hot  /  reviews  /  video  /  blogs  /  forum

Horror

SOMA photo
SOMA

SOMA looks like a worthy successor to Amnesia


Releasing this September for PC and PS4
May 29
// Jordan Devore
A series of live-action videos and an alternate-reality game have led to this: 12 minutes of uncut footage from Frictional's next first-person horror title, SOMA. It's coming to PC and PS4 at long last on September 22, 2015....
Allison Road photo
Allison Road

Is Allison Road the spiritual successor to P.T.?


I SAID, LOOK BEHIND YOU
May 29
// Vikki Blake
Though Konami wants to "scorch the earth" and deny that P.T. was possibly the best game reveal in the history of forever (do I still sound bitter?), there are some determined to keep the dream -- or nightmare -- alive. Christ...
Underwater horror photo
Underwater horror

Mighty strange stuff is afoot in this live-action SOMA video


Time to pack up and go home
May 27
// Jordan Devore
"There's something wrong, isn't there?" Yes, Harry. Something is deeply wrong. I'm staying far away from the alternate-reality game for SOMA. Not because I'm not interested in what Frictional Games is cooking up for its unde...
Perception photo
Perception

Ex-Irrational devs announce new horror game Perception


Realising a vision
May 27
// Vikki Blake
Deep End Games -- a new studio consisting of many ex-Irrational developers -- has announced a Kickstarter campaign for a brand new horror game called Perception. The first-person horror adventure places you in the shoes ...
PS4 horror photo
PS4 horror

We won't have to wait until Halloween for Until Dawn


Everyone can die
May 26
// Jordan Devore
Oh, hey, that's digital Peter Stormare! How eerily accurate. He's going to be in Until Dawn, the upcoming choice-driven survival horror game for PlayStation 4 in which pretty young people are stranded at a remote lodge with ...
SOMA photo
SOMA

The SOMA ARG's spilled a new trailer


Those whales are biding their time...
May 26
// Joe Parlock
I've never understood ARGs. Hidden in a bit of code is a link to a server that an art designer for the game’s mother’s dog once owned. Once you’ve cracked that server in all 17 dimensions you’ll final...
Evil Within DLC photo
Evil Within DLC

The Executioner is the last Evil Within DLC, out May 26


First-person
May 20
// Steven Hansen
The last bit of The Evil Within DLC drops this month. "The Executioner" features an unexpected shift to the first-person perspective and "series of battle arenas all from the...perspective of The Keeper," if you were thinkin...
Iron Fish photo
Iron Fish

Unfortunately, Iron Fish isn't about a robot fish


Iron rusts... poorly designed fish
May 20
// Joe Parlock
I’ve mentioned this on Destructoid before, but I’ve had bad experiences with water and for some reason that’s transferred into a fear of eels. Those little fuckers freak me out. So developer BeefJack a...
Horror photo
Horror

This new AR project wants to turn your house into a horror game


Is this the real life? Is it just fantasy?
May 04
// Vikki Blake
If just wandering down the corridor in P.T. was enough to send you screaming from the room, how would you cope if a Lisa-like entity came at you in the hallway of your own house?  Night Terrors -- a "highly immersive, ph...
Phantasmal Early Access photo
Phantasmal Early Access

Lovecraft-influenced roguelike Phantasmal creeps onto Early Access


Sanity-eroding survival horror meets procedural generation
May 01
// Rob Morrow
New Zealand-based indie studio Eyemobi has released its Kickstartered survival horror roguelike Phantasmal: City of Darkness onto Steam Early Access. If you're unfamiliar with the project, Phantasmal is d...
Dementium photo
Dementium

Dementium: The Ward could have been a Silent Hill game


'Konami said they wouldn't let a 'team like us' handle the Silent Hill property'
Apr 28
// Vikki Blake
As the Internet continues to blink with incredulity at Konami's decision to spike one of the most exciting E3 teasers of all time, Silent Hills, here's another head-scratcher of a decision made by the Japanese ...

