Backrooms creepypasta questioning reality and humanity's experiences with monotony and liminal spaces, Inysms chat doing random quips/thoughts is just funny to me like them saying "The Bathrooms!!!" 34:50, "not the wheelchairs!" at like 18:10, or "Sparkling water tastes like TV static" 37:32, and much more. Also the whole statement 1:15:40 is just funny to think about empty malls just being able to rebrand as pockets of the backrooms honestly like a funny concept if done correctly
@@thisandthat1701There's a lot of reasons, but even when my screen on full, theater mode, and 720p the chat can blend in the background or just fast so any reason is valid until you prove it to be false (hoped I helped)
I don’t know if there’s any logical explanation but those empty chairs in these kind of games make me really uneasy, bonus points for the far away music that you can never find its source, someone should invest in making a backrooms haunted mansion in some kind of theme park 😂 And as always, great video ♥️♥️♥️
I really do find the backrooms and games spawned from it very interesting. Especially ones like this that are, as you put it, more of the "true" backrooms. Liminal spaces in general, too. I feel like the horror is just how empty and lonely everything feels. There SHOULD be people here and there are signs that people were once here but yet...there's nothing and no one. And yet you hear things, think you see things even if nothing is actively hunting you (or is there?). Even if there isn't anything in the game that actually kills the player, the sheer atmosphere and tension just makes it amazing and terrifying. That's what I love about games like this. It's as if your own mind is what's scaring you with "what-ifs" and trying to rationalize something that there isn't a rational explanation for. At least not rational for "us." I'd love to make a game based off the idea of the backrooms and liminal spaces, but with different areas and feels. Maybe someday for fun.
If there is a Backrooms project where the rooms actually change. Like imagine leaving a room. Then come back and it’s either a brand new orientation, or a new room entirely. Or even a mixture of both would be super sick
@@ocelot_the_dragon um what. It’s used in like every indie horror game since p.t. That’s what makes it a trope. That said it really was a shame that P.T. Didn’t get fully produced
this is the most realistic game I have seen in a long time. the muffled voices with the short realistic answers makes it very realistic. doesn’t feel like a game, it feels more like irl
I also think backrooms is all about being alone in a dark liminal space, no monsters needed.. People added monsters to make more like a game and actual horror, meanwhile the original concept is not about this, so the game managed to make it just like the real experience.
made it 2 minutes in and had to stop the vid and buy the game to play it for myself with no spoilers. marketing successful lmao, ill be back after I play, looks incredible!
It's like it is a dimension created from forgotten memories where all of the items in the rooms have disappeared and only the object of importance/focus of the memory is left behind. A newspaper, clothes hangers, washing machine, chairs, couches, pillows etc.
Malls in the US are in fact real life liminal spaces. I once recorded a video like.... geez, probably 11 years ago or more now where I just filmed the empty mall where my family knife shop was and set it to creepy royalty-free music. When I made that video it got 0 views. Now I think I was just ahead of my time lol
The mall closest to where i live use to be very busy, but now they're shutting it down and going to redevelop the area. The last time I went there, there were only a handful of stores open, most of them shut down with the huge metal shutter closed. It was very surreal, seeing such a large place with such few people. I remember going to it when i was younger a long time ago and it seemed busy, so i'm not sure why it lost so many customers.
SPOILER don’t read until about half an hour in! This games looks spooky but the way that he walks into rooms without checking corners and all that makes it so much worse. Like when he walked into the chinese place and just starts shopping instead of checking behind shelves and stuff is just crazy to me
Imagine you have the infinite space of the backrooms for the rest of your life but the moment you walk into that elevator it never opens again. All I would think is I could have died on that couch staring up at the the fake sky.
18:12 this is the room looking into it where the "Existence of the backrooms" photo was taken. Look up the fist ever photo, and then go here. It's the same thing, lights, wallpappers, and the only difference is 2 light sockets on the right, instead of the one in the picture.
It looks, sounds and feels so good. Maybe it could use some more reminders that we are not alone here like some random shadows in a distance and maybe its just me but I can't really be afraid of this monster, hes looking way too funny
There seem to be several different backroom mythos, and while the original gave off the feeling of endless monotony, this one gives the feeling of being in a place that was just moved out of. Some of the newer "backrooms" things are generic horror set in the backrooms because the backrooms became popular. I feel like they don't really get the backrooms, and part of that is likely that they haven't had enough life experience to see these places and have that vague feeling of having been there. That vague feeling of it being so familiar, but not quite right. It's kind of about exploring, but also kind of about not belonging.
