VACANT - Film a Ghost Hunting Show in this Slow-Burn Paranormal Investigation Horror Game! Read More & Play The Full Game, Free: www.freegamepl... #Gaming #IndieGames #VideoGames
This type of stuff always gets me. The long drawn out sections get my heart pounding much harder then they should. Keep up the great work, love seeing indie games showcased like this :)
Honestly? The second Priya insists on leaving me alone in the woods to go into the sewers after a guy with a crowbar enters in a building associated with 50+ disappearances? I wait until she turns around and shove her head into the nearest blunt object and *insist* that we leave - not just asking really really nicely. I know that, in game, it's at least possible that 'fame' was her rationalisation for being compelled to do this by the hole, but no way in hell would I let someone get away with something like that. That's physical altercation territory.
Personally I would have just left and walked back towards the road and called a cab or something. It Priya wants to get herself killed following some weirdo down a sewer drain then that’s on her.
The fact that Priya was willing to humor the idea of abandoning Elena for her quest for internet clout probably explains the real reason why her last camera guy was a no-show lol
Don't usually comment but simply had to say this gave me CHILLS. Really goes to show the horror of suspense which this game captures brilliantly. Edge of my seat the whole time!
This is those kinds of entertainment that you wish would last forever, I love the interaction between Priya and Elena. That finale dialogue was insanely good
At first i was ready for some typical scary-ghost-jumpscare story but all whole mysterious stuff happened in game is just left more questions. It's really good on suspence and some minor revelations with really chilling atmosphere. Sometimes to have a good creeping feeling you don't need an AAA+ graphics. Game is really worthy of attention.
Finally a game that manages to stay scary while vague enough to be plausible to believe. In the end nothing's scarier than what your own mind can conjure up.
I can see this game got some inspiration from the Enigma of Amigara Fault, in the part where people felt like being called to the holes and just go to their own hole, the main character also feel like they’re being called at the end of the story… this is a good game with a good atmosphere built up, and the ending is just really make us question whether Priya is gonna do it or not, and later would Elena feel and do the same.
I had forgotten the title, but I thought exactly the same thing. I was beginning to expect a similarly horrifying ending. I’m kind of relieved that it didn’t show that much, but that relieved feeling immediately goes away at the full acknowledgment of the simple implication of such a horror. The game conveys the concept so well; evoking morbid curiosity to the point that you wish you could go beyond the cliffhanger and descend the cliff for yourself just to see what is down there. It’s like… it calls to you. When done properly, permanent cliffhangers and ambiguous endings can be some of the most profound cases of “less is more” when nothing further needs be known, leaving a stronger and more lasting effect on a story. This game has done a fantastic job of leaving an impression so immersive that it causes the viewer or player to indirectly experience the same state of mind that the character is beginning to directly experience. Adding more would be nice, but personally I think it’s better this way.
Sometimes in games like these, it's not the fear of what you see that are the most scariest moment, but the fear that you don't see but can only imagen how it looks like in the darkness just outside your vision in form of sounds!! So yeah, this game is great indeed. Talk about walking to your death not to the "being" that you can see, but rather then the "being" you can hear and simply can't but help to be curious into finding, even if death is the payment to "see" that unknow "being" that makes the sound you hear in the darkness!!
I guess, I'm the only one that feels the ending is good the way it is. SPOILERS It ends on an is it or isn't it? Which leaves the mystery and suspense of it all. Could be a demonic entity or just some weird paranoia?
Yeah I really love the ending. It's one of the main reasons I covered the game. The conversation between the two at the end as they slowly come to terms with what's going on is excellent. And the way they just stand there looking at each other is chilling. Loved it! :)
@@AlphaBetaGamer It kind of game me World of Horror vibes, one of the missions involved going to the woods and finding a giant elder abomination at the bottom of a pit.
@@AlphaBetaGamer I love it too! I thought on my first playthrough that there might be 2 endings based on how you handle the struggle at the cliff. I played again but my pos computer reached a bug and wasn't able to progress. Do you know, are there two endings or just the one?