Review: Lost Within

Apr 23 // Chris Carter
Lost Within (Android FireOS [reviewed on a Kindle Fire HD], iOS)Developer: Amazon Game Studios, Human Head StudiosPublisher: Amazon Game StudiosReleased: April 17, 2015MSRP: $6.99 The setting of this spooky affair is the old Weatherby Asylum -- an abandoned relic of the past, set to be demolished in one day's time. Of course, your stupid idiot police officer avatar winds up "checking it out" one last time to see if there are any stragglers, and you get sucked into a hellish underworld of scary fun. It's a setup you've seen a million times before, but Lost Within has a level of polish rarely seen from the genre, not to mention that it's a mobile-only affair. Using touch-style controls you'll navigate the labyrinthine tunnels of horror, and they are surprisingly responsive. All you have to do is touch an area to get there, double-tap to run, swipe to turn, tap to use defensive items, and you can even use your device to lean around corners with an optional gyro setting. Mobile games have really come a long way, and co-developers Amazon Game Studios and Human Head should be commended. That polish extends to the visual style as well, which is stunning on an Amazon Fire HD tablet. The crazy writing on the wall that you'd expect out of an asylum is clear and concise, and every environment looks like there was a lot of work put into it. Screenshots don't really do it justice, as the framerate and smooth engine are the strongest aspects of Lost Within. [embed]290846:58289:0[/embed] This is a jump-scare game under-the-skin though, and it won't really offer up a lot that you haven't seen or rolled your eyes at before. I really like the literature that narrates the history of the asylum and its inhabitants, as it strays from the typical "diary" setup often with things like newspaper clippings, but once you're done reading up, it's back to a corridor simulator with "scary" monsters. In case you couldn't pick up on that obvious sarcasm, those creatures aren't really all that threatening, or nearly as interesting as the lore bits. Said corridors are often fun to roam through thanks to the mechanics, and freaky flashbacks are a constant source of entertainment beyond running and outwitting the baddies in the "real" world. What Lost Within really thrives on is the ability to tell a compelling story in an easily-digestible way throughout the experience. In-between the jumps and frights I had a burning desire to unravel the game's various mysteries, and press on to the next area. Amazon Game Studios only has a few games under its belt, but it's already making a name for itself in the industry. With a little more creativity Lost Within could be a full-blown retail game, which could be where the publisher is heading with the acquisition of Double Helix and a few other talented developers. [This review is based on a retail build of the game provided by the publisher.]
Lost Within review photo
Warning: it's another asylum game
Jump-scare horror games, or "YouTube Bait" as they're often now called, are a dime-a-dozen. Especially ones based in an asylum. Lost Within is a jump-scare horror game that takes place in an asylum (cue the laugh track). Thankfully, it has a handful of redeeming qualities that elevate it above the competition.

Alan Wake photo
Alan Wake

Remedy plans to Wake up Alan once more


Developer says horror sequel may still return
Apr 21
// Vikki Blake
I loved Alan Wake. Maybe it's because I overdosed on Stephen King as a kid and have always had a particular penchant for that whole fiction-becomes-fact thing (if only to keep alive the dream that one day, McDreamy is go...
Pixel Horror photo
Pixel Horror

This horror movie fighting game would be more dream than nightmare


Oh, the sights they could show us
Apr 19
// Jonathan Holmes
Freddy Krueger and Jason Voorhees are already in Mortal Kombat. The Predator will be joining them soon. It's clear that horror fans like the idea of seeing their favorite death-dealing icons duke it out in a fighting gam...
Five Nights at Freddy’s photo
Five Nights at Freddy’s

Warner Bros. making a Five Nights at Freddy’s movie


Fast Five Nights at Freddy's
Apr 07
// Steven Hansen
The multi-part, Chuck E. Cheese's-inspired horror game Five Nights at Freddy's has been a wildly popular hit and now Warner Bros. wants in on the action. According to The Hollywood Reporter, Warner Bros. has acquired the righ...
P.T. story photo
P.T. story

P.T.'s puzzling story explained in depth


That freaking fridge
Apr 07
// Jordan Devore
The timing on this video could not be better. As a new PlayStation 4 owner, one of the first games I knew I had to download was P.T., a playable teaser lead-in to Silent Hills. It's a weird game -- "experimental," if you lik...
Biofeedback horror photo
Biofeedback horror

Nevermind brings biofeedback horror to Steam Early Access


Fear is the mind killer
Apr 01
// Jordan Devore
Truth be told, I mostly wanted to cover Nevermind, a horror adventure game in which you delve into the subconscious minds of psychological trauma victims, because of this image. Look away! With a premise so strongly rooted in...
Silent Hills photo
Silent Hills

Kojima Productions logo removed from Silent Hills website


Maybe it's nothing, but things are getting concerning
Apr 01
// Laura Kate Dale
In the midst of all the recent rumblings regarding Hideo Kojima potentially leaving the Metal Gear series behind after Metal Gear Solid V is released, today it turns out there's yet another troubling sign on the horizon. Repo...

