Previously on CAPTURED, I opened the review with the acknowledgement that I came to know the franchise from its sequel CAPTURED 2 on YouTube, not the original itself. Going back to the original showed me a game that spoke proper horror but still carried the rough edges of a first installment. Some things needed changing, some could be dropped, and others simply needed more polish.
Tagged Exit 8-Likes
CAPTURED Spiel
I came to this one sequel first. I watched someone play CAPTURED 2 on YouTube, then found both games sitting in the same discount window and picked up the pair, because I wanted to start the franchise where it began. The playthrough showed me what the series promises and how it executes; what I wanted from the original was to see whether it was already all there.
The Stairway 7 Spiel
Different Exit 8-likes certainly have tried different methods of incorporating or developing the definition of “Exit 8.” I even wrote about the four pillars of Exit 8-likes. Unfortunately The Stairway 7 misses the mark in its own noise, enough that I wonder if the game was even meant to be an Exit 8-like.
Shinkansen 0 Spiel
I am always bit confused about Chilla’s Art games. The developer has published many retro styled Japanese horrors, and as far as I could gather, games are never set post 2010s, the age of smartphones. There is always a digital camera, a flashlight, or a camcorder. The supernatural horror as we know it, or at least the one I grew accustomed to, rarely functions within the boundaries of current technologies. Shinkansen 0, as far as I know, is the only game that is set in contemporary world with onboard WiFi.
Asset Flips, AI Slops, and Exit 8-likes
Even before AI slops became a known issue for wider internet, I believe the gamers saw it firsthand how a new tool, in the name of asset libraries, can be easily abused. These days, most developers use a game engine such as Unity, and with it, they use purchasable assets that would have been needed at least AAA game budgets to create. To reiterate my take on the asset flips and AI slops as a whole: it’s not an issue if it’s used to pursue one’s creative goal.
Who’s at the door? Spiel Pt. 2
Who’s at the door? shows what is possible with AI generated contents in Exit 8-likes, and to discuss how the game used the AI contents, it’s bound to touch on some of the spoiler territories. If you want a spoiler-free review, there is a separate piece for it. This one, on the other hand, I wanted to discuss some of the plot-related elements, especially the ones near the end of its plot.
Who’s at the door? Spiel
After I had played the demo version of Who’s at the door?, I wanted to see for myself how much more could the game offer for an indie horror game. The demo, the decision which I personally appreciate not to abuse Early Access on Steam, had shown different take on Exit 8-likes as a horror-centric game.
The Cabin Factory Spiel
I had been waiting for The Cabin Factory and other The Exit 8-likes for console release, as many indie games have made it over to consoles; small developers working on console release sound impossible, but it is the new norm. But I thought to jump aboard early from the traditional Steam side, as there were some interesting tidbits.
Exit 8-Likes and Optimizations in Lores
The Exit 8 has opened the new subgenre of horror games, which I would dub as Exit 8-like. These new indie horror games share the same gameplay principle: a. the player is in a looping environment, b. if there is an anomaly (e.g. jump scares, out of place objects, etc.), act according to the game’s manual, c. the anomalies are often unsettling changes to otherwise normal, day-to-day environment. One could argue this is a take on Papers, Please but with horror and 3D graphics. And I’m inclined to agree with the sentiment; 3D assets are easily available on the store…