Layers of Fear Let's Play Part 5 | SMASHING
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Ring ring ring ring ring ring ring…. BANANA PHONE
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http://store.steampowered.com/app/391720/
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.
This time on Layers of Fear….
We start off with a bang as the developers break out the tried and true “lights in the hallway go out coming toward you. As you go to inspect, our character has some sort of migraine, and the tone of the entire area changes.The walls become a more sickly yellowed color and the wallpaper is peeling, while some of the wall decorations have been taken down and desecrated. We then spend a lot of time walking through very silent corridors with no scares to speak of, only to finally be confronted with the twisty hallway from the Forest Temple in The Legend of Zelda: Ocarina of Time. Part of me hoes that the developers have actually played Ocarina of Time, because using a similar visual without taking the mechanic behind it is a great way to spread ideas around. The Basement is where things really start to get spooky. There is a lone piano sitting under a light, and the dust covers on all of my furniture dissolve when I get nearby. Activating the piano plays a loud, discordant noise, and activating it more makes everything float in the air. After trying to leave we receive the bone used to create the undercoat of our painting and reveal…. Nigel Thornberry?
At first I thought that the decrepit hallways with no music were meant to symbolize the main character’s actual home, but there are a few things that don’t make much sense if that is the case. Why does the baby float up to greet me with another one of my crazed rat drawings? Further down the hallway we even find those rats, which have been confirmed as a figment of my imagination. All I know is that those areas had a lot of negative space. I don’t know why I had access to all of those side rooms if there was going to be nothing in any of them. I will concede that there may have been more collectibles like the rat drawings that I simply glossed over because I wasn’t paying close enough attention, but that much negative space in such a small amount of time was actually pretty disheartening, mainly because the rest of the game has been doing an amazing job of filling even the most inane spaces with at least a little bit of lore. For example, there was that end-table that had a magazine on how to live your life with kids (I assume sex, everything is sex). In the demo I saw a few flyers for marriage counseling in drawers. Usually you find something in every few cupboards, but opening a few full doors and finding nothing was comparatively disappointing.
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