That’s what I was thinking as well. He turned it down and then turned it back up! Some of his frustration could have been avoided with turning the sensitivity down.
@@TheJasonmanguy it might be the type of game that resets the sensitivity whenever the game starts over, unless Charlie did manually turn it up himself (which I don’t think he’d do) it makes sense why he wouldn’t manually change the sensitivity after every single reset.
watching him set the mic sensitivity to a point where casual no emotion speech was nearly "screaming" was all I needed to know he would die to a sigh later
Honestly, this game is a great example of how good lighting can make a game look so much more realistic. The textures are okay, like, they're like PS3 level textures or so, when you look at them a bit more. Maybe a bit better. But the lighting is SO NICE.
It's not the lighting as much as it is the post processing that makes it look like a camera recording. This doesn't look like "real life" through your eyes, this looks like a recording of real life from a old digital camera.
Doesn't help that he uses earbuds with probably the worst audio quality out there instead of actual headphones, and then uses only 1 earbud most of the time at that.
I dont understand why the dev would put so much effort into making a genuinely good looking game and then just use the most basic stock scream effects and worst jumpscares ever
@@Farlayythe really well tuned lighting and after effect edits in post make the game look like an actual recording from a somewhat old camera. That's all it is. If you look good at the textures they look pretty bad
@@William256even then popular games like Slender the 8 Pages was super lazy too and that was in the early 2010s. Games like FNAF, from the same period, also relied entirely on jumpscares
I see comments like this all the time under streamers with particularly sycophantic audiences, and I can't decide if it's worse if this is true or if you're just lying
@@maxwellhesher1790 IKR. I have to encounter it at least once a month in multiple genres of songs, games, movies, and even documentaries I watched for school. And it’s definitely the most standout of all stock screams with the two followup skrieks. You don’t need a very good ear.
6:09 this part where just staying at the house made the game spawn enemies again and again but the player is still not dead so all of them just stacked at the end there lmaooo
I think the thing that kills the scariness in this game are the monsters. Some of them are too generic, some look funny, and some try way too hard to be scary. The game is also constantly bombarding you with monsters, so they stop being scary after a while.
A bunch of the monsters are assets. I don't know if all of them are or if certain ones were slightly edited (One of the sisters who will kill you if you look away has the same face as one of the alternates in Alternate Watch just with a more monstrous body).
I agree. I think most of the scares are really good and the sound design is very effective (aside from the clear text to speech voices), but some of the monster designs are just very lackluster, and the very recognizable stock sound effects kill the vibe. I think the best scares are definitely the "Mayday" monster purely for the horrific weirdness of it, the headless crawling woman because of how freaky hearing her rush you is coupled with her speed, and the many figures that appear directly behind you.
@@troin3925 A large set of human legs that appear behind you and walk forward saying "Mayday, mayday" in a voice with a radio filter over it. After a few seconds this same voice then begins to scream in increasing pain/horror before eventually the monster just disappears. I find the bizarre nature of this monster in particular really interesting.
i like this subgenre of horror games with like weird cryptids that all have their own special rules -- but this game seems like it has no restraint, literally throwing like half a dozen enemy types at you at once and just expecting you to bang your head against the wall until it works out.
@@Seaneey Worse, the microphone sensitivity he had at the start had screaming start at "talking a bit quieter than normal". He could have survived the sigh if he had actual realistic settings.
the whole "that man was in a hurry. he was told we're evacuating the forest and decided to do that double time" got me so hard, i don't know why, i can't stop chuckling on that
Try on max volume, the sound itself is 80% of the game. If you have the sound low, you won't get jumpscared by almost anything, but if you have sound on max volume or near it, you cannot control it (if you have reflexes and an intact brain). Most horror games rely on sound to scare you, and when you take that one thing away or turn it down significantly, the whole game stops feeling the way it is supposed to. And this game would have been 10x better if the scares were rarer and bodies could be found by some sort of landmark (better map)...
Impressive in terms of visuals. The VHS filter really helps to sell the immersion. Sound design and monster/scare encounters are really hit or miss, though. There just isn't enough time to build up tension and suspense before the jumpscares start hitting you.
Visually one of the best looking games I’ve ever played. The textures themselves are super high quality but it just visually looks extremely realistic somehow. I also love the detail of when you brush up against a shrub or plant its moves accordingly.
I get more startled when a RU-vid video has low volume so you turn the volume up and RU-vid ads start suddenly jump scare you with normal volume. Even watching someone play some horror game in the background, those damn ads jump scares me more than the actual horror game.
What I find lacking in most indie horror games is really just the sounddesign and music. That's really hard to make but it is so crucial for the immersion and to tie everything together. Graphics don't matter anymore since Unreal 5 comes with great visuals out of the box, they ignore everything else other than graphics.
If he wore a proper headset, im sure he would get jumpscared. He has no way to really get immersed with 1 earbuds in and they are old apple earbuds lmao
I live vicariously through other people playing horror games because while Charlie is totally unphased, I'm freaking out just watching. Then he scared the hell out of me with his own jump scare.
His reaction at 3:37 had me in tears lmao how is anyone this unfazed by horror games! His reactions do aoe damage and make us the viewers also not scared.
Charlies' intentional sudden scream to scare you is more scary than overused stock screams. You are so accustomed to them that it becomes too recognizable.
Try on max volume, the sound itself is 80% of the game. If you have the sound low, you won't get jumpscared by almost anything, but if you have sound on max volume or near it, you cannot control it (if you have reflexes and an intact brain). Most horror games rely on sound to scare you, and when you take that one thing away or turn it down significantly, the whole game stops feeling the way it is supposed to. And this game would have been 10x better if the scares were rarer and bodies could be found by some sort of landmark (better map)...
This is the best portrayal of unmanaged woods ive seen in a game, ever. Navigating woods is always so easy in games especially AAA titles. It's always something i notice.
I been saying for years that lighting makes a game look more realistic than graphics. No game really has realistic lighting. Also the more lofi look of this helped a lot. Overly sharp and good graphics look TOO good and kills realism since our eyes don't see that way casually. P.T. had a similar effect, kinda hazy graphics with realistic lighting.
@gorslax_5115 Kojima's new game OD may possibly be a sort of spiritual successor to that. At the very least I expect him to use some of the ideas he had planned for that project.
I watched tomato play this, it just sends so many monsters your way to try to scare you and it actually counts the amount of jumpscares you survived after you beat it, he got 60 lmao
That was a fun play-through, but I don't know if I enjoyed the evidence-finding aspect. I watched Sinow play a game like this last year in November; I think it was called Don't Scream. But the game didn't have evidence to collect; instead, it was timed.
Not really, I'm pretty easy to spook in horror games, at least as far as jumpscares go. This was the most tame horror game I've seen in a long time, I didn't get scared at all, except for Charlie's scream.
Focus all your brainpower into not being scared, I gurantee you wont even find anything scary unless its actually a real-life threat. Things are only scary because you let yourself be scared which is the fun in itself of playing horror games, Charlie trying his hardest to not be scared just genuinely makes the game completely pointless.