I do not have particularly strong opinions one way or the other about the video game sub-genre known as "walking simulators" in general. I have strong opinions about some of the games that I've played within this genre, but I would not say that I either like or that I dislike "walking simulators" as a whole genre. Some work well and are good games. Others are un-engaging or lazy and didn't particularly work for me.

For example, I hated Dear Esther and Ether One. I was immensely disappointed in Amnesia: A Machine For Pigs, after having enjoyed The Dark Descent. But on the other side of the coin, I thoroughly adore Gone Home, Firewatch, and What Remains of Edith Finch.

Patrons had early access to the full video essay.

Are "Walking Sim" games?

So what is a "walking simulator"? Well, like with most things in pop culture, the definition will vary depending on who you ask. But I think most people would agree that a "walking simulator" can be accurately described as interactive entertainment that conveys a narrative almost exclusively through the exploration of an environment and the clues provided therein. You may notice that I used the term "interactive entertainment" as oppose to "video game". I did this in order to keep this discussion's definition as non-contentious as possible. One of the criticisms of walking simulators that I specifically wish to address is the idea that they are not video games, and such critics would immediately object to the use of the term "video game" in the definition. These experiences generally lack any of the violent conflict that is present in most video games, and the mechanics rarely go beyond navigating obstacles, solving puzzles, or managing a limited inventory.

While I am perfectly content to call walking simulators "video games", there are somewhat valid arguments for why the label might not be appropriate for such entertainment products. It could be argued that they are not video games because they lack conflict; they lack a traditional win state, fail state, or any stakes at all; and they lack mechanical depth or complex systems. I personally do not accept these arguments as disqualifying walking simulators from consideration as "video games". There are plenty of universally-accepted video games that also lack one, or even all three of those criteria.

Many games have lacked violence conflict, traditional win states, or complicated system mastery.
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Layers of Fear 2 - title

I played the first Layers Of Fear a couple years ago (just prior to the release of Blair Witch). I didn't bother reviewing it at the time because

  1. The game had been out for years, so I didn't think there was much desire for a late review, and
  2. I honestly didn't know what to make of it at the time.

I wasn't sure if it was an auteur masterpiece, or a boring walking simulator. As time has gone on, and I've played other "walking simulators" that I've enjoyed much more, I've leaned further and further towards the later. In either case, I didn't find the game particularly scary. I was skeptical to bother with the sequel, but I liked Blair Witch just enough to pick up Layers Of Fear 2 on a Steam sale. I think I might have actually liked the first game better. I found it much easier to follow along with what was happening in the first game, and its simpler, more streamlined gameplay (and shorter length) made it less tedious.

Most of the game is walking through a door into a room, looking at what's in the room,
then walking out the same door into a different room or hallway than the one you came in from.

Pretty much the whole of Layers Of Fear 2 is still just walking into a room, looking at what's in the room (often some weak jump scare), then turning around and walking out the same door into a different place than where you came from. It's the exact same stuff as the first Layers of Fear and the last couple hours of Blair Witch, but without feeling like a novel technical accomplishment. Blair Witch at least had the forest setting to play up the idea of being lost in the dark, and also had some more varied and unique puzzles and set pieces. Though to Layers Of Fear 2's credit, it doesn't repeat the same gags over and over again the way that the first game does, and more of the rooms have atmospheric set decorations to help establish a mood, instead of every one having some silly jump scare. So the sequel is a bit more restrained in that respect.

I have no idea where I am on this ship,
or where I've been.

Both the first Layers Of Fear and Blair Witch also do a slightly better job of establishing a sense of place before the reality-warping effects start happening. Having a little bit of time to explore a relatively normal house or forest makes the surreal environments more jarring. Layers Of Fear 2 pretty much just jumps right into it, never giving the player an opportunity to get a feel for how the ship is structured, where you are on the ship, or where you are trying to go. Right from the start, you're meandering through abstract corridors.

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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.

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