I really like the concept of games using a labyrinth like scenario. This reminds me of one of my favorite books called House of Leaves. It's a maze of a book on it's own, but a big part of the book is a story within the story that is about a house that is bigger on the inside than it is on the outside and there's a door that should lead outside on a wall which leads into a gigantic pitch black labyrinth where the walls absorb light that takes twice as long to get out as it does to reach a certain point and they have to leave a trail to get back into the house and they start obsessing about the anomaly and eventually they start hearing rumbles and growls in the distance and suspect they aren't alone. It's such a good read. If they realized that book into some kind of media, it would be very difficult. Playing this would freak me out.
This was so fun to watch!! Respectfully disagree about the VA work though, I felt it added to the layers of realism that the game clearly intended to convey. They're just regular dudes chatting, trying to do their job the way they've done it a bunch of times to the point of routine. Corporate policy, you know.
It took me so off-guard when you mentioned Stanley Parable being a sorta backrooms game, because I had JUST had that thought only a minute or two before you said it! Also wow, the random chairs really unnerved me. This looks SO GOOD.
' The fear of getting lost within the unknown where the impending darkness starts to wrap around thy soul once hope is running low on existence. ' - Chrome
It's insane how realistic this game looks. It genuinely looks like a video recording, but you're in control.
a literal video game
Check out the game "Unrecord" if you haven't seen it yet. Not advertising, it looks really realistic and has a video recording aesthetic as well.
Use the same tech as the recent realistic fps game trailer i guess, Unreal Engine with clever lighting and filter
@@DarkMagicianMan20 and hell good animations! You can see the guy going up on a leg and another as he stand up. Even when lighting the flashlight, you can imagine him struggling to light it.
You're basically watching what someone recorded but you're also making all the decisions
I like that the voice acting isn't over dramatized/over acted. It makes it feel more real to me. Normal people dont talk super expressive especially when they are entering an extremely dangerous hazardous area in another dimension.
I agree. Regular people don't talk like characters in a movie.
True enough.
That's something i often dislike in many games and some movies.
The exaggerated voice acting.
Makes it feel more fake.
yeah i thought it was pretty weird insym commented on it negatively, like to me it doesnt feel like low budget voice acting, it feels like voice acting thats trying to be realistic
I guess the real issue is that it needs subtitles because not everyone would be able to make out the words. I found no issue in the audio as well.
@@jasonchiu272That's probably it. I couldn't make out some of the words and it felt like I was missing out. I also think Kane's Backrooms series would be improved by the addition of subtitles so the mumbled/muffled quality of the spoken lines were in keeping with the game's primary inspiration.
If the Backrooms truly existed, I'm sure there'd be a room purely for lost socks and Tupperware.
Don’t forget lost puzzle and lego pieces
@@CAPTAiNCAnd lighters
Don't forget the lost TV remotes of all kinds, even the one that controls the ceiling fan.
tupperwear lids*
@@Lilyness1337 forks are Tupperware…..
It seems to me like the horror element in this is something like the grown up version of getting lost in the mall: you find yourself lost in strange a place that follows a logic you don't understand, can't be sure if you're in danger or if you can ever go back and it's all your own fault.
Subliminal Horror
And then you think you found your mom, but it was just some random stranger wearing similar clothing.
I’ve had this same thought for years, I’ve had many dreams where I’m lost in my local shopping centre (British version of a mall) and it started way way way before subliminal horror became a mainstream thing which leads me to believe it’s something most people have experienced.
@@manchesterman1597 i tripped on dmt once in a frontroom with 6 people. It transformed into a stage like family feud. I was freaked out as my friends were the contestants. Suddenly it starts to rain but we're inside. I had to figure out what the f was going on so i got up and hurried to the host who was my best friend. As i approached he said "Hey, are you alright". As he reaches out to me the hair stood up on the back of my neck as i realized He was actually me. My voice, my body, everything. Everyone was, the entire room where there was a person it was like i was looking a different me. My friends said all i would say for hours was Hey, are you alright?
@@tokenpoptart3750 Jesus mate, I have never tried dmt myself. What is your opinion on conciousness. Do you believe it’s real?
Also i love this game because it follows the OG lore of the backrooms, the OG lore does have entities but running into one is as rare as no clipping into the backrooms. But the whole basis of the backrooms being scary isnt having to constantly run into monsters and being jump scared. The entire point of the backrooms and what makes it scary for me is exploring these endless hallways and rooms not knowing whether or not you are going in circles and not knowing if there is an exit or not. You slowly lose your mind in time from looking at the yellow wallpaper, hearing the hum buzz of the lights and same musky carpet everywhere and the feeling of lonliness will eventually kick in. See if you were to no clip to the backrooms your first thought isnt going to immediately kick in that you are in a completely different realm of existence. But eventually you will figure it out when you feel like things are off.