Contest: Win a code for Slender: The Arrival on Xbox One

Mar 28 // Glowbear
Good luck! And remember, our Huge Members get automatic entry into all contests (and double entry for those who enter manually), exclusive beta code giveaways for upcoming games, newsletters direct from the staff, ad-free browsing, and more! And most of all, your $3 a month helps directly support the site you love. Try us out! *Code is limited to Xbox One.
Slender Xbox One contest photo
Get spooked
The lovely people at Reverb have kindly given some codes to be thrown at the faces of some lucky Destructoid winners. The game is available on PC, Xbox One and PS4. I have Xbox One codes, which can be used anywhere in the world. Except the town of Fecking, Ireland. To be in with a chance, simply comment below and if you so desire, suggest your idea for an amazing or awful horror game.

Sega Genesis horror photo
Sega Genesis horror

New horror visual novel resurrects the Sega Genesis


Sasha Darko's Sacred Line Genesis
Mar 27
// Jordan Devore
Every so often we hear about a new game for old consoles and while I haven't yet splurged on a physical copy of one of these titles yet, I dig the idea. WaterMelon, the group behind the RPG Pier Solar, is publishing a horror...
The Evil Within DLC photo
The Evil Within DLC

Uh, maybe don't walk toward that ominous light in The Evil Within


There will be consequences
Mar 24
// Jordan Devore
The next DLC episode of The Evil Within, The Consequence, picks up on April 21, 2015. Like The Assignment before it, Bethesda is starting us off with an extra brief teaser trailer. Somehow, the delivery of the sorta-out-of-c...
Five Nights at Freddy's photo
Five Nights at Freddy's

Five Nights at Freddy's fan charity stream receives huge donation from developer


Developer donated $250,000 to children's hospital
Mar 17
// Laura Kate Dale
Over this past weekend a Twitch streamer named Dawko, a huge fan of Five Nights at Freddy's, set up a twitch stream to raise money for St. Jude's Children's Research Hospital. His lofty aim was to try and raise $15,000 in do...

