Games don't usually affect me while I'm just watching them, but man, the part with the massive chain and how fast it went/how long it was put me on edge. I was actually worrying about what'd be on the end of it
I'm guessing it's supposed be the counterweight to a giant undersea gate imprisoning some kind of demonic sea monster that cursed the island. Those skinless corpses might be people who were killed/sacrificed to the demon before the rest of the islanders found a way to trap the thing and now they serve it as undead minions.
*You know, if it's so vitally important to NOT disturb the chain, you'd think they would have designed the controls to have better safeguards. Put it on a separate console with multiple failsafes. Key. 2-person activation, passcode. But don't leave it out in the open with no label. Even a mere rat could scurry over the console and press the button accidentally.*
"...Oops". That got me haha. Very strong The Shining vibes with this one, with the radio callsigns K2K 1 and K2K 12 and Sharon's warnings to "stay out" reminiscient of Danny's warning about room 237. Also the creepy music as each day is introduced. Looks great!
What makes the game effectively unsettling here is that the absence of music makes you feel so isolated and vulnerable as Arthur, especially in a setting that's commonplace where something isn't quite right. I'd love to see the full game.
Okay, I just realised something. Sharon lost an arm. The fog brings the dead. That was probably the reason the village was abandoned. They somehow weighted down the corpses with the anchor after catching the corpses in nets. It was a fishing village so they had plenty of them. With the anchor up they floated to the surface. Sharon was young when she escaped so she either doesn't remember the dead and was stupidly rushing to yoyr aid, endangering the cat, or she knew damn well what happens and lied to you she is coming to your help. After all it was only fifteen years ago so someone had to know what happened. And didn't tell the old lighthouse keeper on purpise what the anchor was for.
I am also thinking these corpses ARE the villagers and they never escaped in the first place. They might have been submerged where the sirens picked their meat clean. If they didn't manage to eat them whole for fifteen years, they might have regenerated like Prometheus and were grown like food. Or the anchor was put in the middle of a strong underwater current so even if they tried to escape, it would blow them back, even ripping the skin off their bodies.
There is the door to the basement of the lighthouse to consider, the one with the door handle broken off. Above the door was the word "GUFF". In the mythology of some Christian sects, this is sort of well where God stores the "new" souls that haven't lived a life yet until they are ready to be born. When the Guff is empty, that's the End of Time, and there will be no more new people. Perhaps the chain was holding new souls in the Guff because something had gone wrong, perhaps they were supposed to be born on the Pale, but couldn't be when everyone left. ..
@@AntipaladinPedigri It went through. Thanks for the heads up, but over half of my comments are shadow-banned, so I know the drill. If there's one thing RUclips loves, it's anything that can be perceived even elliptically as a criticism of any form of Christianity.🤣🤣
Ngl the end was kinda terrifying. I always hate having nightmares of being chased. The low-poly visuals and creepy synth music just make it a nightmare come true
Damn this is definitely one hell of a demo! Caught my interest and attention the whole way through. The style and atmosphere is top notch. Love how there is no loud noises when you get jumpscared, just the camera zooming on a skinned dead person's face, which is perfect horror. I also love how the end of the chains has a collar that looks like those man catchers, which makes it extra unsettling on what the hell was on the other end. Also love how the skinless and washed up bodies just kept accumlating on the shore, everytime you returned. Hell I'd say everything about this was amazing and I am absolutely intrigued to see the final product!
@@georgeofhamilton yep immediately thought of Cloverfield type monster being chained up underwater. I hope this gets more fleshed out. Would make a great full game.
the seagull and the corpse washed ashore on day 1 reminds me of "The Lighthouse" movie. The insanity portrayed is perfect with Silent Hill like setting.
This is freaking amazing ! If i could ask for something it would be a bit more time before the poop hits the fan. A few days where strange and unnerving things happen and things keep gradually getting worse. I think what we see here is great but i would appreciate more of a buildup instead of day zero = weird, day one = hell. Otherwise can't wait for the full game !
A longer build would be great for the full game. This was just right for a demo though. The description says that the game is in Alpha, so hopefully they tweak it just a bit.
@@planescaped Oh, yeah i agree ! I am mostly talking about the final product.Of course, even if they choose to keep it as is, it's still cool. Silent Hill introduced enemies almost immediately and the whole series is legendary. Having said that i'd still prefer the gradual thing, but either way it has a lot of promise.