That sounded different in my head lol sorry if that makes no sense
@@jstrang01 Naw it makes perfect sense, I've always loved it when games add near invincible enemies that are very rarely encountered, just knowing there's something incredibly dangerous out there, not particularly looking for you but just roaming about. I wouldn't care if it takes hundreds of hours to run into an entity in the game that would make the experience so much cooler! especially if they add multiple ones, the game could be focused entirely on exploration and maybe puzzle solving with a bit of enviromental story telling.
I also loved how closely this game stayed to the original Backrooms even while it incorporated Kane's Backrooms and its own ideas.
The Backrooms are disorienting and confusing and prey on our fear of the unknown: are we alone here? are there others here? who or what may be lying in wait around each corner, each closed door? maybe we're actually safe? but what if we aren't? The uncertainty keeps tension high.
“Two possibilities exist: Either we are alone in the Backrooms or we are not. Both are equally terrifying.” -Arthur C. Clarke probably
LMAOOOOOOOOOOOOOOOOO
1:31 This moment is a true testament to how good this game looks. Those graphics are absolutely insane!
I love how the entire chat collectively freaks out about the graphics at the same time causing the entire chat box to freeze
UE5 is just...black magic.
Its the same thing with that one bodycam shooter game. Similar technique to make it look...real.
@@kaliek5281 I thought of that one too, that game looks so sick! A youtuber from my country even made a series of videos explaining why he believed it was fake, and how surprised he was when he saw that it was actually a game after all
It's weird, I feel blessed being alive in a time where some games make people confused about if it's real or not. When I was a kid I thought that that would take a while longer to happen, and that I would luckily see it when I got really old, but apparently not! I'm still 25 and here it is, I'm living in a time where people are having a hard time telling games apart from real life and I'm still pretty young 🤣
80s video cam vaseline on the lens filter == rEaLiStiC!
@@Hadgerzyou gotta agree that 1:11:01 looks quite realistic
I love watching playthroughs because when I try playing horror games, I cannot handle the tension and just panic-quit. Playthroughs don't give me that anxiety so I can enjoy the game. This playthrough gave me that same level of anxiety as if I was playing it, and I had to stop multiple times and watch something else.
Amazing game, as always great content Insym.
I cannot stand when the backrooms gets diluted by a bunch of extra distracting stuff so this is very cool. The dev really understood the assignment with the architecture details and the lighting. Also I think around 20:37 the music sounds like The Caretaker, which is a perfect reference to make in accompaniment with the backrooms. 😊
That is Lacrimosa
@svenpunk6392 I know. I didn't say it literally is The Caretaker. Just that it is similar. And it is very much like the end of the Everywhere at the End of Time project due to the distortion filter on the song.
@@TheP1x3l Yeah, I heard Mozart was heavily inspired by the Caretaker.
it really sounds like the caretaker. The second i hear the music i got goosebumps
@@jimisimmonds8854 Again, it's the distortion filter that's placed on top of the song and the choral vocals. The Caretaker's entire thing is sampling much older music that he didn't make anyway. That's kind of the whole point. 😂
That was done so amazingly well! The slow buildup of creepy atmosphere, uncanny feeling of those empty spaces and few *incredible* intense horror moments. I love it so much.
1:21:30 your topic here kind of explains why Analogue Horror in a movie doesnt work to the masses; Skinamarink (2023) got criticized for too much tension due to no jumpscares at all in the movie. Makes you think about how the public eye gets so used to a horror trope.
Analog horror isn't the reason why most people hated Skinamarink. Too much tension doesn't seem to be the reason why people disliked the movie either. If anything, those that managed to actually keep feeling the tension without getting bored, were the only ones that rated the film highly. I haven't seen the film though and looking at these reviews, I don't particularly care to either. Although I did decide to watch a compilation of the "scariest" scenes in the film. The film does have at least 4 jumpscares although only 3 of them make a loud noise except 1 of them being obnoxiously loud. Is the argument here not that the film doesn't have jumpscares but that it effectively utilized them because modern horror is so bad at doing them? If I made a long extremely quiet movie that is just still shots of dark rooms, and all I did was add in a loud noise and a scene transition, and nothing else, of course it's going to be effective. The audience is still going to feel cheated though.
God, the more I think about this, it's paranormal activity all over again, but without the fake marketing. The only thing that saves this film is the premise, a lot of people have probably experienced this kind of dread in their life but it doesn't work as a full feature length film.
Nah mate. Paranormal Activity franchise is a poor comparison. I suggest you give the movie a try before you critique it.
A compilation of scenes from any movie you haven't seen is less than pointless, because the context is the whole experience. It just pre-colours your impression of the work in a way that undermines the filmmaker's vision.
@@Elle-elle-elle But I don't even need to see the film in full to know that the short 30-minute horror 'heck' made by the same guy was better, and it didn't even need to rely on jumpscares.