Review: White Night

Mar 11 // Conrad Zimmerman
White Night (PC, PS4 [reviewed], Xbox One)Developer: OSome StudioPublisher: ActivisionReleased: March 3, 2015MSRP: $14.99 Set near Boston in the latter years of the Great Depression, White Night tells a pulp horror tale with noir trappings. Driven off road in a storm by the ghostly form of a woman, the player begins wounded at the gates of decrepit Vesper mansion, home of a once powerful family with a grim legacy. What begins as a simple effort to make it through the night develops into an exploration of the Vesper family and how it connects to the apparition which drew the player in. Storytelling is the major aspect of White Night, and the one which it most capably succeeds at. As the player explores, they'll find dozens of journal entries, notes, photos, bits of private correspondence, and newspaper clippings relating to the Vespers. Walls are covered with family portraits and art, most of which can be examined and rarely see their descriptions recycled (though the art occasionally is). Narrative creeps in at the corners, these expository bits gradually developing into a fascinating tale of gloom, desperation, and madness. They're wonderful, and encourage a thorough exploration of every room. Voice-acted narration from the protagonist comes in at points as well, though these are typically far less interesting and hindered a bit by a youthful voice which doesn't seem to match the character. [embed]288768:57713:0[/embed] Taking an unusual approach to visual design, the game is presented in 3D, using fixed camera angles, almost exclusively in black and white. Stark and captivating, the sharp contrast and its limitations effectively draw the eye to details and discrepancies. The darkness is oppressive and encroaching, yet often preferable to the light which reveals that there actually are horrible things in hiding. It's a stylish look that well serves play dominated by object collection and interaction, as the player's view is often limited to their immediate vicinity. This, paired with the fixed cameras, is occasionally disorienting, as landmarks which could be used to identify the player's relative position are rendered invisible in the dark, which does make the experience more intense (albeit at the risk of frustration). Light and darkness are used literally and metaphorically throughout the game as core concepts. The player is helpless in the dark, unable to interact with the environment in any meaningful way. Inside the mansion, as working light fixtures are few and far between, the player must rely on matches for light. A maximum of twelve matches can be carried at one time, and the length of time they burn is affected by factors like movement, making it hard to gauge how much time one has, and (as anyone who's been down to a few matches will tell you) they're unreliable. There is a little thrill to be had from running dangerously low, only to have two matches in a row come up as duds. As time is spent out of the light, thrumming bass begins to build in volume and add a layer of frantic intensity which is exciting. Refills of matches are plentiful, however, and the amount of time the player has to actually spend in the dark before succumbing to it is considerable. One could play so poorly that victory becomes impossible, but the likelihood of this happening unintentionally seems low. The use of matches for light also hinders the player's ability to interact with objects which require the use of both hands, making most puzzles in the game follow a pattern of finding the objective, then finding a light source which allows for interaction with the objective, which may then lead to another puzzle. Most puzzles aren't difficult to solve, requiring just a touch of logical deduction based on easily found clues. If the player is struggling, they can reference an in-game hint system that collects observations the player has made and puts them a newspaper layout which usually points out what may have been overlooked. Occasionally, the protagonist will chime in with a comment of their own which indicates where they should check next. These features do a good job of cutting down fruitless wandering to find the next goal without explicit hand holding. The real killers are the ghostly forms of the Vesper family matriarch. Found in almost every room of the mansion at some point, these spirits roam about or obstruct progress and give chase when they see the player. If caught, the game is immediately over, which occasionally feels a tad unreasonable in light of the fixed cameras, but it does make their presence something to be feared and being hunted by them provides some tense moments. Ghosts can be evaded, usually by exiting the room they occupy or by getting a bit of distance in darkness (they're blind, a fact the game fails to point out until halfway through). They can also be destroyed with electric light, and a considerable percentage of the player's time will be spent figuring out how to turn on lights just to kill ghosts in their path. White Night bills itself as "survival" horror, a case made on the basis of its loose extrapolation of mechanics found in other games attributed to that genre. Players expecting a traditional survival experience of limited resources against considerable odds will likely find it underwhelming. Very rarely is a significant challenge presented, save for a few larger rooms with a lot of ghosts to avoid (easily overcome with a little persistence, though the trial and error can be wearisome). Limited resources, while still limited, are plentiful and widely distributed. Save points, though not numerous, are placed well to minimize the distance between them and any point of major interest. The trappings of survival horror are there, but there is no teeth to the gameplay. It would be more accurate to say that White Night is an exploration adventure, an interactive story in the "weird tale" tradition. Just enough obstacles exist to make that story feel as though it was earned, that the player participated in the telling, but conveying the story is the priority. From clever exploitation of gameplay mechanics to the pages and pages of rich exposition which carefully unravel and the moody jazz soundtrack, everything exists in service to the fiction. In that, it succeeds, and it's a story worth experiencing and deserving of praise. [This review is based on a retail build of the game provided by the publisher.]
White Night review photo
Stay in the light
When people look back upon the great horror games of this year, they're probably going to forget about White Night, and that's understandable. It doesn't break any ground, it isn't littered with jump scares to draw in the You...

Five Nights at Freddy's photo
Five Nights at Freddy's

Animatronic Freddy Fazbear is creepy as all hell


Nope, not sleeping any time soon
Mar 09
// Laura Kate Dale
Love them or hate them, the Five Nights at Freddy's games have been incredibly popular. Big surprise, people find slightly uncanny animatronic animals universally creepy. Now, thanks to Youtube user Dr. CreepyPasta, we get t...

