Happy Holidays from: The Cabin Factory
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- Опубліковано 7 лют 2025
- Josh and Chris spend the winter in a series of increasingly Not Haunted cabins. Nothing goes wrong.
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Haunted house of Theseus is one of those banger of lines you only get from these one-off spoops
This, THIS is why I built my garden shed myself instead buying it. Who knows what corporate drone ignored the wintery noise on Every Single One?
The guarantee is that the house isn't haunted, not that it isn't extremely cursed
I mean, I feel like the "why" became clear as soon as we learned their names are Hans and Greta.
For Chris asking how Josh was supposed to survive that at 24:20:
It looks like after you came down the stairs the mother was placed in front of her picture in a way that put her head in the same place, but if you had noticed her whole body was there you would know to be ready. Sadly Josh was looking away when he triggered her attack (I think by distance but it could have been a timer) so by the time he saw her she was too close to escape.
The phasmaphobia effect. We confirmed the house is haunted, and now it's actually more haunted. RIP Jerry
I feel like the game Josh and Chris are describing could be interesting - a Papers Please style game where you’re technically motivated to find haunted stuff but the corporation you work for has specific quotas they want met and will get mad at you for not approving enough houses even if they’re haunted.
It's funny how striking video game proportions become if you've ever played a VR port for a game that wasn't originally designed for VR, like Half Life 2 VR. So many objects that look kind of normal in a standard video game are suddenly hilariously oversized when you can pick them up with your simulated hand and hold them right in front of your face.
2**8 is 256 so guessing at 50:50 so you should in theory guess successfully after about 100 attempts.
I think game is haunted.
“Everyone hates motion blur and I don’t get it”
What’s not to get?
In the vain pursuit of giving your visuals some degree of false “realism”, you are artificially adding an effect the human eye experiences naturally, in such a way that the vision of the player is impeded in an interactive medium relying on *vision*.
I’m not saying that it doesn’t need to exist in any game (I think that, but I’m not saying it for the purpose of this argument), but of *course* a visual option that makes it harder to see clearly (and thus play the game well) is gonna be one of the most often toggled off of anything in a graphics menu.
Ive seen about a dozen of these spot the difference horror games. Any idea why this is a trend recently?
They're easy to make, require only limited assets, and make good Stream content, especially for screamo-streamos.
And they can be entertaining enough.
I think Exit 8 was the first? Or at least the one that popularized the trend most recently.
@@trainzack Exit 8 and Confabulation.
Although I think my favourite one was called something like "Dead End" where the aim of the game was to simply walk forwards, and not look around, while all these anomalies attempted to make you look back.
A nice twist on the basic premise, if a bit hard to really make sound "fun".
I think culturally it’s influenced by the trend in recent decades of ‘corporate supernatural’ (Cabin in the Woods, the SCP Foundation, Control, I’d also argue The Backrooms, Stanley Parable, and the show Severance fall loosely into that category). Also that image that went viral of the Unabomber’s cabin being stored in a real life government warehouse that looked a lot like this setup probably inspired a lot of ideas based on that.
@@shadyguy23 not actually a warehouse but a publicly available museum. Weird but I guess it is small enough.
It's probably one of these, instead of a standard croissant. cs.wikipedia.org/wiki/Rohl%C3%ADk