I wonder how Hello Neighbor would've went if they stuck to the slight realism/tim Burton style, I feel as though the full game would've gone basically in order from: Alpha 2 House(Act 1), Pre-Alpha House (Act 2), and some sort of combination of the Alpha 3 concept art, and the Alpha 1 house. (Act 3) and no Finale Act, it'd end at Act 3 where maybe in the basement, the player finds a gas canister and burns his house down after freeing whoever is in the basement.
14:44 you don’t need to stack boxes, there is a lever on the wall with the platform that if you throw something at it, it will lift the platform up to the window
I remember back then, all I would do is boot up alpha 2 everyday just so I could screw around with the debug menu. I would torture the neighbor constantly with whatever inane ideas occurred to me.
Same. The developer console was just too fun, and when I was getting footage of me messing around with it, I realized I have memorized the commands by instinct.
Alpha 2 was where several incomformities surged for me, like the post processing which eventually becomes annoying as well as it easily reveals the nighbors location, making the game a whole less scary. The other is the cartoon artstyle, that while in Alpha 2 and 3 still has good blending with some realistic and lighting elements, it eventually became too much, and as you said, it's basically impossible to make something colorful and cartoony scary, which every build starting from Alpha 4 had, even seeming that the developers didnt know how to use their own artstyle properly, usually making it look poor, rushed and lazy. I'd rather play Pre Alpha or Alpha 1, because even if they had a few cartoonish aspects, it is and feels more real, and like someone is actually breaking into a house.
I always felt a "Pixar-esque" vibe from Hello Neighbor. I think the best way to describe what I mean is with this simile: the Pre-Alpha and Alpha 1 felt like a Pixar short film, while Alpha 2 felt like a movie. I have also *always* been reminded of UP when playing Alpha 1, as the neighbor's house reminded me of Carl's. And yes - the post-processing effects are extremely intense and can make it difficult to see overall. While the eerie "inside" ambiance persisted into Alpha 2, it cuts out a lot and repeats on itself, and the neighbor's ambiance eventually became a replacement for it. I am referring to the ambiance that used to play when you entered the neighbor's house in the Pre-Alpha and Alpha 1, as well as how the track changes the closer he is to you. That was far scarier, and I'll definitely mention it in the Alpha 1 retrospective which is up next. The final game's graphics just look ugly at times. The lighting is all over the place and everything is too over the top and zany. Alpha 1.5 is, in my opinion, when the cartoon art style looked its best, as it blended nicely with the old art style assets that were yet to be updated and looked natural despite that.
Cool video! Btw, the alphas (Pre-Alpha - Alpha 2) we're released in chronological order, but they were worked on months before they partnered up with tinyBuild. That's why the timeline of the Alpha 2/Alpha 1.5 videos seems a bit weird.
Honestly this is my favorite hello neighbor version, especially 1.5. It's PERFECT for being the tutorial and which I kind of wished this was act 1, I know it kind of is, but I feel like this is a little longer but works better for a tutorial and honestly I wish the story was u moving in, I just think it fits better. I'll always love this build as my favorite hello neighbor version
Missing Entity releashed a mod called Hello Neighbor Old style. And there was a new feature that you lose your items after you get caught. Honestly, its not that hard as you think.
Great video. Some extras for the gameplay chapter: I vividly remember that there are 2 lockpicks in the kitchen. One in the drawer you showed, and the other is behind a bread in one of the cabinets above the drawer. There is also a second crowbar sitting on the antenna on his roof. So yeah, lots of ways to beat this build.
Also, the white thing under the keycard window isn't only there to stack boxes on it. It slides all the way up to the window like in act 1. The switch for it is right above the main circuit switch that shuts off his power.
The *beeping* sound that you heard is the same one that's used for the key card terminal, so probably has something to do with it. Maybe to build up the atmosphere and just as a reminder "hey there is a kid in the basement that you have to save"
In ur video you said about box stacking to get the keycard, but actually there is a lever near the platform. If you press it, platform will lift you up(like in release)
10:40 If I'm not mistaken, you can run to the closet at the back of the hallway and hide in there. I recall seeing this occur in a playthrough, but I don't remember where.