The compilation wasn't less than pointless, it revealed to me that you lied about there being no jumpscares and it also clearly demonstrates the run-time problem with a full theatrical release for this type of film. If I had to sit through 75 odd minutes of nothing only for the film director to screech into my ear in a quiet movie theatre, I wouldn't be scared, I would be MAD.
@@Dean..... I've never said the word jumpscare to you before now. Try reading people's actual comments
@@Elle-elle-elle I see, thought I was talking to the OP because someone completely unrelated started responding to me.
im sooo happy you played this! a streamer i watch played it but he didn't like it because i dont think he really got that it was more of an ambient horror game... he was wrongfully expecting jumpscares and said the game was boring, which really frustrated me because i think that's missing the point! glad you played it because you are much more thoughtful and aware of games intentions ^^
Yeah that's stupid, jumpscares aren't interesting.
this is what the backrooms is supposed to be if you look into the lore monster encounters are rare in fact it mentions that most no clippers travel around the backrooms their entire lives without seeing a single entity
That's pretty interesting to hear! I'm guessing those clippers survived and got out then?
@@lucykaede5863 nope they wonder around until they either go mad die of starvation or sometimes old age however almond milk can extend life by decades
@@indeed8211 So how did lore found out that those clippers lived their entire lives not seeing a single entity? Or it was just stated as lore without the research organization finding out?
I think the voice acting is tricky for this game. So the plot or dialog isn’t very important as the draw is the experience, so they can have more authentic muffling while the characters are in full haz mat/rad suit (although different, in full chem gear and gas mask you basically had to scream to be understood). With how it is, I think it would add to the immersion. If there is more of a purpose for the team communication, they would absolutely have to clean up the audio.
found footage games are just too good of a genre when it comes to horror games.
Try my game then. It's a similar format
Imagine playing them in VR.
@@martincreator2960 oh wow, I just checked out your videos and you absolutely nailed the audio and the atmosphere. It's cool that you managed to make it in Roblox, I will definitely be checking your game out!
@drjonesey5 that'll be nuts
@@flaresdemayo Thanks. yeah i dont have that many videos on the youtube, most of the videos are outdated to some degree as i changed lots over time.
The camera animations are so great sometimes I forget it's not a VR footage I'm looking at, but a desktop game. It's REALLY impressive omg.
Normally I don’t find the backrooms scary at all, but this was actually eerily creepy and kept me on edge the whole time.
idk if I'm weird or what, but the music at 20:37 was actually comforting to me; all the silence and darkness was putting me on edge but hearing the music put me at ease
This is what the backrooms is meant to be like, no entity or monster chasing you, no complex weird puzzle solving, just pure, liminality.
Kids/kid content creators ruin anything they get ahold of, and either create content that ruins the concept, or promote it to their army of 13 year olds that will watch anything.
nah needs a Shrek's donkey
There's this video by RagnarRox who does a lot of videos on horror games and what makes them so scary. He briefly talks about the "Show don't tell approach" a lot of horror media takes these days and the effect isn't as strong as some of the best horror games seem to pull off. The best horror games do the opposite of this. Horror often wants to show off this scary monster they made and it's mostly about tension and preparing for the inevitable jumpscare with the monster that you're waiting for rather than being actually scared. The quote he makes in this video is "Insinuate, but never fully reveal". And that really resonated with me.
What he's talking about here is the human mind is what fills the blanks for us a lot of the time when we talk about what's scary to us. The build up to the jumpscare is way scarier than what is eventually shown on screen. And the game or movie that can capture that moment the best is going to be an instant classic in horror media. That's why these are such well done horror games; It doesn't need a jumpscare or a focal point entity to scare you, the mere insinuation something might be there in these seemingly empty halls is enough to make you unfathomably uncomfortably for the entirety of your playthrough. Something a horror movie with the biggest budgets and the scariest looking monsters could never hope to pull off.
@@Horible4what you have said is exactly what is wrong with horror films these days, and I love horror films. But modern ones use too many jump scares without creating an uncomfortable foundation first. You end up being scared of the jump scare "surprise", but not scared of the actual monster or subject of the film. The best way to create that uncomfortable feeling is to move slowly and create uncertainty with everything, letting the mind fill in the blanks.
@@lk4543 It is getting rather obnoxious these days. I'm not really afraid of anything, but it's hard for me to see any trailer for a horror movie and get excited about it. They don't even try to hold back at this point, pretty much shoving the monster in your face immediately.