Personally, I’d like to know more of the story so I was a little disappointed. But sometimes telling too much can take the mystery and scariness out of the story, so maybe it was the right decision? Really enjoyed the story either way.
That camera has maybe five seconds of footage of people walking past it and a couple of minutes of people whispering off-camera. That footage isn't useful to anybody.
@@Stuurminator it’s still a plot point that hasn’t been wrapped up yet. Maybe, unless the actual game dev forgot it which I doubt considering it’s short length. Realistically you’d be right, however.
and let’s not forget the camera in the basement at 29:32 , they can just grab that with the evidence that the man opened a hidden grate. also, why is there no option to leave, as ABG was about to do there at 29:35
>Sees 'IT' on the walls >mfw They're Gonna Float Never realized how many scary scenarios you could make out of dollar store ghost stuff, kinda hope developers do that more
Damn, now THIS has a ton of ambiance for a horror game, this was good! :O It actually kind of reminds me a lot of a "Night in the Woods" type of conspiracy horror game, but without the furry and more lighthearted moments, if that matters. :p Basically just the creepy... or maybe certain types of Creepypasta/No Sleep, like Ted the Caver or The Showheads. :p (I swear, cave/underground horror at least is something I never thought would get to me a lot, at least in fiction, but they are apparently surprising easy to make into something really eerie... o.O). So like... with a big cliffhanger like that, it's not finished, right...? Sigh... please tell me it's only a demo. :( It was seriously so good, but it needs a whole lot more to feel complete. XD
29:33 - aww, that was disappointing. Games really should add the endings where the protagonist just leaves. Even just couple of images of a hike on the road or the car pulling up and picking the protagonist up would work greatly. Either something bad happens on the way home, or the mystery is just not getting solved (but the protagonist surviving and finding out about everything from the news). Or even do a reverse - make the "you go down in the creepy hole" a bad ending. And if you leave and then come back later with more people, or with some officials, - *then* you can actually prepare, survive and be able to tell the tale about what's down there. I feel like there is lack of such endings, and it always assumes that you either *have* to stay, or you get killed if you try to "abandon the quest" for some reason, (even while the ghost is actually trying to defend the haunted place and it makes no sense to chase after the protagonist). Don't get me wrong, the current ending is great! It is just, that, the emotions of the protagonist about "I don't want to go there", "what am I doing" don't hold weight. Protagonist has no choice. And you cannot feel like you are doing some terrible mistake. You don't have ability to choose or act any differently.
I'm curious whether or not there would be a Part 2 to this story. The suicidal man mentioned "it" a few times. Who is "it"? What is "it"? Why is this "it" doing something to the poor man and the missing victims like jumping of the bottomless pit? What is actually down the bottomless pit? That mystery needs to be solved in the future.
I think the "it" is related to the eye symbols. (The game mentions you feeling watched.) The "meet me down below" bit. In the satanic room, the eye is scratched out as if that can keep it from seeing in the room as people write down their final moments. I prefer these kind of vague endings because any explanation is likely to cheapen the story. If it's a cliche ancient burial ground, does that make the story better? If it's a demon and the cliff is a portal to hell, doesn't that feel weird? I think it's better to leave it an unexplained mystery to feel paranoid about, running the possibilities through your mind, instead of settling on a single one being the truth. Fear of the unknown and all that. The game provides us enough to go on. People with no relation to each other all, because of some unknown trait, are suddenly able to hear a voice that controls them against their will - not by taking over their body but making them want very strongly to come to this abandoned place and seemingly commit s****de. It tells them how to get there ("take [away the] cover" but the victims "weep for it doesn't not hear you [and doesn't listen to your pleas for mercy]." They are in a dreamlike state ("I am still dreaming"] but know that they are going to "crawl[ing] on [their] hands and knees." They want the voice to "leave [them] alone" and know that the drain is an entrance to "hell" (either literal or to death). The spirits are confirmed to be "around" in "green" "water" and warn of the man "approaching." We don't know why these people are specifically drawn to it but Freya clearly was drawn to the house and then to the cave - and it may have something to do with being willing to be drawn into the supernatural.