I can generally judge how well a Silent Hill descendant 'gets it' by whether or not they have combat. The ability and infact *expectation* that you will need to occasionally fight your way out of circumstances is a huge drive of the horror and the 'survival' aspect of the game. It's not something that can be cut without ending up with a walking sim, Blooper Team proved this five goddamn times in a row to increasingly diminished returns. This one, this one gets it. It really gets it.
This is why I never found Amnesia scary at all. If every situation is just flight, then you'll never come up the fear of do I flee or do I fight, it's just flee, and the game will be designed for you to flee, so you'll escape no problem... If fighting is an option then it's on the table, and every encounter becomes significantly more nerve wracking, can I even escape this?
@@planescaped but then again, if the game is designed around both being valid, how does your argument of “fleeing always works” not apply then to “fighting will always work”
@@fulltimeslackerii8229 Thats the thing right, now you have a choice. Do you try and battle it out or do you try to run and maybe side step the encounter? One option is the dev intended one and will more lend itself to being easier, while the other you'll have to brute force it. So now every encounter isn't "ok run away" it's "ok what is the best option in this situation" so you have to put more thought into it and hope your right. If you're not, then Game Over.
HOLY CRAP, I watched with full attention beginning to end, this is better than any AAA studio game I've seen in years, the attention to detail, atmosphere, immersion, audio, you can tell this is someone's passion project with a lot of passion and time poured in.
12:11 Voice of reason: I should use my batteries sparingly. Never know when the next batch of replacements comes. ABG: *walks around with a lit flashlight in an already lit building*
Up til you started fighting the monsters, the scariest thing was picking up the crunch bars lol. That beach scene where they run at you and you only see them when the lightning strikes is pretty sweet though. I'd definitely play this
LMFAO. I love how hes just standing there still, not processing like a small child in an unfamiliar event while total chaos is going on that he started.... the "oops" was such a cherry. Cliche gag but a great one.
03:52 = Between this comment and desperately wanting and needing to just sleep, Arthur is instantly more relatable than like 95% of horror genre protagonists, especially since the inciting incident isn't really his fault or at least isn't due to sheer stupidity. That's pretty good for a man dressed like an expendable red shirt extra on the original _Star Trek_ shows and for someone who keeps putting his foot in his mouth with his new co-worker.
So glad I subscribed to this channel. This is right up my alley + I just read about the Smalls lighthouse incident, and to see a game take place in a similar creepy yet real/grounded setting is something I’ll always be drawn to. I would watch a 10 hour dev breakdown of how this was achieved.
26:42 he was right, the lighthouse work WAS like retail! Angry naked customers clobbering you to death when you try to clock out at the end of your shift and all..
Obviously everything went wrong due to what happened at 18:38. As any proper lighthouse keeper will tell you, never mess with a seabird. Bad luck to provoke the spirits of dead sailors.
WROUGHT FLESH "CD" lol. Wrought Flesh is by Miziziz, a youtube gamedev and creator. Such an amazing reference and connection amongst the indie dev community!
This gave me chills. I LOVE IT. THIS IS AMAZING. All the atmosfere is extremelly well done and it is taked with good care. I can believe the characters at all time. The problem I have with most of the horror games I found is that you stop believing the character really fast because it feels emotionless, like not doing something as normal as runaway from a situation like this. But this game is believable at all time, with a story that you can relate in some way or another. CONGRATS! Keep the work!
3:54 man, customers motorboating all the way up to your lighthouse to ask stupid questions, demand discounts and refunds for dimwitted reasons, and demanding to see the manager would SUKK!
Seems like Arthur, by pure accident (?), freed an ancient evil which was restrained in this place, and now said evil has unleashed it's vengeance on the world, and it chose to do so by reawakening corpses from the bottom of the sea... That's pretty terrifying. Or: Whoever makes the mistake to free this ancient evil / creature (which was held on that giant chain), is hit with a curse. If that's what's going on here, then these "zombies" would actually be a fated punishment specifically for Arthur, because he freed this creature, whatever it is. BTW.: That chain was very big. This thing must be giant.
5:37 🎵"And I would walk five hundred miles, and I would walk five hundred more, just to be the man who walked one thousand miles just to collapse from exhaustion at my workplace's door..."🎵
This game looks remarkable! I love it's atmosphere and more importantly it's style. Yes it's ANOTHER ps styled game, which is admittedly oversaturated, but this game still has something to it that makes it special
I hope devs will also add some triggered comments - like when Arthur runs past more and more bodies and says "what the hell is going on here? where did they all come from?" Small things, but they make it better. Otherwise? Here we can see developers who understand what horror means.