"oh boy, look at our scary thing, you better be prepared for when we have it pop up on screen suddenly. oh here's the suspenseful music, our main character is slowly going to go investigate oh man you better be ready for what's coming they're nearly there you better be scared andddd jk there's nothing there turn off the music. oh your guard is let down? HAHA GET PRANKED IDIOTS HERE'S THE JUMPSCARE. we're so good at this"
This has been the meta in horror films for the last 10 years it seems like. Focusing more and more on what's on screen and the buildup to the jumpscare than it is about being actually scary. Why get creative when you can just come up with the most teenage angsty story and rely heavily on jumpscares?
Slender is another example of good horror elements. That's a horror entity that actually encourages you not to look at the monster. No jumpscare required. Knowing he's always following you is all the suspense you need. It's so simple, and yet it manages to be more creative than even the highest paid directors in hollywood.
I'm not even a fan of horror and i'm frustrated for fans of this genre.
I always thought how cool it would be if instead of immediately starting in the backrooms, you're doing a task in an office and get to take one of a couple of routes, and one of them lands you in the backrooms, and then some of the game is devoted to your desire to stay out of the backrooms, not end up back in there, and eventually being forced to give yourself to it and find a way to free yourself once and for all.
This game is insane. I think it would be so cool if they added the parts from the Found Footage game to this game! Or just add the Found Footage tape to this game. That would really complete it.
My current 3 favorite Backrooms games:
3. The Backrooms: Lost Tape
2. The Complex: Found Footage
1. The Complex: Expedition
They all look incredibly realistic and are super immersive.
im about to play one of them, just still dont know which one. what is the best one and what are main differences between found footage and expedition?
In Kane's videos, it is shown that all the random objects that are in the backrooms simply clipped into the backrooms. One of the videos shows somebody recording themselves measuring a point on the ground in the real world where objects clipped into the backrooms from and they throw shit into it until they eventually fall in themselves.
What's the channel of this Kane?
@@OrloxPhoenixLook up “Kane Pixels Backrooms” and you’ll see~
Can't get over how immersive the dev makes these games. All the little sounds, friction of costume, breathing of the character, steps. The running sounds so discouraging, like "Do it on your own risk". Adore all the little weird environments, that player is encouraged to explore.
It does feel, that the first level was a bit too dragged out, and some parts of the game really missed those ambient sounds and humms, the ones not coming from the lightsources, that the first game had. Regardless, this game is fantastic and dev's approach to the Backrooms concept is absolutely breathtaking. So excited for the future updates for this game.
Worth mentioning dev's note, that this game is not connected to the Kayne Pixels' series, although some parts are inspired by their work. So saying, that their games are renedition of Kayne's series - would be incorrect.
The one thing that always bugged me about the backrooms is how nobody ever thinks about really bisecting it. Because I have questions that I feel like a team of scientists would definitely try to answer immediately.
Is everything sterile or is there a microcosm? Furthermore, I would want to research any effects the backrooms might have on introduced bacteria, viruses, and mites that all the activity has brought in.
Are light sources plugged in? If not, how do they work? What if I took a lightbulb out?
What happens if I were to bash a hole in the wall?
What happens if I cut through the floor?
Also the backrooms violate the laws of thermodynamics, because everything in the backrooms is clearly physical, so how did these materials just pop into existence?
Sure these questions might be redundant and ruin the experience overall, but I'm that kind of curious person who needs these answers.
See and this is what I look for when I read the lore… I also need answers!!
Yes, these questions require answers! I'm always wondering if the Backrooms are slices of reality that somehow slipped into this weird in-between dimension or whether they're their own separate thing, because each possibility radically changes the potential lifeforms found within the Backrooms. Is it a mostly sterile environment or are there a bunch of microbiomes being smashed together? What does that mean for any human who may be exposed to these organisms? Or are humans introducing foreign pathogens etc to a pristine environment?
I wanted to make a backrooms video that went about things that way.
No levels, no monsters.
Just a person stranded like Tom Hank's character in Cast Away, trying to keep their sanity and their hope over the course of months where they strangely don't get tired, or don't need food.
Microbes probably exist where contaminated humans have ventured, so most of the backrooms are devoid of life.
I feel like you can unplug the light and rip out the cable, but you will never find the source.
Breaking the wall is possible, it just won't get you anywhere.
If too big of chasm is made within the backrooms, the walls might fill up the destroyed space, clipping everything in it's way further to the backrooms.
There is a video "Backrooms outpost" where they have a robot that goes out and drills core samples out of walls.
ua-cam.com/video/oaQ8UXlKDiw/v-deo.html
They can see into different parts of the Complex but the holes always fill back in like the damage self repairs
ua-cam.com/video/oaQ8UXlKDiw/v-deo.html
Here the robot only moved a few inches left but this next hole shows a completely different view into the backrooms
ua-cam.com/video/oaQ8UXlKDiw/v-deo.html
This game is perfection, I got goosebumps at 24:20
Everything about that room felt uncanny. The weird shape in front of the door. the ceilings connecting to the ground into total darkness
It genuinely gives off the feel of a place created by someone who was desperate to make a colonisable space for humans that wasn't human itself. Like a birdhouse or plastic ant colony.
