Introduction
Let’s start this Review off with a tangent: why are eyes so scary? Typing that question into an internet search popped up a ton of websites discussing ommetaphobia (fear of eyes), but also a few that used the term “Uncanny Valley”. Originally a formal study conducted in 1970 by Masahiro Mori, a professor of robotics in Japan, this concept has been used within the horror genre for decades. Essentially it’s the notion that when a humanoid takes on too great a like-ness to humans, yet does not look “real” it creates a fear/disgust response within us. There’s a lot of ideas why this happens, ranging from it being an inherent survival instinct all the way to the perception of morality. I fully plan on doing a deep dive into this topic later, but for now it answered my question. Basically, eyes are scary when they’re “off” (not quite right/normal).
What initially led me down the valley of uncanny tangents was a game I saw on sale titled “Eyes: The Horror Game”. Here’s the e-shop summary:
“You’re alone. No one will save you and what’s worse, it was your choice… All you need to know about that this place is that it was a really bad idea. You have to be brave and determined to learn all the secrets hidden in dark corners. Good luck, you will need it. Do you dare to face the revenge-seeking, bloodthirsty Krasue or the haunting demon Charles? This is just the beginning, more monsters are waiting for you. Collect as many bags of money as possible and escape from creatures. If by some miracle, you manage to find out where the threat came from and what is lurking around the corner, you will have a chance to solve this puzzle! Discover the secrets of an abandoned homestead, try to survive in a haunted hospital and walk the corridors of the possessed school. There are traps at every side, you can’t feel safe anywhere. Collect runes – eyes – painted on the walls. Thanks to them, you gain the ability to see through the eyes of your opponent and you can try to predict his movements.”
It sounded awesome and being only a dollar on sale (free on mobile) I downloaded it and hoped to be scared.
Horror Elements
Developed by Paulina and Michael Pabis, it’s essentially a stealth-survival horror game in first person perspective. There are certainly “jump-scare” type moments when the monsters catch you, but I wouldn’t consider this a reaction based game at all.
As with any game where there are no mechanics that allow the character to fight back, there is a general sense of disempowerment. However, this is drastically reduced for much of the gameplay due to the programmed monster patterns and distraction items. To avoid the various monsters completely, all they have to do is jump into a room, closing the door behind them. There is one level (the school location) in which this isn’t always possible because the doors are on a timer to open, allowing the monster access to places that would normally be considered “safe”. The sense of fear is almost eliminated, however, by the addition of the “meat” item. Collected throughout the level, meat can be thrown to distract the monster (Good Boy), creating a buffer to allow for escape. The exact phrasing of this enemy is, “This hellish beast dwells in the dark corridors. Bribe it with raw meat- or prepare to become it’s meal.”
Considering there’s nobody in these abandoned places except yourself and the monster chasing you, the sense of isolation is done well. Out of all the horror elements, I feel the ones done the best is the sense of of uncertainty as you’re forced to navigate the level while avoiding an evil entity. Add to this the realization that you cannot escape until you collect enough money bags (forcing you to explore) and you have a great level of tension that stays with you each round.
There is minimal character development, so you don’t feel particularly attached to your character. Some development is given to the levels and characters which helps form a plot-line somewhat. I think the scariest level for me was the initial Mansion with Krasue. For some reason, she really terrified me, even her summary was unsettling: “A desire for revenge made Krasue into a bloodthirsty demon. You will suffer as she did.” Even her animation (floating head with long hair) and movement patterns (floating in a jerky way) creeped me out. The first-person perspective at least helps you feel more engaged with the story, making it easier to pretend you’re actually in the game. Honestly, I was never sure if going around a corner quickly or slowly was better and I’d be lying if I didn’t say I screamed quite a few times while playing.
Gameplay Elements
In total, there are three monsters within the game that can chase you and three different maps. By default, the main three places to unlock are the Mansion containing Krasue, the Hospital containing Charlie, and the School containing Good Boy. The developer did a decent job keeping gameplay interesting by altering mechanics slightly depending on the location. For example, the hospital level contains an additional item besides coinbags to collect: “Explore an old haunted hospital, use the mysterious potions to your aid… or doom”. The map summary briefly mentions the potions available here that you can mix together various ways to allow for different outcomes, benefitting (increased speed, pinpointing money bags) or hindering (disrupting movement, lowered visibility) the player. In addition to this, there are multiple levels of difficulty, different modes the player can manipulate, and even a sandbox mode, to learn the location layout without being chased by a demonic floating head.
Controls are simple which is good because game play is simple. There’s only one button that allows for interaction with items within the environment and a button that enables an auto-run for a set duration of time. To add to the simplicity, the button configuration is shown as a small icon at the bottom of the screen at all times and any extra features are blended into the game environment. For example, there are potions that can be collected and used during the hospital level with the recipes found on various walls within this location. This blends in quite well so it looks like graffiti but is done in a different color scheme so it still stands out.
Graphics overall are decent, but nothing spectacular. The same goes for the audio and sound effects. I do have to point out how amazing the detail of the wood flooring was within the mansion level (bizarre to notice that, I know). That truly is the standard all other games should have to hold themselves to when developing texture. Out of everything, the most unique part of the game to me were the Eye Runes. Upon using one, it gives a few seconds of visual from the monster’s point of view; this is the only way to determine where the enemy is at any time. I’ve never played a game like that before, so I really enjoyed that new game mechanic. Playing this game has sparked my interest in finding and playing other games similar in concept and play style.
Conclusion
Out of all the things I expected from this game, I have to be honest and admit that none of them came to fruition. Despite ranging from the free-dirt cheap price range, the game was incredibly addicting. Eyes: The Horror Game does an excellent job with making a low-budget game re-playable and entertaining.
My main complaint is the over-abundance of coins but barely anything to spend them on after initially unlocking the different game modes. It would be nice if you could use them to unlock various cosmetics or even items (eye runes, meat, etc.). My only other disappointment was the double trouble mode; you can combine Krasue and Charlie to be in the same game, but can’t add Good Boy to another character, nor can you add all three monsters together. This is by no means a deal breaker, but it would be a nice addition.
Before reviewing a game I spend at least ten hours playing it to be certain I’ve given it a fair chance. I was apprehensive about reviewing this game, thinking it would be a dire struggle to force myself to play it that long, but I enjoyed it so much I easily hit the ten hour mark and am well beyond that now. It continues to make my heart beat faster when I’m being chased by the monster, which on this blog, is a positive attribute. Ultimately, I’d recommend giving this game a try and hope the developers continue showing it love.
Final Scare Me Please score: Just rob a different building, out of 100