Review: Five Nights at Freddy's 3

Mar 08 // Nic Rowen
Five Nights at Freddy's 3 (PC)Developer: Scott CawthonPublisher: Scott CawthonReleased: March 2, 2015MSRP: $7.99  If you've watched any YouTube in the past six months or visited any gaming image boards or tumblrs, you probably already know the basic gist of the Five Nights games. The player is cast as a night security guard watching over some spooky animatronics who seem hellbent on ripping his face off and shoving his broken and bleeding body into one of the spare costumes, because they're possessed... Or something like that (the storyline has become increasingly muddled as the games pile up). This fate is avoided by monitoring security cameras, tending to emergency systems such as doors and flashlights depending on the game, and clutching out split second “do-or-die” reaction tests. Like the previous games, Five Nights 3 has its own twist on this basic concept, and it is the most fleshed out and professional take on the world's worst security gig yet. While the previous games featured a collection of plushy robotic fiends trying to creep up on the hapless guard, Five Nights 3 focuses on a single menacing antagonist, Springtrap -- a terrifyingly decrepit mascot that seems to contain the rotted corpse of some unlucky (possibly evil) bastard stuffed inside of it. The original cast still pops up from time to time, but only as “shadow” versions of themselves, non-lethal hallucinations that will nevertheless make you crap your pants at the worst possible moment (presuming, of course, that there is a good moment for pants crapping). The result is a much more focused and manageable survival horror experience, but it comes at the cost of some of the charm that's made Freddy's such a hit. Five Nights 3 answers one of the most common complaints about the first two games by giving the player legitimate reasons to actually WATCH Springtrap on the cameras. Unlike the previous games where most of the time was spent watching the immediate office doors and checking in on one or two rooms intermittently, locating Springtrap and pinning down his movements on the static-fuzzed CCTV system is crucial to success. Any security guard that wants to live through the night will need to familiarize themselves with every darkened corner and crummy ventilation shaft in Fazbear's Fright so they can spot Springtrap and move him around the halls, preferably as far away as possible. This is done by remotely playing an audio distraction (the haunting voice of Balloon Boy from Five Nights 2 creepily enough) to lure Springtrap into adjacent rooms. Leading Springtrap around by the nose is easier said than done. In the fine tradition of Freddy Fazbear's Pizza, the owners of Fazbear's Fright have spared every expense in its construction, leaving you to manage a bunch of rickety systems that constantly fail and need to be rebooted. The audio device will refuse to work and will occasionally emit an ear-splitting static scream just for kicks. The already fuzzy and cracked cameras can blank out completely, letting Springtrap romp about unobserved. To top it off, the building's ventilation system shuts down with alarming regularity, depriving those weak human lungs of oxygen and making you susceptible to hallucinogenic attacks from the shadow cast. Rebooting these systems with the maintenance computer takes an agonizingly long time in the hyper-accelerated pressure cooker of Fazbear's Fright where every second is precious, allowing Springtrap the perfect opportunity to sneak in and say “hi.” Five Nights 3 strikes the best balance yet between tension and control. Springtrap is a sneaky bastard and the hallucinogenic nightmares of the old cast make sure you never get too comfortable, but what needs to be done to survive is generally clear. More than any of the other Five Nights games, I felt it was my own fault when I failed, rather than the game deciding to screw me over. While the second installment was overly frustrating and teetered dangerously close to overstaying its welcome, the third provides a more digestible and concise stay, and is better for it. That is for the titular five nights (and, of course, the expected bonus sixth night). If you want to see everything the game has to offer though, you're in for a much longer, and less enjoyable ride. The Atari-like interstitial mini-games are back and more important than ever. The end of every night is marked with a nightmare-like videogame representation of the original murders that started the whole mess in 128-color glory. Hidden in these games are a series of fairly obscure clues that give hints on how to uncover the real story behind the haunted animatronics, which lead to yet more Atari mini-games with even more convoluted hidden steps for breaking them and revealing more secrets. Like an incredibly tedious onion, there are layers and layers of mediocrity to peel through before revealing a bitter and unpleasant core of truth (that may or may not make you cry). The secrets and easter eggs of the first two games rallied the fanbase together, so it is understandable that Five Nights 3 would want to carry on the tradition. Secrets and riddles are best doled out sparingly though, and there are too many piled on here for the game's own good. The Atari games worked in Five Nights 2 because they were creepy, short, and only occasionally popped up. In Five Nights 3, so much time is spent steering around a ponderous pixelated version of one of the Fazbear cast members that it quickly leeches out all of the fun. While entirely optional, these mini-games are a chore to slog through for anyone who really wants to absorb all the Freddy's lore available. I was one of those people who became strangely invested in the original Five Night games. I spent some time trying to parse out the mystery of “the bite of '87,” the identity of the murderous Purple Man, and tried my best to make sense of the late-game twist in the sequel. Five Nights 3 adds more convoluted layers to the story while offering no real explanations, even after sticking it out through all the interminable mini-games. The “true” end of the game seems to mark the probable conclusion of the franchise, but I'm still not sure what happened, or why this particular haunting was any different than the many that came before it. It doesn't help that Five Nights 3 largely drops the series' best asset, the personality of the Fazbear cast. For all of the affection and (occasionally distressing) fandom surrounding Bonnie, Chica, Foxy, and Freddy, they are almost entirely absent this time around. The shadow versions of them are dull and lifeless, and Fazbear's Fright lacks any iconic rooms like Foxy's Pirate Cove or Chica's unnervingly mysterious kitchen to set the mood. While focusing on just one antagonist makes for better gameplay, Springtrap and Fazbear's Fright lack the charm of the original cast and locations. Considering how simple and repetitive the core gameplay of the series is, and how ridiculously beloved those silly animatronics have become, I don't think that trade was a strong bargain. In some ways, Five Nights 3 represents the best of the series. This is by far the most technically proficient and mechanically satisfying installment yet, striking just the right balance of pressure, jump scares, luck, and skillful management of the tools provided to make it through the night. Sadly, it is also the least personable entry in the series, dumping the little touches that were so endearing about the original titles and getting mired in self-indulgent mini-games with little payoff. People who have followed the Fazbear saga up to this point will likely want to close out the story, and they'll find enough to enjoy about Five Nights 3 to make it worth their time. New players curious about all the hype and considering a visit to Fazbear's Fright would be ill-advised to choose this as their jumping-on point to the series. [This review is based on a retail build of the game provided by the publisher.]
Five Nights 3 review photo
The trap is sprung
While it has been a mere four months since the last sequel was released, Five Nights at Freddy's 3 is set years after the events of the first game. Crafty businessmen keen to exploit the gory legacy of the infamous ...