It has the walls, floor and general feel of a space fitted out, but it has no human logic to the floorplan.
The song it was playing sounded like it was trying to mimic a tune the way people will meow at their cat and hope its working.
18:11 congrats insym! you found the original backrooms image referenced in this game!
I don't know how immersion breaking this would be, but any time the character opened a door i was hoping that they'd peek into the room and see something like a couple of entities playing cards or something; then they'd slowly close the door and walk away. It'd be a great tension breaker (after the event anyway, you (the player) would panic in the moment)
I think that's not really what this game is aiming for. But that's a cool idea for a game, it would emphasize the nonsensical weirdness of the environment.
The Backrooms has always reminded me of the Stephen King book (and miniseries) for The Langoliers. It feels like a world where you're time-displaced into an entirely empty world. But as you spend more time in it, you become keenly aware that... SOMETHING... is coming. Just seeing vaguely real-world areas completely devoid of people is always unnerving.
What a relaxing looking game. It reminds me of a bunch of office buildings I explored when I was a kid.
DANG these graphics are insane! I just noticed at 9:02 that every light gives a fog effect on the camera lens, amazing attention to detail
They stole the idea from a shooter that is in development. You cant make things look real in 3d but if you make it look like it was filmed with a crap cellphone then it is hard to tell if it is real or not...
@@thomgizziz you cant call similar ideas stealing without proof especially when its 2 completely different games
This game was awesome. The slow pacing of the horror aspects was great. Every time something happened it sent goosebumps down my spine.
Dunno, you say the voice acting could do a little bit more work, but I hear people just 'documenting' and 'telling stuff', not trying to dramatize, actually just communicating in a very natural way, I was actually kinda impressed.
I agree, this sounded way more natural. It is kind of hard to understand, though, so I think some optional subtitles would be nice
it just gives of the typical scp fan-made project by teenage boys I feel. Which I mean its what it is, and it does give it a nice authentic feeling, but it also takes from the immersion as these are supposed to be grown adult government/agency people.
I think this game strikes a great balance of backrooms tension and monster horror.
54:22 The game just suddenly became so horrifying...
55:00 i switch from fullscreen back to non fullscreen
edit: definitely not me checking if my door is closed throughout the vid
Lately I’ve been obsessed with back rooms games, idk what it is but they’re like a magnet for me hahaha
I know right (8
@@romellperez5661 Careful boy, she's lying
@@neronecrosade i was going to ask why you'd think that but then i read her username-
@@lithasunset When you get thirsty do you drink a small soda or a whole lita?
@@neronecrosadeXD
I think the best system for the entities in the backrooms is something i like to call the jaws effect where the monsters dont appear very often but it still keeps you on edge knowing they will appear at some point and keep you on edge after each appearance. Hopefully fancy reads this because that would make escape the backrooms far more unpredictable
@54:20 As someone said on a Steam Review "THE BALLS. WHY DID THE BALLS MOVE. NOBODY LIKES BALLS."
I watched this with grayscale on so I couldn't see the different colored walls and oh boy that was definitely an immersive feel. I don't need to see the colors since Insym is navigating for us, it felt like being stuck in a labryinth for real. Love this game to pieces.
Side note: the backrooms really reminds me of a lot of my school when the non-emergency lights would go out for the night. me and my friend managed to sneak past the security checks and explore the school in echoing eerie darkness. I miss doing that.
18:45 also back in school when you would drop your pencil under your table and would be gone forever, those must’ve got sent here too😂
I can't believe nobody noticed that the tall statue is the blank room soup mascot.
Yeah, the graphics are incredible. Even in the very beginning, when youre following the yellow arrow tape on the floor, you can see the light reflect off the tape, because it's reflective, and obviously not the carpet.
It's just tiny details like that that make it seem to realistic.
What about the zoom ins?
30:30 was definitely the most terrifying noise…. Nope nope hell no! 😮
Escape the Backrooms got a huge update. You should play it!
This is one of the few games where I've seen Insym actually deeply unsettled and scared. The way it looks, man. It's terrifying.
I hope that an option can be added in future updates: you can choose the game with entity or without entity. I prefer to explore freely in this space without entities.
1:26:26. Classic Insym, Moments earlier he spoke of "Haven't seen Mr. Tall Boy for while", and then moments later he shows up. 😆😱
PLEASE play this game multiple times over. i absolutely love backrooms games, especially when Insym plays them!
This looks incredible. In VR I think it would be terrifying!
