Layers of Fear Let's Play Part 6 | ENTIRELY TOO MANY BABIES
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I didn’t use to have a problem with babies….
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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.
This time on Layers of Fear….
We start off pretty strong, with a woman crossing the hallway and disappearing.
Let me break for just one second - this happens in NEARLY EVERY HALLWAY and yet I am still taken aback by it every time. I can’t help it, it just happens. It also seems like something that happens in anything even tangentially spooky. I think it plays into the anxiety that comes from not being fully aware of how the geometry of the house works, the same way that moving between rooms in Layers of Fear makes me anxious because I have absolutely no idea where I am relative to anything else.
So we see the woman cross the hall, and after the next door the game immediately takes a turn for the baby. Living crayon art covers the walls and tells horrible story upon horrible story. A [sort of] happy family and horse (for some reason) is destroyed by a fire, and the next hallway is completely darkened by black crayon, except for a single teddy bear. We find out from the Teddy Bear more about how the main character is just a completely awful person, sleeping through his daughter’s birthday in a drunken stupor. Some of the collectibles in this area imply that the parents were trying to figure out how to work as a family with kids, but it clearly was not helping much as the kid lived a very distraught life. Our art is slowly replaced by the crayon art of a child, and furniture is moved around into complicated towers like in Poltergeist. This is the scene of my first death in this game, although it’s really hard to tell if it is even a death at all because I respawn in a different area with no discernible consequences - more on that later. The last two rooms in this video are probably my favorites so far - the baby fountain room and the vibrating baby room. In the first room we actually pass through it many times, each with increasing evidence of a child being present as fewer books are put away, more and more crayons cover every surface, and the amount of crayon art increases over time. Eventually we reach critical crayon and gravity starts to fail, but in the next room we find a locked door and the center table spawns a fountain of baby heads! When we finally escape we make it into a room that evolves around us, with more and more babies that are vibrating faster and faster until…. Everything stops. In the calm we move out into another hallway with another character running across it in ways that make the geometry impossible. We have come full circle.
I am not certain how I feel about the death mechanic in this game. The achievement I get when assaulted by the scary lady - probably my wife? - confirms that I did in fact die. But my real concern isn’t that I failed, it is that I don’t know what the consequences of that failure are. Did I miss some rooms? Are there collectibles that are now beyond my reach? Do I actually want to die? There may be more conclusive feedback when I finish the game, but until then I am going to stay slightly paranoid about everything that could now be *completely ruined*. pouts in the corner
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