The Flock is an intense, scary game of flashlight tag

Mar 02 // Alessandro Fillari
In The Flock, you play as a hunter living amongst other hunters in a desolate, ruined city. One of the hunters soon discovers an artifact imbued with light that transforms his gangly and horrific appearance into something different. But the other hunters feel threatened by the artifact, and wish to take it for themselves. With a single hunter on the run with the artifact, the others must chase him down before the wielder can discover the secrets that the ancient tool possesses. Much like the recent Evolve, The Flock focuses on asymmetrical multiplayer where one player battles against others. The wielder of the light must make his way through the ruins activating ancient relics to strengthen the artifact, all the while evading the hunters. Though his movement and agility is limited, the light will keep him protected, and any hunter who's touched by the light's reach will be scorched to a cinder. Unfortunately, it's only effective within line of sight. If the hunters get the jump on the wielder from behind, where it is most vulnerable, then it's all over. [embed]288476:57585:0[/embed] Despite their vulnerability to the light, the hunters possess an assortment of abilities to use against the rogue player. Hunters are very fast and make great use of their jumping and sprinting abilities to reach areas the lone player cannot. Moreover, if the hunters remain still, they will turn to statues, making them immune to the light. In addition to this, they can even make duplicates of their statue form to create decoys and blindside the wielder. Initially, I found it very difficult to make any progress against the wielder, as the light's reach goes far -- it's deadly in the hands of a skilled player. Fortunately, my team of hunters made use of the environment to catch him by surprise. It was great getting the best of him just as he was about to clear the level. The Flock is a neat take on traditional horror titles. I didn't really think horror and multiplayer could mix well, but I found that this title was able to retain the best of both genres.
GDC 2015 photo
Three versus one in the dark
With so many horror titles out, it's difficult to keep things interesting for players. While some focus on throwing countless monsters at you, others seek to make players feel nearly powerless against a limited number of foes...

Five Nights 3 photo
Five Nights 3

That was fast: Five Nights at Freddy's 3 is on Steam


Send the kids to bed
Mar 02
// Jordan Devore
Five Nights at Freddy's 3 is out now on Steam for $7.99. No, you didn't miss any big release date announcement -- this just happened suddenly. That's how developer Scott Cawthon rolls. As someone who's grown increasingly impa...
Hunger photo
Hunger

Damn, Hunger is unsettling


Almost as unsettling as hunger
Feb 25
// Steven Hansen
LittleBigPlanet Vita developer Tarsier's new project, Hunger, is looking impressive. And spooky. It's that good kind of "everything is off kilter and uncanny" beat of constant unnerving versus any sort of aggressive scare. T...
Tormentum Demo photo
Tormentum Demo

Tormentum looks like a sword-f***ingly weird time


Escapes the molten lakes of hell on March 4, Steam demo available now
Feb 25
// Rob Morrow
I've seen a lot of weird shit, but Poland-based OhNoo Studio's macabre point-and-click adventure Tormentum ranks up there with some of the most horrifyingly surreal stuff I've had the pleasure of being exposed to o...






Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
What is the meaning of life, and do you have any more pizza rolls?
You may remix all content on this site under Creative Commons with Attribution
- Living the dream, Since 2006 -