This demo was pretty good at keeping me on edge, I hope for the final release they add quick turn, button remapping and hotkeys for the map/journal though. Also I think it can really sap the sense of danger and tension from a game if you can carry an unlimited number of healing items and use them from the menu, that's something I never liked about Silent Hill. So if there's not gonna be an inventory limit I hope they add an animation for using the candy bars so there's some risk to healing.
I saw 5 seconds of this video then thought "nah, I wanna play this" and went in blind. I love psx aesthetics and this demo was excellent, I enjoyed it a lot and actually got spooked. Would love to see it realised into the full experience one day.
I do not know where to write this, so I will write it in the first video you come across. ,Thank you for making wonderful videos for us for many years, and we love it! Thank you For this wonderful channel. alpha beta gamer.
A really nice demo, especially since the game takes its time building the tension and the actual threat comes way into the game. These enemies are focking creepy as well!
Games don't usually affect me while I'm just watching them, but man, the part with the massive chain and how fast it went/how long it was put me on edge. I was actually worrying about what'd be on the end of it
I loved the part with the chain, it was brilliant.
I'm guessing it's supposed be the counterweight to a giant undersea gate imprisoning some kind of demonic sea monster that cursed the island. Those skinless corpses might be people who were killed/sacrificed to the demon before the rest of the islanders found a way to trap the thing and now they serve it as undead minions.
@@spenserfarman3045 Was the end of the chain a collar or something? Am I watching things?
@@MrFreE3D Yes, I believe so.
Looked like an old mancatcher.
That is a very effective little scare. No big dumb monster, just very worrying implications.
I love the menacing tone that plays when you pick up the 'bear crunch bar' 😂😂😂 idk why but it made me laugh
Haha, yeah! I loved that too. Also, Arthur's reaction after the chain incident cracked me up! :)
I mean the excessive sugar gave the old keeper heart disease so it's no laughing matter
🤣🤣🤣
"Oh nice an Crunch bear!" *Meancing tone starts playing*
"You know what? I'll better put that chocolate bar away ."
Maybe the sound of the piano (or an instrument) fits the moment where Arthur picks up the hatchet
*You know, if it's so vitally important to NOT disturb the chain, you'd think they would have designed the controls to have better safeguards. Put it on a separate console with multiple failsafes. Key. 2-person activation, passcode. But don't leave it out in the open with no label. Even a mere rat could scurry over the console and press the button accidentally.*
The call that "reasons," im the horror genre.
@@franciscovega2042 Ah yes, the old god himself. MacGuffin.
Or just disconnect the button entirely.
"...Oops". That got me haha. Very strong The Shining vibes with this one, with the radio callsigns K2K 1 and K2K 12 and Sharon's warnings to "stay out" reminiscient of Danny's warning about room 237. Also the creepy music as each day is introduced. Looks great!
Now I'm thinking of Pogo's *Redrum* video:
ruclips.net/video/G8pptpmkHXg/видео.html
"All the dry goods"
What makes the game effectively unsettling here is that the absence of music makes you feel so isolated and vulnerable as Arthur, especially in a setting that's commonplace where something isn't quite right. I'd love to see the full game.
The absence of music ALWAYS makes things unsettling.
What an amazing demo, such a shame most of these types of demo's usually never become full games
24:45 the Ikea meatball was clearly clutching its heart. It is safe to say you killed the previous old lighthouse keeper.
I wish he would looked at the thing for a moment to see what it was doing before just attacking
Okay, I just realised something. Sharon lost an arm. The fog brings the dead. That was probably the reason the village was abandoned. They somehow weighted down the corpses with the anchor after catching the corpses in nets. It was a fishing village so they had plenty of them. With the anchor up they floated to the surface. Sharon was young when she escaped so she either doesn't remember the dead and was stupidly rushing to yoyr aid, endangering the cat, or she knew damn well what happens and lied to you she is coming to your help. After all it was only fifteen years ago so someone had to know what happened. And didn't tell the old lighthouse keeper on purpise what the anchor was for.
So Arthur’s stupidity broke the Dead . Catcher or D.C
It’s an interesting anomalous idea, you have a bright mind anti, you know that?
I am also thinking these corpses ARE the villagers and they never escaped in the first place. They might have been submerged where the sirens picked their meat clean. If they didn't manage to eat them whole for fifteen years, they might have regenerated like Prometheus and were grown like food. Or the anchor was put in the middle of a strong underwater current so even if they tried to escape, it would blow them back, even ripping the skin off their bodies.
