![]() ![]() From the sounds of crying babies, screaming ghouls, rattling doorknobs and slamming doors, what’s here may be familiar too horror junkies but works quite well at keeping the player uneasy. ![]() ![]() Where the visuals suffer, the audio does not and this NEEDS to be played with a set of headphones as there is a constant barrage of subtle and not so subtle effects and music that follows you throughout the house. As I said, it’s not visually stunning in any way, but the game design and pacing in the scares along with the constant level of tension make this one of the freakiest games I have played in VR. The further you get in the campaign the more dramatic and intense these visions become, and I look forward to them and when my vision started to go a little wonky, I knew something horrific was about to happen. Jump scares will abound as well as some more tense moments where walls may bleed or a ghost may be seen roaming the halls, but the best scares come in the form of the ‘visions’ which is an option that can be toggled for comfort’s sake but offers up an incredibly unique visual experience as your vision may blur, warp or skew entirely as you are assailed by haunting visions that may or may not be real. The house is in crazy disarray with disturbing art all over it thanks to one of the resident’s proclivity for macabre imagery. Regardless, the house itself is massive and a maze with every door possibly leading to any other room in the house with the scares coming in all forms. It’s not awful, but it’s unfortunate that this game doesn’t look as good as it’s PC or flat counterparts as that boost in fidelity would only amplify the tension in the house. Unfortunately, the conversion to the PSVR is a rough one with most of the game looking dull and bland with minimal lighting effects and lower resolution textures that do hurt the visual experience. The first time I entered a room and turned around only to see the door I entered had vanished in place of a wall or hallway, I knew I was in for an unnerving treat. Where Layers of Fear shines is the mansion and the way it lays out scares and tension. Standard ghostly scares are here and they work pretty damn good. There is an auto-save system in play that works just fine, saving often and once you beat the game, you can keep playing and to try an unlock 1 of the 3 endings available based upon the items found and events triggered during the game. Many of those discoveries come in the form of written articles found throughout the house and are pivotal in determining the games outcome. Each chapter is broken up a by a key item intrinsic to the plot and once discovered places you back in a room with a painting that slowly reveals itself with every new discovery. You’ll encounter environmental puzzles that will require to find keys or items needed to move along and more complicated ones that will need you to be a little more observant as clues to combination locks will be nearby. You can duck and run as well with the former being needed to grab items off the floor or open those lower drawers and the latter allows for a quicker run through the game, but can be too fast for the game, causing scares to happen as you are moving past them instead of ahead of you. ![]() Most of this game is just walking through the mansion, exploring every nook and cranny for items and articles that flesh out the story. On the PlayStation VR side, Moves are the only supported controllers and work well enough with a few comfort options in place to help those who get sim sickness. Layers of Fear is a game designed around suspense and terror but is a mostly passive experience as you explore this bizarre house. The house gets creepier the more you play ![]()
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