28 May 2019
28 May 2019 - PC (Microsoft Windows)
28 May 2019 - PlayStation 4
28 May 2019 - Xbox One
20 May 2021 - Nintendo Switch
Layers of Fear 2 is a first-person psychological horror game with an emphasis on exploration and story. Players control a Hollywood actor who heeds the call of an enigmatic director to take on the lead role in a film shot aboard an ocean liner. Beware, for all may not truly be what it seems.
The cameras are all focused on you; the center of the scene. Not just in character, you are the character. The part to play is singularly yours. Written just for you.You are met with silence. No barking orders from the director. No call to action that you need to become this version of yourself. The demand to act fills your mind, but the script pages hold no words. Your past has helped to mold you into what you are, forced upon you the skills required to hone your craft. That same past has scraped deep furrowing scars into you, not on the outside where the world can see, but in a place buried so deep within that it has become shapeless. You push those memories down but let the experiences drive you into who, or what, you must play. Darkness surrounds as you stand silently in the spotlight, the only sounds to be heard over your heartbeat are the distant breaking of waves against the hull and the sound of cameras pointed in your direction preserving this moment for eternity. A deep and commanding voice rises from the distance. Act. What part will you play?
Audio | Subtitles | Interface | |
---|---|---|---|
Japanese | ✓ | ✓ | |
Polish | ✓ | ✓ | |
Portuguese (Portugal) | ✓ | ||
Portuguese (Brazil) | ✓ | ✓ | |
Russian | ✓ | ✓ | |
English | ✓ | ✓ | ✓ |
Spanish (Spain) | ✓ | ✓ | |
German | ✓ | ✓ | |
French | ✓ | ✓ | |
Italian | ✓ | ✓ |
And layers of fear 2 (just like layers of fear 1) does have some good in it, and that good mainly being the artstyle. However, while the artstyle is pretty impressive and an eye candy that clearly speaks of an art team's capabilities, it does lack direction. Direction not in sense of its looks (for that it excels at) but in its relation to the story, as the appearances of the artistic objects and backgrounds and special viewpoints end up being nothing but formless pretty looking things, devoid of any soul. And that is not the fault of the art department, but the writing and direction.
I wish to roast the writing as hell, go on full throttle on how bad I think it is. But I do not wish to.
You see, I love walking sims. Gone Home, Dear Esther, and What happened to edith finch are all games I love dearly.
Hereditary, Repulsion, The Haunting On Hill House, Beau Is Afraid, and Midsommar on the other hand are various horror/psychological horror films i enjoyed.
silent hill 2 and amnesia, while not being on my played list right now, because I am planning a proper series replay of them, are games I thoroughly enjoyed that told a convincing psychological horror stories that potrayed various forms of horrors of mind and beyond convincingly and managed to put me in the shoes of its protagonist flaying sense of worldview.
So making walking sims are nothing wrong. Making horror stories about mental illness is nothing wrong. Making horror games about mental illness are nothing wrong.
It all lies in your execution. And that is where, Blair Witch, Layers Of Fear 1, and Layers of Fear 2 faulter.
Like, I wish to dissect each and every plot element of this story and just write paragraphs upon paragraphs on what went wrong in its writing and execution, but I don't.
I do know that games are hard to make, so seeing one completed is a miracle. And the truth is, it is better to avoid something you find annoying than to give it your time.
Not only that, but I understand there are people out there who may genuinely enjoy bloober team games. I am not one of them. I will never be one of them.
But to mercilessly roast something someone may love, is something I do not take pride in. That is why i try to optimistic as much as I can, and I know you may find some old review of mine anf say, "But look here ye hypocrite, you looked prideful when roasting this piece of media."
To which I reply, "I might have been in the moment of anger and loathing that I felt from that art, but I can assure you, I do not take pride in that in retrospect."
i can assure you, even I break this in future, I do not take pride in bringing down multiple people's hardwork.
However, truth is, I played this game and I could've loved this game, if not for the writing.
I may not go into detail on how and why, but I cannot give this game any love, when reaching all of its endings — one by one — made me loath this thing even further.
Again, you may enjoy this, and I am genuinely happy if you do.
But unfortunately, this game was a memory I would wish to forget.