There is the door to the basement of the lighthouse to consider, the one with the door handle broken off. Above the door was the word "GUFF". In the mythology of some Christian sects, this is sort of well where God stores the "new" souls that haven't lived a life yet until they are ready to be born. When the Guff is empty, that's the End of Time, and there will be no more new people. Perhaps the chain was holding new souls in the Guff because something had gone wrong, perhaps they were supposed to be born on the Pale, but couldn't be when everyone left. ..
@@archenema6792 that makes a lot of sense. Check if your comment submitted. RUclips may have autodeleted it because of the use of sect or whatever.
@@AntipaladinPedigri It went through. Thanks for the heads up, but over half of my comments are shadow-banned, so I know the drill. If there's one thing RUclips loves, it's anything that can be perceived even elliptically as a criticism of any form of Christianity.🤣🤣
Ngl the end was kinda terrifying. I always hate having nightmares of being chased. The low-poly visuals and creepy synth music just make it a nightmare come true
Damn this is definitely one hell of a demo!
Caught my interest and attention the whole way through. The style and atmosphere is top notch.
Love how there is no loud noises when you get jumpscared, just the camera zooming on a skinned dead person's face, which is perfect horror. I also love how the end of the chains has a collar that looks like those man catchers, which makes it extra unsettling on what the hell was on the other end. Also love how the skinless and washed up bodies just kept accumlating on the shore, everytime you returned. Hell I'd say everything about this was amazing and I am absolutely intrigued to see the final product!
9:32 It looks like the “man catcher” was dripping blood, too.
@@georgeofhamilton oh shit didn't notice that too that's extra spooky. Honestly I hope they keep whatever was trapped by it a secret for extra horror.
@@georgeofhamilton yep immediately thought of Cloverfield type monster being chained up underwater. I hope this gets more fleshed out. Would make a great full game.
the seagull and the corpse washed ashore on day 1 reminds me of "The Lighthouse" movie. The insanity portrayed is perfect with Silent Hill like setting.
This is freaking amazing ! If i could ask for something it would be a bit more time before the poop hits the fan. A few days where strange and unnerving things happen and things keep gradually getting worse. I think what we see here is great but i would appreciate more of a buildup instead of day zero = weird, day one = hell. Otherwise can't wait for the full game !
A longer build would be great for the full game.
This was just right for a demo though. The description says that the game is in Alpha, so hopefully they tweak it just a bit.
@@planescaped Oh, yeah i agree ! I am mostly talking about the final product.Of course, even if they choose to keep it as is, it's still cool. Silent Hill introduced enemies almost immediately and the whole series is legendary. Having said that i'd still prefer the gradual thing, but either way it has a lot of promise.
"poop hits the fan"
+1
I can generally judge how well a Silent Hill descendant 'gets it' by whether or not they have combat. The ability and infact *expectation* that you will need to occasionally fight your way out of circumstances is a huge drive of the horror and the 'survival' aspect of the game. It's not something that can be cut without ending up with a walking sim, Blooper Team proved this five goddamn times in a row to increasingly diminished returns.
This one, this one gets it. It really gets it.
I agree
This is why I never found Amnesia scary at all.
If every situation is just flight, then you'll never come up the fear of do I flee or do I fight, it's just flee, and the game will be designed for you to flee, so you'll escape no problem... If fighting is an option then it's on the table, and every encounter becomes significantly more nerve wracking, can I even escape this?
How about outlast ?
@@planescaped but then again, if the game is designed around both being valid, how does your argument of “fleeing always works” not apply then to “fighting will always work”
@@fulltimeslackerii8229 Thats the thing right, now you have a choice. Do you try and battle it out or do you try to run and maybe side step the encounter? One option is the dev intended one and will more lend itself to being easier, while the other you'll have to brute force it. So now every encounter isn't "ok run away" it's "ok what is the best option in this situation" so you have to put more thought into it and hope your right. If you're not, then Game Over.
I hope this not only gets a full release, but also is popular enough to get 2 sequels!
This honestly feels like a silent hill 1 sequel on the ps1.
HOLY CRAP, I watched with full attention beginning to end, this is better than any AAA studio game I've seen in years, the attention to detail, atmosphere, immersion, audio, you can tell this is someone's passion project with a lot of passion and time poured in.