Isaac, the thing with horror is that it thrives on the unknown. The point is to not know what "it" actually is, it just is. It makes you question what happened, what is out there and what it's capable of - the moment you have the answers, that veil of mystery is gone and so is the terror. This story shouldn't continue, we've already seen it. Unless the dev decides to redo the game, in which case the pacing and the story needs to accommodate for the reveal of information as to not kill the mystery.
Wow this one was really good. Loved the suspense. I see a lot of people saying it was kind of an ambiguous ending but it kind of answered a lot (imo). During the questioning, the EMR or w/e ghost detector thing, the spirit thing never replied in a way that would suggest it was one of the people who disappeared there. When the two are talking at the end Priya says she does know what the guy was talking about; hearing it in her head. The other chick was kind of trying to reason it off, but whatever lures people to that hole has a pretty strong pull. The only two endings I can picture is they both went back and jumped, or they were able to reason themselves out of it till they get back, tell people about it, and then they eventually go back and jump in; though I think it's the former. Anyways, could be wrong. Loved this one though, super eerie.
I jumped to the comments before I watched the video. People seemed to like it, so I decided to play it myself. I really enjoyed the game, and it gave me several good chills. This is a 9/10 experience for me.
Incidental aside time (channel's content is great as always, by the way): most haunted places are probably the result of bad feng shui - literally, "wind-water." Certain vibration frequencies cause the whole human body to react, vibrations at the same range of frequencies as earthquakes and the deep-throated sounds of many wild animals, especially big cats. In other words, the frequencies that are supposed to warn us of danger make our whole bodies start to react accordingly: heart rates start to climb, and with them levels of anxiety; eyes begin to vibrate, causing flickers of vague shapes when they get bad enough; ears start to hear moaning or other anomalous sounds; and all of this when there isn't necessarily anything actually there. In primitive humans, this was to warn us away from places where the earth or the wind or the water were "bad" in some way (and there's lots of ways that a place could be bad for living, and staying there to find out what they are would probably end up being fatal - not an option for the smart primitive), or there were dangerous animals. Then bring in modern building methods, which tend to slap down a structure wherever is convenient. This isn't necessarily such a good idea, because not only is there wind to consider, there's temperature variations, settling, and the continual motion of the earth itself: the earth is about as fluid as the ocean, with its currents and tides, just slower about getting there. Place a wall or a window in the wrong place, add in those temperature, wind, and earth vibrational changes, or maybe the vibrations of traffic or trains or aircraft overhead, and you've created a perfect sounding board that creates just the sorts of frequencies that set off the reactions described above. Somebody ends up being extra sensitive to that sort of anxious state, an angry sort of personality, and next thing you know, there's a murder at the site. Word gets around, fear spreads, and the effect starts to multiply as people start expecting to react a certain way (like how people might act more drunk than they physically are because they're in a social situation where they're supposed to act drunk), and bam, haunted house. Does all of that preclude the possibility of stuff that isn't really explainable? Nope: this world is a pretty weird place.
Tbh I would add more lore stuff like docs, photos etc: in the end, everybody are just attracted by a big hole undeground, which is not related the cult's sign found upper in the house.
I suppose the idea is that the stuff smeared onto the walls like "Leave me alone" is what some people who were attracted to the place/hole before wrote. (Apparently they brought paint)
ok so just started watching, im 1 min and im already scared. the absence of music makes it scarier for sure because you're just anticipating something. edit: so its an ok game buuuut it needs to be fleshed out way more. this seems like just a demo for a full game to come later. you get answers from the spirit box that dont make too much sense but it feels like it should make sense and be important. i was trying to see if the random words hinted at what happens after that and again, it kinda does but not really. they have the start of a backstory but didn't finish it and thus the last 10 min of the game kinda feel rushed. we can guess at what happens but again i think we needed just a little more. whether its notes found on the history of the people who built the hotel or other people/ghosts around. to me a cult built a hotel on top of some pit with something in it that wants souls.