Even tho I don't like the art style change I get why they did it. It would've stood out if most horror games didn't shift to that too. Everything else about this build is very interesting
20:23 I find the second one spookier. but I also find these super spooky.something about repetitive droning: puppet ganon from wind waker. parasite queen from metroid prime. regenerator from resident evil 4 (original)
13:21 I’m not sure if that his watch because the neighbor places cameras at random height or areas sometimes and the camera’s spot you sometimes but that would be annoying if that was the case
Alpha 2 (In my opinion) is the best build of Hello Neighbor. The house isn’t too complicated and is very small, and the puzzles are easy to understand. The neighbor being faster than you makes it more important to get out of the house when he sees you, unlike alpha 1 where the neighbor is as slow as a turtle. But, your items not being taken after being caught takes away most of the challenge. It would have made the neighbor a REAL threat. Him being faster and your items being taken would make it harder. Alpha 2 has many flaws, like it being the first build to have the cartoony art style, horrible physics and such, but it is a great build.
I miss when Hello, neighbor was actually creepy, everything about the earlier builds had a more disturbing atmosphere, like the neighbor used to have an unsettling personality, he seemed more like a cold and unfeeling psychopath that kidnapped people and buried people alive
when you first go to the house (neighbor boarding up basement cutscene), you hear the beep sound after he closes the door. the *beep* sound it the keycard reader thing
Am i the only one who still sees promise in the concept. and i mean that in a sense of (IF IT'S DONE RIGHT.) Also 10:43 Correction thats the front yard
In my opinion I think everything after alpha 2 becomes bad because the artstyle is gone the house puzzles are so unrealistic it became like a kids game with all these colors its impossible to make somthing colourful when scary also alpha 3 is so rushed there is a bug where you cant pick up items after using the lockpick to open the door it just became so rushed as well as alpha 4 they didnt know how to use their artstyle properly very dissapointing.
I think its pretty good but a step down. It had quite a bit of flaws but was still good and enjoyable; Alpha 3 had a bit to it that was enjoyable but was definitely godawful and annoying and it only got even worse as it went on. Id say Pre-Alpha: 8/10 Alpha 1: 8.5/10 Alpha 2: 7.5/10 Alpha 3: 5/10 Alpha 4: 2.5/10 Beta 1: 1.5/10 Beta 2: 1.5/10 (it had some fixes but also broke even more things in other areas, ironic honestly.) Beta 3: 2/10 Full game: 3/10
I think Alpha 2 is probably the best build of Hello Neighbor. Especially Alpha 1.5 which would’ve been a blast to play.
I wonder how Hello Neighbor would've went if they stuck to the slight realism/tim Burton style, I feel as though the full game would've gone basically in order from: Alpha 2 House(Act 1), Pre-Alpha House (Act 2), and some sort of combination of the Alpha 3 concept art, and the Alpha 1 house. (Act 3) and no Finale Act, it'd end at Act 3 where maybe in the basement, the player finds a gas canister and burns his house down after freeing whoever is in the basement.
14:44 you don’t need to stack boxes, there is a lever on the wall with the platform that if you throw something at it, it will lift the platform up to the window
I remember back then, all I would do is boot up alpha 2 everyday just so I could screw around with the debug menu. I would torture the neighbor constantly with whatever inane ideas occurred to me.
Same. The developer console was just too fun, and when I was getting footage of me messing around with it, I realized I have memorized the commands by instinct.
Alpha 2 was where several incomformities surged for me, like the post processing which eventually becomes annoying as well as it easily reveals the nighbors location, making the game a whole less scary. The other is the cartoon artstyle, that while in Alpha 2 and 3 still has good blending with some realistic and lighting elements, it eventually became too much, and as you said, it's basically impossible to make something colorful and cartoony scary, which every build starting from Alpha 4 had, even seeming that the developers didnt know how to use their own artstyle properly, usually making it look poor, rushed and lazy. I'd rather play Pre Alpha or Alpha 1, because even if they had a few cartoonish aspects, it is and feels more real, and like someone is actually breaking into a house.
I always felt a "Pixar-esque" vibe from Hello Neighbor. I think the best way to describe what I mean is with this simile: the Pre-Alpha and Alpha 1 felt like a Pixar short film, while Alpha 2 felt like a movie. I have also *always* been reminded of UP when playing Alpha 1, as the neighbor's house reminded me of Carl's.