I can hardly wait until ABG plays the full game!
better than AAA? I suppose with how genuine it comes across. That ending progressed nicely.
I love so many parts of this! The atmosphere, camera angles, sounds... even a little humour in some of the dialogue. Awesome.
01:51 that cat purring so Cute
12:11 Voice of reason: I should use my batteries sparingly. Never know when the next batch of replacements comes.
ABG: *walks around with a lit flashlight in an already lit building*
😆
Up til you started fighting the monsters, the scariest thing was picking up the crunch bars lol. That beach scene where they run at you and you only see them when the lightning strikes is pretty sweet though. I'd definitely play this
The main character’s extended pause after releasing the huge chain killed me 😭
LMFAO. I love how hes just standing there still, not processing like a small child in an unfamiliar event while total chaos is going on that he started.... the "oops" was such a cherry.
Cliche gag but a great one.
03:52 = Between this comment and desperately wanting and needing to just sleep, Arthur is instantly more relatable than like 95% of horror genre protagonists, especially since the inciting incident isn't really his fault or at least isn't due to sheer stupidity. That's pretty good for a man dressed like an expendable red shirt extra on the original _Star Trek_ shows and for someone who keeps putting his foot in his mouth with his new co-worker.
"I can't see shit" was a really good line
It's a pity he didn't have a channeling stone to use at the top of the lighthouse - he could have been rescued by aliens.
WHOA this is some GOOD work! Love this, it needs to be continued! The tone, visuals, the sound, the backstory, everything is on point!
8:33 Hahaha, that’s literally the foghorn from “The Lighthouse.”
My man really just unleashed a demon and said "Oops" about it
What a perfect sound effect to pick up a crunch bar
I love how cinematic it is
So glad I subscribed to this channel. This is right up my alley + I just read about the Smalls lighthouse incident, and to see a game take place in a similar creepy yet real/grounded setting is something I’ll always be drawn to. I would watch a 10 hour dev breakdown of how this was achieved.
26:42 he was right, the lighthouse work WAS like retail! Angry naked customers clobbering you to death when you try to clock out at the end of your shift and all..
Haha! I think I'd still choose the lighthouse!
*gasp!* You just wanted to break the anchor all along!
You were barely born and thought to yourself "damn I really need to wreck that thing".
Holy christ the straight down camera angle as you're going along the lighthouse's spiral staircase is just gorgeous
3:49 an unventilated indoor generator. Scary.
yer fond of me lobster, aint ye?
Sam just purr peacefully
You HAVE GOT to play the whole game when it comes out, this is great
KDK-12 to KDK-1. I guess Stanley is alive and well.
"There ain't nothing in room 237. So stay out. You understand? Stay out!"
I love how they call a claw-nosed machete a hatchet.
I'd call it a Bill Hook or Brush Axe.
That spiral staircase really was something else!
Is a direct Silent Hill reference
I gotta say man I really appreciate you taking the time to upload videos this frequently! Your content helps me sleep
Obviously everything went wrong due to what happened at 18:38. As any proper lighthouse keeper will tell you, never mess with a seabird. Bad luck to provoke the spirits of dead sailors.
WROUGHT FLESH "CD" lol.
Wrought Flesh is by Miziziz, a youtube gamedev and creator. Such an amazing reference and connection amongst the indie dev community!
This game was renamed to The Pale because of another game with a conflicting title. In case anyone is trying to find it.
13:00 this is a direct reference right here
Those graphics look so real oh my god! lol oh man I love the PS1 era. It's been a good life.
This gave me chills. I LOVE IT. THIS IS AMAZING. All the atmosfere is extremelly well done and it is taked with good care. I can believe the characters at all time.
The problem I have with most of the horror games I found is that you stop believing the character really fast because it feels emotionless, like not doing something as normal as runaway from a situation like this.
But this game is believable at all time, with a story that you can relate in some way or another. CONGRATS! Keep the work!
The graphics are very well done, love how smooth the animations are.
3:54 man, customers motorboating all the way up to your lighthouse to ask stupid questions, demand discounts and refunds for dimwitted reasons, and demanding to see the manager would SUKK!
9:25 Those chains had to melt the platform due to strong friction
I need to get the full game on release. That was incredible!
The music is so scary! Reminds me of Courage the Cowardly Dog
The millionth light house horror game, and they're all great
Niche genres I've learned about since subbing to this channel:
Fishing horror
Lighthouse horror with PSX graphics
Everyday job horror
Obligatory “Why’d y’spill yer beans?”