Is this the entire game or just a prologue? In any case, I really dig that kind of games, I loke this one a lot although it starts a bit too slow for my taste.
Reminds me a little bit of Uncanny Valley. I would've skipped the fake YT channel intro and replace it with a VO and some creepy B-roll (or fake stock footage), as if it has already been edited. Just an idea to add to the atmosphere since this is clearly what this game is about. I liked it. And thanks for not making it another VHS fount footage game!
I've been thinking up a pitch for a new Fatal Frame-style game (fight with a camera, investigation style narrative progression, etc) that would follow a college dropout, a priest, and a salaryman as they each find themselves enveloped in a curse. The game would play out like a mixture of Fatal Frame, along with the environmental interactivity that the Siren games had (specifically the 'American' remake, Blood Curse). In Blood Curse, the enemies hit like a bus, with you oftentimes having to hunker down and hide until either they left, or you found something to defend yourself and fight back. My idea is, you use the camera to first find the Revenants (which also temporarily renders them visible outside of the camera's viewfinder), and use blessings, guns, and other means of dispatching the vengeful entities. Heck, maybe it could be co-op, RE:Outbreak style!
I liked the concept, but there's way too much clichés + the ending doesn't pay off, overall it's a decent game that could have been something way better
@@acrj-alfasaus4825 just saw it, yeah, this game has some plot holes and as i mentioned before, a ton of clichés, it sincerely feels more like a demo, rather than a finished game, maybe with some adjustments it could work as a prologue of a bigger game
I played this game without watching the video after seeing all the praise in the comments and it's a fantastic game that I'd highly recommend to anyone to play, just kinda wish (spoilers ahead) the ending were done a little bit better: I was freaked out when the guy with the crowbar arrives outside because we can't see him, and then got even more scared cause I didn't know where Priya went at first, but once you go into the tunnel it loses a lot of the scare since we then see the guy. It would've been a lot more scary if we *just* almost catch up to him and all we see is a normal person falling into the hole, and then focus a lot more on the reactions then. I was also scared about having to find our way out but it then cuts to the hiking trail where we're then safe. I can't complain though, the game's free and great
Spoiler: The game is about two girls making a show about ghosts in abandoned houses while they are in the haunted house they are trying to solve the mistery about why so many people disappeared in that house after a while a man enters the house they follow him in secret through a tunnel that leads to a pit where the guy reveals that he was called in his head by the house itself and proceeds to commit suicide, the two girls exits the house but one of them wants to commit suicide too after being convinced that the house has supernatural powers that makes anyone that knows about the house commit suicide in that pit.
This is an interesting take on the "Call of the Void" concept but it felt a bit too drawn out for its own good. I like the ambiguous ending but up until that point nothing of real interest really happens aside from the lore of the lodge.
Doesnt help that Friya isnt a particularly likable character, out right admitting she is using people's beliefs on the paranormal to boost her popularity online. And the worst part is that there is a lot of people like her online
Personally, iam not really a fan of these sort of stories that dont really resolve anything, and i would have no problem with this, if this was just a part 1 of the whole thing. I know why writers do this and want to leave stuff as a mystery, but it still leaves me unsatisfied, as sometimes it just feels like a writer cop-out. Mystery is good, but dont just add to it and leave people hanging.
looks like ABG was about to do a different ending with just leaving priya to her fate to follow the guy, but looks like it’s a one track story (at 29:35 he tried to leave but there’s no arrows it looks like)
yeah, nope. the way i see it, a crazy guy jumped into a hole that nobody knows about, and some dumb teenagers/young adults making terrible choices. Read my previous comment here if you want to know my two cents
kinda dumb and cliche to make it all black, in real life there would be slim light like when they went to the upstairs room and saw the man, not total blackness
I get why one may like the ending, but to me, this is just lazy and disappointing. It would leave you wondering what happens but it doesn't because it's just a game and obviously nothing happens because it ends right there, with no chance of the narrative continuing. So the whole game builds up a mystery that just never gets solved.