amazon Layers of Fear reviews
The horror game has always been a fertile ground for many developers to scare people into scaring them. Layers of Fear is one of them, but the method is a bit different.
If you often play horror games, you will find that most of them have in common is the construction of the character is very characteristic evil, become the symbolism of the game. However, Layers of Fear is not like that, so it surprised me to bring the first viewing experience that fits into the horror genre, but there is no such thing as a “monster”. You also do not have to fight with the power of darkness and no more dancing or climbing elope. The horror that Layers of Fear brings to lies in the psychological element of the player, which seems not to be as scary as I’d expected.
The story of Layers of Fear takes the player to an artist. His dream is to be able to draw a masterpiece for life. And you as the player, will be the one to accomplish that masterpiece. However, easier said than done. To fulfill this requirement, players must wander in the corridors and houses of the painter, find out what to do and how. From there, you will have the opportunity to learn about the protagonist through flashbacks, drawing a panoramic portrait of the artist’s lifeless life. And those are not pleasant images.
Layers of Fear is quite commendable when it comes to capturing the world of paintings and illusions, leaving the game apart from devils and monsters. However, the game still makes me feel sorry for the use of boring horror elements to build fear. The puzzles are also quite boring, often do not bring the charm in the experience and excitement excited feeling. But what disappoints me the most is that the game is lacking in depth, and not long enough to retain the player as its “multi-layer” name. Not only short, Layers of Fear also lacked the scary scarecrows, even the atmosphere in the game somewhat off-set with the content of the game.
The play in Layers of Fear is also the home of the painter. The house itself is constantly transforming into a continuous maze. The paths are created anywhere, and the corridors also appear new paths. Initially, the feeling of discovery was interesting, but later they were repeatedly abused and gradually made me feel more upset. This factor is abused very often, going back and forth between similar paths of appearance, making Layers of Fear no longer feeling the same horror as before. Dolls or walls with all kinds of objects, may be scary at first, but when you have to be around the house, they are just old games. This is especially blameworthy when the experience has just started shortly. The game should have done better, creating new elements or upgrading old elements for new ones. Unfortunately, Layers of Fear did not.
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Layers of Fear [Online Game Code]: Buy it now
LAYERS OF FEAR – PS4 [Digital Code]: Buy it now
Layers of Fear [Online Game Code]: Buy it now
In the horror aspect, Layers of Fear did not have much idea for intimidating players. I have a feeling the developer is afraid of the player too afraid to drop the game should not dare to strengthen this part. Threats are all warning signs and most of them take place before the eyes of the player. Even if it’s behind you, the game is very friendly with a warning. It is this way of building, along with the corridors that turn into endless roads unless you decide to go backwards, which makes me uncomfortable with the game.
Even puzzles in Layers of Fear have many issues worth discussing, which are often not interesting, and even require meticulous, time-consuming “searching” to solve. It makes me even more frustrated with what the game offers than to really enjoy the experience. However, there are also some interesting puzzle design elements, such as the hidden phone look that creates the charm and excitement for the player. Unfortunately, moments like this are extremely rare in short-term, only two to three hours of Layers of Fear.
After all, Layers of Fear is an interesting psychological story about the character of the painter. However, the game has not made a good horror element and there are signs of abusing the old idea to extend the playing time too short. If you like mild kind of horror, Layers of Fear can bring you a little enjoyable experience. And if you expect scare tactics to “play” then this is not a good option.
Layers of Fear is released on PC, PlayStation 4 and Xbox One. However, the console version is quite poor compared to a PC and has a frame rate that can ruin the gaming experience.
Background and Development
Development History
The Polish studio Bloober Team is known as a horror developing studio and is led by the idea of Krzysztof Golatowski and Andrzej Mądrzak to create a psychological horror game with lots of narratives. So it began developing the game, Layers of Fear, in 2014, intending to develop a game that would mainly focus on atmospheric tension and psychological unease instead of traditional jump scares and sound examples.
Originally released on PC, Playstation 4, and Xbox One in 2016, it then released on a Nintendo Switch and the rest of the platforms. “Layers of Fear” received fairly good reviews from critics and players alike. Thus, it was commended greatly for its artistic direction and the further immersion gameplay.
Plot and Setting
Storyline
Layers of Fear takes place within a decadent mansion reminiscent of the Victorian era and introduces one implausible story – the story of an unnamed painter who has become increasingly unhinged. This story reveals itself as the player explores the mental state of the affected painter and tries to unravel the life’s mystery surrounding a masterwork that has burdened him since his childhood.
The game’s story is narrated in the form of environmental storytelling, diary entries, and voice recordings. While roaming in the mansion, players would encounter the painter’s past and understand his psychological condition through pieces of that environment. Instead of being linear, the discovery takes place day by day, creating an air of mystery and learning discomfort.
Setting and Atmosphere
It is very important for a horror game such as “Layers of Fear” to have a wonderful location. The game is set in a large yet very creepy Victorian mansion, which is grand into itself. The interior of the mansion is not properly designed and thought out-a beautiful place to give a very uncomfortable and claustrophobic atmosphere.
Very much interactive and moving, this game actually has rooms and hallways that change according to the player development process. The dynamic, space-manipulation makes much sense for confusion and paranoia in the game. And of course, the numerous disturbing pieces serve as avid portaits, mannequins, and eerie artifacts to name just a few-creating the much absurd dread in the mansion.