I want to see what's next so badly. It's scary as fuck how Arthur found one corpse, then a bunch of them and finally A BILLION.
I just found it odd how he doesn't react at the time when you come back and there are now dozens of them.
What was that massive chain keeping restrained?
The end part of it looked like a collar.
I never thought picking up a bear crunch bar would be so dramatic
Willem Dafoe for the voice acting in the full release...
9:32 That thing was holding down some Eldrich being, and now it's free, hence the skinless monsters. Great job, Arthur.
Seems like Arthur, by pure accident (?), freed an ancient evil which was restrained in this place, and now said evil has unleashed it's vengeance on the world, and it chose to do so by reawakening corpses from the bottom of the sea... That's pretty terrifying.
Or:
Whoever makes the mistake to free this ancient evil / creature (which was held on that giant chain), is hit with a curse. If that's what's going on here, then these "zombies" would actually be a fated punishment specifically for Arthur, because he freed this creature, whatever it is.
BTW.: That chain was very big. This thing must be giant.
Sam: purr….purr…
these PS1 style horror games. They took these away from us. But AlphaBetaGamer always come through cluck. And I'm appreciative of that. Thank u
Amazing job on this game ! Foghorn sound and the giant chain is just Mwa* ! Cheers to devs !
Leghorn
6:18 ...okay, that is CLEARLY a machete.
I would call it a Brush Axe.
11:29 Thanks for the warning Pete, though it's an bit late for that.
5:37 🎵"And I would walk five hundred miles, and I would walk five hundred more, just to be the man who walked one thousand miles just to collapse from exhaustion at my workplace's door..."🎵
Man I love games like this where you legit don't know what will happen next.
the ominous sound when you pick up the bear crunch bar lol. i was dying.
Nostalgia feel 100% lol
2:50 ah yes, the "I stuck the flashlight in my shoe to have my hands free to fukk around and find out" maneouver. Oldest trick in the book!
A silent hill like game you say? I’m in.
The sound design is sublime!
That cliffhanger though! ABG, we need a full playthrough when it is released , please :-D
The hatchet is a brush axe, a heavy duty billhook machete hatchet on a short handle.
"Oops" 😂
This game looks remarkable! I love it's atmosphere and more importantly it's style. Yes it's ANOTHER ps styled game, which is admittedly oversaturated, but this game still has something to it that makes it special
Jack is everywhere
*BEAR CRUNCH BAR*
with spooky sound effects playing on pick-up xD
Really effective use of fixed camera angles.
if the developer is reading this - please keep going, you are doing a fantastic job
I hope devs will also add some triggered comments - like when Arthur runs past more and more bodies and says "what the hell is going on here? where did they all come from?"
Small things, but they make it better. Otherwise? Here we can see developers who understand what horror means.
This is really fantastic! Need more!
This got me intrigued! Any idea when the full game is gonna be out?
Silent Hill-inspired this, Silent Hill-inspired that.
Meanwhile, at Konami HQ: *Do we own this* ?
Hope they actually make this a full game
This demo was pretty good at keeping me on edge, I hope for the final release they add quick turn, button remapping and hotkeys for the map/journal though. Also I think it can really sap the sense of danger and tension from a game if you can carry an unlimited number of healing items and use them from the menu, that's something I never liked about Silent Hill. So if there's not gonna be an inventory limit I hope they add an animation for using the candy bars so there's some risk to healing.
I saw 5 seconds of this video then thought "nah, I wanna play this" and went in blind.
I love psx aesthetics and this demo was excellent, I enjoyed it a lot and actually got spooked. Would love to see it realised into the full experience one day.
Love the fact is a female captain
As someone who'd favorite game series is the original 4 silent hill games, this is what I need
I was certain that first corpse on the beach was gonna only have one arm
This dialogue is great.
I do not know where to write this, so I will write it in the first video you come across. ,Thank you for making wonderful videos for us for many years, and we love it! Thank you For this wonderful channel. alpha beta gamer.
I love the type of games you play
dayum i hope they finish the game
This demo has a lot of potential for a complete game!!
Hell ya, love the SLOW BURN
Man's said oops after breaking the machine tho🤣🤣🤣🤣
Definitely getting this one. Looks phenomenal.
These ideas worth my money more than most of triple A games nowadays
A really nice demo, especially since the game takes its time building the tension and the actual threat comes way into the game. These enemies are focking creepy as well!
Something about the chain and the general vibe of this game makes me think of Siren. This is amazing though.