Very Surprised Light On Off
Clicking Buttons Space Bar
12:58
this is crazy bc 8-bit Ryan took a completely different route lol
The voice acting sounds genuine to me, just 2 Unprofessional bros being candid with eachother
30:29 damn his heart almost stopped wtf
i dont know why, but liminal spaces always give me such a sense of calm and peace. if there was an afterlife, i would wish it to be something like the backrooms or anemoiapolis.
Same here. They're such perfect environments, occasionally I see similar places in a dream, and it's thoroughly enjoyable. Those are the only times I wake up in a good mood.
@theRPGmaster I think it's because all the rules and familiarity are broken so nothing really matters anymore you know? I think that's where the feeling of calm comes from for me at least
@@Argom42 Interesting observation, that might be it
thats really interesting how some people find places like this calming, id describe them as unnerving or nightmarish even
1:15:00 Yes, malls in America are mostly empty these days. They've become obsolete. A local mall actually began sealing off shops as they closed, creepy AF tbh.
18:12 Ladies and gentlemen....THATS THE PLACE!
The dev actually done the place from the original backrooms picture in the game :D
I like to think that all the random objects also no-clipped into the backrooms.
Thank you so much for playing this incredible game with us!
I feel that the universes as SCP and Backrooms get ruined by community who tries to "enrich" it by monsters and gory stuff... I am bamboozled that cheap fluff like this usually gets the most attention and praise. This game right there is the depiction what I consider the horror of backrooms as it was meant to be.
An authentic backroom game in hyperrealism? A wonderful experience 👍 the settings are inexplicable till the end and that ending was pretty good in a sad way.
Other than the Backrooms creepypasta questioning reality and humanity's experiences with monotony and liminal spaces, Inysms chat doing random quips/thoughts is just funny to me like them saying "The Bathrooms!!!" 34:50, "not the wheelchairs!" at like 18:10, or "Sparkling water tastes like TV static" 37:32, and much more.
Also the whole statement 1:15:40 is just funny to think about empty malls just being able to rebrand as pockets of the backrooms honestly like a funny concept if done correctly
i found the comments were a little out of focus to read easily unless i really focused on trying to read them, could be my eyesight though!
@@thisandthat1701There's a lot of reasons, but even when my screen on full, theater mode, and 720p the chat can blend in the background or just fast so any reason is valid until you prove it to be false (hoped I helped)
I don’t know if there’s any logical explanation but those empty chairs in these kind of games make me really uneasy, bonus points for the far away music that you can never find its source, someone should invest in making a backrooms haunted mansion in some kind of theme park 😂
And as always, great video ♥️♥️♥️
be to many lawsuits as customers would lose their sanity and go mad in such a theme house.
I love how real this looks
And that one sound in the darkness...holy crap man
The dark window is the thing of nightmares.
If you think about the time frame the quality of the audio on the call is actually perfect. Mics back then weren't always high end or even mid.
I really do find the backrooms and games spawned from it very interesting. Especially ones like this that are, as you put it, more of the "true" backrooms. Liminal spaces in general, too. I feel like the horror is just how empty and lonely everything feels. There SHOULD be people here and there are signs that people were once here but yet...there's nothing and no one. And yet you hear things, think you see things even if nothing is actively hunting you (or is there?). Even if there isn't anything in the game that actually kills the player, the sheer atmosphere and tension just makes it amazing and terrifying. That's what I love about games like this.
It's as if your own mind is what's scaring you with "what-ifs" and trying to rationalize something that there isn't a rational explanation for. At least not rational for "us." I'd love to make a game based off the idea of the backrooms and liminal spaces, but with different areas and feels. Maybe someday for fun.
pipe room/hallway is just what it actually looks like to find a bathroom in a mall in america
Some triple A game studio is probably looking at this, thinking how to make it into a fps shooter because of how realistic it is lol
Theres a game with graphics like this its a body cam swat like fps game
If there is a Backrooms project where the rooms actually change. Like imagine leaving a room. Then come back and it’s either a brand new orientation, or a new room entirely. Or even a mixture of both would be super sick
pretty common trope since P.T.
@@Grunttamer True but never explored because PT was cancelled for a pachinko machine
@@ocelot_the_dragon um what. It’s used in like every indie horror game since p.t. That’s what makes it a trope.
That said it really was a shame that P.T. Didn’t get fully produced
@@Grunttamer Meant to say true but oh well you’ve made your response
The infamous Backrooms pic is of an abandoned mattress store btw
this is the most realistic game I have seen in a long time. the muffled voices with the short realistic answers makes it very realistic. doesn’t feel like a game, it feels more like irl
This in vr would be insane.