And yes - the post-processing effects are extremely intense and can make it difficult to see overall. While the eerie "inside" ambiance persisted into Alpha 2, it cuts out a lot and repeats on itself, and the neighbor's ambiance eventually became a replacement for it. I am referring to the ambiance that used to play when you entered the neighbor's house in the Pre-Alpha and Alpha 1, as well as how the track changes the closer he is to you. That was far scarier, and I'll definitely mention it in the Alpha 1 retrospective which is up next.
The final game's graphics just look ugly at times. The lighting is all over the place and everything is too over the top and zany. Alpha 1.5 is, in my opinion, when the cartoon art style looked its best, as it blended nicely with the old art style assets that were yet to be updated and looked natural despite that.
@@AnomalousDuckyI like how you narrate the gameplay
@@AnomalousDucky I agree with the your opinion on 1.5, maybe it's just because I like the old doors :3
15:38 There is also a crowbar on the antenna which makes getting the required items REALLY fast as they are basically right next to each other
Cool video! Btw, the alphas (Pre-Alpha - Alpha 2) we're released in chronological order, but they were worked on months before they partnered up with tinyBuild. That's why the timeline of the Alpha 2/Alpha 1.5 videos seems a bit weird.
Wait! NO WAY!!! It's him!
WOO HOO
you've been absolutely killing it with these retrospectives, man
Many thanks!
Honestly this is my favorite hello neighbor version, especially 1.5. It's PERFECT for being the tutorial and which I kind of wished this was act 1, I know it kind of is, but I feel like this is a little longer but works better for a tutorial and honestly I wish the story was u moving in, I just think it fits better. I'll always love this build as my favorite hello neighbor version
Missing Entity releashed a mod called Hello Neighbor Old style. And there was a new feature that you lose your items after you get caught. Honestly, its not that hard as you think.
Yeah, even riffle isn't in "taken" list
Great video. Some extras for the gameplay chapter:
I vividly remember that there are 2 lockpicks in the kitchen. One in the drawer you showed, and the other is behind a bread in one of the cabinets above the drawer.
There is also a second crowbar sitting on the antenna on his roof. So yeah, lots of ways to beat this build.
Also, the white thing under the keycard window isn't only there to stack boxes on it. It slides all the way up to the window like in act 1. The switch for it is right above the main circuit switch that shuts off his power.
11:39 the neighbor's not a maniac after all lol
Fun fact: the wooden toy cubes that appear on the stairs actually spell out the "Hitler" Edit: I meant the word is spelt in their texture
Bruh, no way, I gotta see this for myself
@@roastytoasty4350 If you use the hello neighbor mod kit to view it's testure you can easily see
12:31 "or go out your way to put him to sleep" the neighbor runs away on screen
Alpha 2 is set in a dream when the protagonist falls asleep just like in the final version.
The *beeping* sound that you heard is the same one that's used for the key card terminal, so probably has something to do with it. Maybe to build up the atmosphere and just as a reminder "hey there is a kid in the basement that you have to save"
In ur video you said about box stacking to get the keycard, but actually there is a lever near the platform. If you press it, platform will lift you up(like in release)
10:40 If I'm not mistaken, you can run to the closet at the back of the hallway and hide in there. I recall seeing this occur in a playthrough, but I don't remember where.
14:48 this has been an issue in alpha 1 aswell but i dont remember if pre alpha had it
Even tho I don't like the art style change I get why they did it. It would've stood out if most horror games didn't shift to that too. Everything else about this build is very interesting
20:23 I find the second one spookier. but I also find these super spooky.something about repetitive droning:
puppet ganon from wind waker.
parasite queen from metroid prime.
regenerator from resident evil 4 (original)
Unlike the later builds, the pre alpha can sometimes be terrifying
these videos are really good, i love these
More to come!
