Crunching footsteps. Hushed breathing. A click. A torchlight. A dark forest opens before you. Turning around, a wired fence. You are told nothing more than to ‘Collect the 8 pages’. You do so, trekking aimlessly through forest, through farms, through pointless tiled rooms, past abandoned trucks, past strange monoliths until you find a strange note. It says, ‘Always watches, no eyes’. A thunderous drone, the increase in wind. Something is coming for you. Your torch falters.
Indie development at its finest
Slender: The Eight Pages is an incredibly simple game. You follow one objective and have one antagonising force; the Slenderman. Clearly the passion project of one individual, the graphics (even for 2012 on a PC) are haphazard and minimalist, the map relatively small, and the atmosphere is put together with trickery founded by a lack of resources. But, it is for all these reasons that the game stands out for its replayability, accessability, and importance in pop culture history. Game overs are swift, brought on by the ever-increasing presence of the Slenderman whose gaze is to be avoided, but the simplicity of controls (walking, jogging, turning the flashlight on and guiding it, picking up pages) and simplicity of objective and antagonist means that the game can be played and understood by anyone of any skill level at any time.
The mooooooooooooooooooooooood
No other game does so much with so little. Whilst simultaneously disguising the detail-less assets of the world by way of torchlight, the game focuses the player’s characters viewpoint into a central and obstructed frame that heightens the tension of the unknown around them. Featuring barely any story, and a confusing and disorienting map, the player is forced to piece together the nonsense of their situation if they are to have any hope of surviving, thereby forcing them to engage in the game’s horror. This joined with the strength of the games aural environment, built with realistic footsteps, breathing, crickets chirping, and later the inclusion of wind and drones to further indicate the presence of the Slenderman make for a dynamic and engaging environment sure to stay with the player forever. These simple tricks, when used together and in discipline, showcase the lengths to which minimal resources can go.
The Slenderman
Yet in all its praise, the most must go to the man himself; Slenderman. A piece of creepy-pasta, internet quasi-folklore that inspired a real-life near-murder and a spawn of other film and gaming merchandise, the titular character revels in his position of abject terror as relentless pursuer bringing the fear of a collective conciousness to the game. The real fun in the game isn’t in the winning, it’s in the losing. And that’s inevitable. Not only does the game become nigh-impossible by the time the sixth page is collected, but if the eighth is collected, the Slenderman will catch you with his tendrils, your ears will bleed with speaker-breaking static, and the screen itself will glitch out as you stare at the faceless face of Slender… leaving you ready to do it all over again because you have never been that scared in your whole life.
At the end of the night…
The game is a simple rort best enjoyed with friends (my first playthroughs were on the back of my school bus between ten attention-seeking teenagers) to see how they squirm and scream and lose their senses at a painfully simplistic and shallow game. In saying that, the game is just enjoyable alone if you have the guts for it. A solid four out of five Cthulhus for its sheer design alone. More to be read here.
WORLD OF HORROR is a cosmic horror roguelite game developed by Paweł Koźmiński and published by Ysbryd Games. The game is available on macOS, Windows, Nintendo Switch, PlayStation 4, and PlayStation 5. This review will cover the Steam (Windows) version of the game.
You must explore the strange goings on around Shiokawa, Japan. It appears that eldritch forces have influenced the town in incomprehensible ways. So, attempt to comprehend these forces and maintain your sanity to save the town. Plan your investigations, choose between cases, and fight for your life.
There are a few game modes but three difficulty spikes. The easiest is a specific case with some random events. This mode teaches you the basic mechanics of the game. The harder difficulties give you access to an apartment and choices on which case you investigate. Completing objectives earns you customization options for the customized mode.
What I Like About WORLD OF HORROR
Running on GameMaker Studios, the pixelated aesthetic shows influences from Lovecraft and Junji Ito, though the latter more so than the former. WORLD OF HORROR haunts its viewers with its aesthetic, allowing the pixels to evoke those horror legends.
Random generation remains a key feature of the game, with various options and choices giving a massive variety. Your character also has some limited customization to access perks and further development. I will bring up some weaknesses later, but it is surprisingly vast. Adding to this variety, WORLD OF HORROR provides mod accessibility.
The combat allows for a great deal of thought and planning. You select your character’s actions within an action bar and perform the tasks (or combos) to beat an opponent. This JRPG style provides variety in action that makes it engaging and unique.
The random generation and variety make each playthrough different. You might acquire a devastating katana in one playthrough only to bleed out unceremoniously in another.
While not a terrifying gaming experience, WORLD OF HORROR strives to provide an eerie and intense experience. At this, the game is a success. The weird and unnerving collide to invest the player in this strange world.
Tired Tropes and Triggers
Body horror deserves a mention, but the aesthetic and pixels doesn’t particularly evoke realism. Regardless, many designs evoke body horror.
Aside from this, here are some points of consideration. First, WORLD OF HORROR uses JRPG turn-based combat, which seems a point of division among some gamers. However, there are enough interesting mechanics and complexities beyond clicking an action and waiting your turn.
Second, WORLD OF HORROR isn’t a cult detective. You’re experiencing events and choosing how your character responds. Some sage wisdom I heard for WORLD OF HORROR is to focus on the whole campaign instead of a single case. Failing a case isn’t a game over, so prioritize your character’s longevity.
What I Dislike About WORLD OF HORROR
Only a few issues hindered my experience. Some scenarios replay on a single case, let alone a playthrough, which becomes repetitive. Some scenarios have multiple solutions to add variety or require perks to access new options, but that’s not always true. This issue makes the randomization taxing at times.
This next issue is likely a bug or an oversight. After losing my reason (sanity), I found myself still able to investigate despite the game claiming that means death. An unrelated event finished me off, but I can’t help but assume this is a bug.
Final Thoughts
WORLD OF HORROR has its quirks but earns massive replay value and surprising depth. It’s a unique and ambitious indie title worth the price. If Junji Ito’s style or cosmic horror is your particular brand of horror, WORLD OF HORROR delivers an experience you’ll likely enjoy. Though this combination synergizes well, few games combine these elements successfully. (4.5 / 5)
These games aren’t just about rolling dice – they’re about immersing yourself in the blood-curdling atmosphere of beloved horror films. With unique survival (and kill!) horror mechanics and cooperative gameplay, you’ll feel the terror coursing through your veins with every move!
But wait, there’s more! With the Kickstarter to House of 1000 Corpses shipping soon, we have an in-depth review coming up for that game, Halloween II–AND…Chucky. BOOMMM!!!