Visage - title

It's virtually impossible to talk about Visage without first referring back to Hideo Kojima's infamous P.T. demo for the canceled Silent Hills project. P.T. has certainly left an almost Amnesia-sized footprint on the horror video gaming landscape, and it's hard not to refer back to Amnesia when talking about any horror game in the past 10 years either. It's hard to believe that P.T. was released six years ago, and the wanna-bes, copy-cats, and attempts at a spiritual successor have been rolling in ever since. The latest indie project to try to replicate P.T.'s success is SadSquare's Visage, a first-person horror game set entirely within a single suburban house in the 1980's. With Allison Road canceled, and Konami giving us no evidence that rumors of a new Silent Hill game (or a revival of Silent Hills itself) is true, Visage is probably the closest yet to a full-fledged realization of the concepts and novelty of P.T..

P.T. has influenced an entire generation of horror games.

P.T. mixed with a little Amnesia and Resident Evil

I think that part of the appeal of P.T. was its simplicity. With that simplicity came elegance. After all, it only had like 2 buttons that actually did anything, and the whole game consisted of walking around the hallway and zooming in to look at things. That's fine for what is essentially a tech demo that only takes an hour or two to beat, but for a fully-realized, full-length game like Visage, you need a bit more substance. Visage does deliver in that regard. While the entire game could be boiled down to just wandering around a house looking at spooky things, it also has several more traditional survival horror systems, which are used in new and sometimes creative ways.

The most substantive of these mechanics is a "sanity" mechanic pulled straight from something like Amnesia or Eternal Darkness, and which replaces a more traditional health system. The ghosts haunting the house will kill you and force a Game Over if they catch you, so your only defense is to run away. But when you run away, you need to try to run into a part of the house that is well lit, as the player character seems to be very afraid of the dark, and his sanity rapidly depletes if you're standing or wandering around in the dark.

The little red brain in the corner indicates you're in
danger of succumbing to a potentially-lethal haunting.

I wish the little sanity indicator had been moved to one of the top corners of the screen. Holding certain items in your left hand (particularly the lit lighter) often covers up or obscures the icon, making it hard to read. Other U.I. elements, such as some button prompts, will also draw a black bar across the bottom of the screen, which also covers up the sanity indicator.

Visage has some pretty good lighting effects, with realistic, dynamic shadows and darkness that is actually pitch black. It's not uncommon to catch a glimpse of a shadow from a flickering or swaying light in the corner of the screen and think that it's an apparition. Unfortunately, there's also some texture pop-in when playing on my PS4 Pro that happens when making sudden turns or when moving between rooms. This also looks like an apparition, and acted to quickly desensitize me to the deliberate peripheral visual trickery that the game tried to employ later.

The ambient sound design is also quite good. There's the cliche background ambiance of a rainstorm and thunder, but it's accompanied by numerous creaks and groans within the house itself. These creaks and groans, combined with the narrow corridors, blind corners, and ubiquitous darkness help to keep the horror atmosphere tense, especially in the early hours. Are those footsteps in the attic above me? Did I just hear something behind me? Is there an apparition waiting around the corner? The groaning and creaking reminded me of the novel House of Leaves, which I read over the summer, and which describes its house as "growling" whenever it reshapes its impossible geometry.

The house of Visage is also claustrophobic enough, cluttered enough, and confusingly laid-out, such that navigating in the dark is genuinely difficult. I had to play for hours (and finish more than a whole chapter) before I really started to get a feel for the layout of the house. Remembering which rooms and objects are where is hard enough in the early hours with the lights on. Not being able to see where I'm going only made early-game exploration feel hopelessly futile -- but in the good horror game way of making me feel unsure of my surroundings and vulnerable.

The house has a surprisingly large and complicated floorplan.
Keeping it well lit will both keep you sane, and also help navigate.
[More]

Tags:, , , , , , , , ,

Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn a small commission from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

Star Wars Squadrons shows why publishers should embrace middle-market gamesStar Wars Squadrons shows why publishers should embrace middle-market games10/30/2020 I don't think it will be controversial to say that the best part of EA's 2017 Star Wars Battlefront II was the multiplayer space dogfighting. It made me yearn for a good Star Wars flight sim in the vein of the old X-Wing and TIE Fighter PC classics. But in this age of big-budget, micro-transaction-fueled, multiplayer-focused,...

Random Post

NCAA Football 12 offers hints of "next gen" football gaming, but fails to impress due to abundance of glitchesNCAA Football 12 offers hints of "next gen" football gaming, but fails to impress due to abundance of glitches09/29/2011 I was hoping to have a review for this game earlier. But unfortunately, the game shipped with some very serious bugs. EA announced that a patch was in the works way back on August 2nd, but that patch took over a month to deliver. Either EA really dropped the ball with this patch, or the problems were even more serious than we’d...

Month List

RecentComments

Comment RSS