Fun fact: there’s also a crowbar on the antenna on the roof
Underrated video and channel
I love alpha 2's basement and how much there actually was past where it cuts. I wish it made it in the final game tbh. Woulda made the game better
New Subscriber. Keep Up The Amazing Content
13:21 I’m not sure if that his watch because the neighbor places cameras at random height or areas sometimes and the camera’s spot you sometimes but that would be annoying if that was the case
16:53 here i irealized that the banner looks like a mix of the final house and the alpha 2 house
good job on making these videos
you can grab the key from the neighbor by going to the left side of the map, that way the neighbor stops for some reason and you can grab it off him
Alpha 2 (In my opinion) is the best build of Hello Neighbor. The house isn’t too complicated and is very small, and the puzzles are easy to understand. The neighbor being faster than you makes it more important to get out of the house when he sees you, unlike alpha 1 where the neighbor is as slow as a turtle. But, your items not being taken after being caught takes away most of the challenge. It would have made the neighbor a REAL threat. Him being faster and your items being taken would make it harder.
Alpha 2 has many flaws, like it being the first build to have the cartoony art style, horrible physics and such, but it is a great build.
Alpha 1 is amazing actually despite the slow neighbor
BRO HOW, HOW DOES THIS NOT HAVE AT LEAST 100K VIEWS 😭
I have no idea
I wonder why they got rid of the basement chase scene
13:23 I think that it is the Murteenal- I mean keycard terminal.
12:36 why does it say Normal pills? is it a placeholder for the sleeping pills?
I love the alpha 2 build and the I prefer alpha 1.5 the looks and feel but alpha 2 is great nice video the alpha 3 one was awsome
There is a second crowbar on the antenna of the roof. There is also a lever by the platform that you can throw something at to get to the keycard.
I miss when Hello, neighbor was actually creepy, everything about the earlier builds had a more disturbing atmosphere, like the neighbor used to have an unsettling personality, he seemed more like a cold and unfeeling psychopath that kidnapped people and buried people alive
13:20 that beep comes from the keycard lock on the door
when you first go to the house (neighbor boarding up basement cutscene), you hear the beep sound after he closes the door. the *beep* sound it the keycard reader thing
The beep is the keycard terminal
There is also a crowbar on tip of the antenna thingy on the roof
Alpha one was created in january of 2016 but it was RELEASED to the public in october 2016 pre alpha was in october 2015 too
14:40 there is actually another crowbar on top of the antenna thing on the roof
Am i the only one who still sees promise in the concept. and i mean that in a sense of (IF IT'S DONE RIGHT.) Also 10:43 Correction thats the front yard
Alpha 4 takes hours
There is also a crow bar on the roof
Isn't there also a secret crowbar on the roof?
Those beeps are the sound of cameras
No, they aren't, I heard it when I was out of bounds
@@SneakisFine the neighbor sets them off too I think
Fun fact: the chase sequence in 1.5 made it into the full game.
The *beep* means that the neighbor placed a camera. If you don't believe me, then check it yourself.
Yeah, that is true I have known that for a long time cause when the camera sees someone it *BEEPS*
Is anyone gonna talk about what happens at the end?
I’ve Changed My Mind About My Favorite Hello Neighbor Alpha My Favorite Is Alpha 1
beta 3 is just alpha 4 but with one more fear room and a more intresting basement
can u talk about beta's?
Where is A4 video?
reinventarnos
The beep noise is the camera spotting you usually
Oh btw
The new chase music can be hurd in the background of the circus basement music
No, I heard it when I was out of bounds in this build
fandroid neibir??
i acually always preferred the crazy houses a lot more. it makes the game itself more unique
Anyone in 2024??
644th like!👍
In my opinion I think everything after alpha 2 becomes bad because the artstyle is gone the house puzzles are so unrealistic it became like a kids game with all these colors its impossible to make somthing colourful when scary also alpha 3 is so rushed there is a bug where you cant pick up items after using the lockpick to open the door it just became so rushed as well as alpha 4 they didnt know how to use their artstyle properly very dissapointing.
i didnt like alpha 2. i just hated the new art style and the new chase music.
I think its pretty good but a step down. It had quite a bit of flaws but was still good and enjoyable; Alpha 3 had a bit to it that was enjoyable but was definitely godawful and annoying and it only got even worse as it went on. Id say
Pre-Alpha: 8/10
Alpha 1: 8.5/10
Alpha 2: 7.5/10
Alpha 3: 5/10
Alpha 4: 2.5/10
Beta 1: 1.5/10
Beta 2: 1.5/10 (it had some fixes but also broke even more things in other areas, ironic honestly.)
Beta 3: 2/10
Full game: 3/10