Layers of Fear Let's Play Part 3 | The Scurs Begin!
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You take another drink as the canvas looms in front of you. A light flickers dimly in the corner. You’ve created countless pieces of art, but never anything like…this. Why haven’t you done this before? It seems so obvious in retrospect. Your friends, critics, business partners—soon, they’ll all see. But something’s still missing…
You look up, startled. That melody… Was that a piano? It sounded just like her… But, no—that would be impossible. She’s gone. They’re all gone.
Have to focus. How long has it taken to get to this point? Too long, but it doesn’t matter. There will be no more distractions. It’s almost finished. You can feel it. Your creation. Your Magnum Opus.
Dare you help paint a true Masterpiece of Fear? Layers of Fear is a first-person psychedelic horror game with a heavy focus on story and exploration. Delve deep into the mind of an insane painter and discover the secret of his madness, as you walk through a vast and constantly changing Victorian-era mansion. Uncover the visions, fears and horrors that entwine the painter and finish the masterpiece he has strived so long to create.
In this episode of Layers of Fear…
We’ve got our piece of skin, our canvas, and we venture out to find another part of our masterpiece. We start out in the same hallway as always, but this time we immediately come across an elevator that takes us up. One of the first things we notice is that we are edging closer and closer to madness. This door has pleasant piano melodies drifting from the other side…. Only to open the door to a painting of a piano and some sheet music on a bedside table. Another hallway is full of locked doors, and only upon turning around do we find a door has opened to a very small room covered in our previous works, and the hallway has completely changed by the time we exit the room. Another game room violently explodes when we leave, and a ceiling fan is hurled across a room narrowly missing our neck. Something in this house is angry, and it wants us hurt. Eventually we find our bedroom, and play a record to dissolve the room and find the blood to paint our canvas. By flipping a switch on the player and playing the song forwards, we rebuild the room and make it back to our studio.
Layers of Fear does an excellent job of making you feel like something is specifically out to get you, like something is screwing with your head on purpose. Many horror games make the environment out to be haunted in general, and it wouldn’t matter who entered for the “story” to unfold. A recent steam release, Wick, suffered from this very problem. When you are taking advantage of a specifically haunted area that a random person enters, it makes it very difficult to build a compelling story around your gameplay. The child in Wick has a backstory, but why is it attacking you? Is there a reason that it looks like the children from A Nightmare Before Christmas? Is our character trying to purify the land?
In Layers of Fear the madness of our player character is the center of the show, perhaps imagining the entire haunting. It would certainly make sense that the entire game is simply a fever dream, but it would also work out narratively if the proceedings are the will of a supernatural entity that specifically has a vendetta against our player character. It would explain why only he can see the rats, only he notices the problems with his paintings, only he acts strangely around his wife and child. Based on some of the notes that I have found around the house, my suspicion is that the wife has died, and her spirit is taking on the nightmarish form that she felt she had at the hands of the player character. Let us not forget that the main character is absolutely scum. He’s a drunkard who felt a need to own his surroundings and broke up his close family by making them feel worthless. I cannot imagine that this character is feeling guilty, so it makes more sense that the supernatural explanation is at play here.
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