Gameplay Mechanics
Exploration and Interaction
The entire “Layers of Fear” has the player as the painter exploring the mansion and interacting with objects and environments. There are explorations or puzzles with notes for diving deeper into the narrative and uncovering the mysteries of the mansion.
The environmental descriptions or letters, diaries, and paintings can be investigated to get their meaning in the painter’s past. Such detail about their environment encourages players to explore every nook and cranny of the mansion, because so many hints and clues about their narrative understanding are found in those places.
Psychological Horror and Environmental Manipulation
Through the use of psychological horror and environmental manipulation, “Layers of Fear” becomes such a defining phenomenon. With the combination of the different techniques used, the game creates a feeling of discomfort.
Transformation In the Setting: The mansion configuration does this changing itself as the player progresses, with rooms and halls morphing and changing according to the mental state of the painter. It causes an atmosphere that is unpredictable in sense and credulous paranoia.
Distorted Reality: Such constant changing in perspective and visuals shows much of surreal imagery that alters perception based realities within the game, for it usually changes in what the player sees: hallucinations and visual distortions.
Sound Effects: In general, the audio design is one of the most integral parts of tension and fear creation. Sounds such as ambient sounds, eerie sounds, or disquieting voice records combine to add to the total atmosphere and give immersion.
Puzzle solving and collectibles
There are several different types of puzzles to solve within “Layers of Fear” that promote the player further into the game. The interaction with objects in an environment, searching for items hidden in another area, and translating hints into preparations have all been included in some form or another in each puzzle featured. Each puzzle weaves into the story and also contributes to the strong mystery aspect of discovery.
Puzzles can be found in this game, as well as, for example, diary entries. These diary entries and letters will give even wider context and offer background information, thus helping players to piece together the painter’s past and motives.
Visual and Auditory Design
Artistic Direction
In fact, visual is one of the strongest parts of “Layers of Fear”. Its artistic direction carries the influences of Victorian art and architecture. The interiors of the mansion are deliberately made to be such that they impart grandeur but decay into ruin.
A particularly effective use of lighting and shadow is found within the game for building tension and imparting dread. Darkened corridors, flickering candles, distorted reflections all add atmosphere to the game. It is a beautiful and nasty display, contributing to the overall horror experience.
Sound Design
The auditory aspect of “Layers of Fear” is most vital for creating that immersion and feeling of fear. The sound design covers a lot, including the following:
Ambient Sounds: The game is filled with some very nice ambient sounds, creaking of floorboards, whispers from afar, and of course, distant footsteps. These are the very sounds that endorse the atmosphere of the game with the very tension present.
Voice-Acting: The voice-acting in the game, especially the narrator’s recording, lends depth to the narrative while giving the player insight into the painter’s psyche. It is just done too well, adding to that unsettling feeling.
Music: The music is there, but it is a rather subtle affair. It’s placed all the way back into the mix with just one purpose: to create a foreboding and ambient background fill. It fits perfectly with the visuals and sound design of the game, producing a very great horror experience.
Impact and Legacy
Reception and Criticism
“Layers of Fear” sits firmly in the generally positive category with regard to various critical reception and players alike, borrowing all praise and laud from the artistic direction, ambiance design, and psychological horror components of the game. A notable mention was made of how the creative environmental manipulation, interspersed with shift and perspectives, stands as one of the features making this one unique and immersive experience.
That said, some criticism came against the game: Some players stated that the pacing was too slow, and at times certain sequences were repetitive. The use-wisely jump-scares or sudden-scares had also caught the consideration of some players, being a potential downside.
Nevertheless, contending with “Layers of Fear” are few accolades in recognition of the psychological horror genre: the game’s innovative use of environmental manipulation and narrative depth paved the way for many other horror games, actually forcing the advancement of the genre.
Influence on the Horror Genre
Indeed, it is a blessing that “Layers of Fear” has made its mark in the horror genre, especially with regard to psychological horror and environmental design. Other titles would be provided with lower interactive expectations because of its narrative-and-atmosphere-centered philosophical direction as opposed to relying on jump-based scares.
Manipulating and distorting visual perception of the environment was another home of inspiration for other developers to build upon their ideas. “Layers of Fear” was equally in favor of joining a pool of psychological horror games that focus more on narrative depth and immersive storytelling.
Conclusion
This is “Layers of Fear,” which is one of the most sophisticated, creative stylizations in the psychological horror. It clearly stands out from the rest and makes a resonation all its own in terms of artistically directing, atmospherically designing, and narratively deepening. The means of environmental manipulation and psychological horror afford the rare opportunity of creating such an experience that cannot die away even long after the game has been finished.
Well, it had a few criticisms regarding pacing and intake of jump scares, but really, it is commendable enough to worth attention in this genre. Undeniably, “Layers of Fear” will remain one of the shining examples of psychological horror on its own and will be reflected in following titles, which tend towards a denser narrative and focused, immersive design.
To sum it up, “Layers of Fear” shows the potential of Bloober Team to provide something different and interesting in terms of horror. The extravagant, almost overwhelming audiovisual design along with the clever gameplay techniques render it a memorable event and serious addition to the horror genre.