This would be so much better in VR
I also think backrooms is all about being alone in a dark liminal space, no monsters needed.. People added monsters to make more like a game and actual horror, meanwhile the original concept is not about this, so the game managed to make it just like the real experience.
made it 2 minutes in and had to stop the vid and buy the game to play it for myself with no spoilers. marketing successful lmao, ill be back after I play, looks incredible!
This in VR would be insane.
It would be ruined because this relies on a held camera for the graphics.
I’m surprised no one has ever done a funeral home for this year. They’re one of the scariest liminal spaces
It's like it is a dimension created from forgotten memories where all of the items in the rooms have disappeared and only the object of importance/focus of the memory is left behind. A newspaper, clothes hangers, washing machine, chairs, couches, pillows etc.
Might be the smoothest cutscene to gameplay transitions I've ever seen in 20 years of gaming
I think this confirms that the backrooms reality invades and assimilates realities that connect to it.
13:43 You have no reflection! My immersion is ruined! ... ...So from this point on, your character is canonically a vampire as far as I'm concerned.
some camera drag would make this look even more realistic
that ending was perfect. exactly how i imagine you would leave the backrooms.
Malls in the US are in fact real life liminal spaces. I once recorded a video like.... geez, probably 11 years ago or more now where I just filmed the empty mall where my family knife shop was and set it to creepy royalty-free music. When I made that video it got 0 views. Now I think I was just ahead of my time lol
Couldn't find the video
Who ever did all the backrooms wallpaper was way to committed 😂
Um.. actually 🤓
The backrooms are procedurally generated☝️🤓
@@UnusualSandvichTF2 yea Ik it’s just funny
Man this looks so realistic!
The mall closest to where i live use to be very busy, but now they're shutting it down and going to redevelop the area. The last time I went there, there were only a handful of stores open, most of them shut down with the huge metal shutter closed. It was very surreal, seeing such a large place with such few people. I remember going to it when i was younger a long time ago and it seemed busy, so i'm not sure why it lost so many customers.
These camera and those animations are making this game so much better !
SPOILER don’t read until about half an hour in!
This games looks spooky but the way that he walks into rooms without checking corners and all that makes it so much worse. Like when he walked into the chinese place and just starts shopping instead of checking behind shelves and stuff is just crazy to me
Imagine you have the infinite space of the backrooms for the rest of your life but the moment you walk into that elevator it never opens again. All I would think is I could have died on that couch staring up at the the fake sky.
18:12 this is the room looking into it where the "Existence of the backrooms" photo was taken. Look up the fist ever photo, and then go here. It's the same thing, lights, wallpappers, and the only difference is 2 light sockets on the right, instead of the one in the picture.
those typical ceilings in office buildings have the purpose to avoid too much noise if many people are in there.
hey insym try to play these games with low frame rate like 24fps, 60fps is way too smooth for these camera effects
Backrooms lezz goooo
Imagine... an ultra-realistic video game backrooms on vr :)
It looks, sounds and feels so good. Maybe it could use some more reminders that we are not alone here like some random shadows in a distance and maybe its just me but I can't really be afraid of this monster, hes looking way too funny
There seem to be several different backroom mythos, and while the original gave off the feeling of endless monotony, this one gives the feeling of being in a place that was just moved out of.
Some of the newer "backrooms" things are generic horror set in the backrooms because the backrooms became popular.
I feel like they don't really get the backrooms, and part of that is likely that they haven't had enough life experience to see these places and have that vague feeling of having been there.
That vague feeling of it being so familiar, but not quite right.
It's kind of about exploring, but also kind of about not belonging.
I really like the concept of games using a labyrinth like scenario. This reminds me of one of my favorite books called House of Leaves. It's a maze of a book on it's own, but a big part of the book is a story within the story that is about a house that is bigger on the inside than it is on the outside and there's a door that should lead outside on a wall which leads into a gigantic pitch black labyrinth where the walls absorb light that takes twice as long to get out as it does to reach a certain point and they have to leave a trail to get back into the house and they start obsessing about the anomaly and eventually they start hearing rumbles and growls in the distance and suspect they aren't alone. It's such a good read. If they realized that book into some kind of media, it would be very difficult. Playing this would freak me out.
This was so fun to watch!! Respectfully disagree about the VA work though, I felt it added to the layers of realism that the game clearly intended to convey. They're just regular dudes chatting, trying to do their job the way they've done it a bunch of times to the point of routine. Corporate policy, you know.
It took me so off-guard when you mentioned Stanley Parable being a sorta backrooms game, because I had JUST had that thought only a minute or two before you said it! Also wow, the random chairs really unnerved me. This looks SO GOOD.
' The fear of getting lost within the unknown where the impending darkness starts to wrap around thy soul once hope is running low on existence. ' - Chrome