It was a dark and stormy night. The floorboards creaked. The rats scurried. And the Paintings seemed to stare. Layers of Fear had
a novel strategy: it broadsided us with clichés so blatant they seemed
to find their own perverse freshness, and it combined jumpscares – such a
stale staple of the movies – with perspective trickery to make us dread
such basic video game functions as moving, opening doors, and turning
our heads. But it never got into them. It was as if the game had gone
digging through the debris of horror and turned trash into quick
treasure. But its thrills ebbed from the memory as quickly as the
adrenaline from the blood.
Layers of Fear 2 tries a different tack. We play as a tortured
artist, just as before, but the art has changed. In place of paintings,
we have films. As for the gloomy house, we now have a ship, whose
corridors drip and sway. One great thing about the game is that it’s
almost impossible to spoil; its plot is covered in cloudy layers of
metaphor – if not quite fear – and, as such, if you told anyone what
happened in its later moments it would make as much sense (and be
roughly as compelling) as if you recounted a dream you’d had. This from
the official website: ‘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.’ That’s
about as far as concrete plotting takes you.
All of which will doubtless come as good news to players of the first
game, who are used to spooning through the narrative soup for details.
But what of those who haven’t? They will find a point-and-click
adventure in the modern mould – that is to say, puzzles that aren’t so
much concerned with taxing the brain as gritting the narrative with
texture. Think of Gone Home,
which lightly cluttered its rooms with clues to its characters as much
as to its padlock combinations. Layers of Fear 2, feeling a faint
obligation to its name, halfheartedly stuffs its tale with horrors. But
developer Bloober Team strays off course and cruises full steam into
story, which certainly wasn’t the strongest aspect of its predecessor,
and nor is it here.
The trouble for me is that, as I plodded through, I felt my feet
sinking into surrealism like quicksand. I would open a door in the
floor, fall upwards, crawl through a pirate cove, wind up in a room
plush with curtains and a black zig-zag floor, and be chased out by a
boogeyman before I had time to nod apologetically at David Lynch. It’s
all employed in the pursuit of backstory, its unsettling stew of images
tied into its hero and the pains of their past. This was similarly the
case last time round, in the original; its characters were clumsily
daubed and thin as watercolour, but it had the smarts to put its scares
front and centre. Here, the writing is roughly of the same standard, and
the voice acting is uneven, but things don't go bump as they should.
And with Tony Todd – who scared us witless as Candyman – supplying
you with sinister directions. I don’t see any reason why they shouldn’t
have. It was a relief to hear his voice early on – that coffee-grinder
rumble from the deep – and I felt sure that, under his direction, we
were being guided toward a dire need for fresh underwear. Alas, it
wasn’t to be. What we do get are fail states. Now and then you
are chased by a lumbering brute that clobbers you straight to a kill
screen. The trouble with fail states, in horror games like these, is
that they kill all the horror; fear turns to stress, and frustration
thins to mild boredom. Indeed, it’s a shame that Bloober Team felt the
need to add these jolts of random panic when, elsewhere, its talent
shines through the shadows.
There are segments of inspired design. A Wizard of Oz passage, in a
tumbledown wooden house, is positioned in a crosswind with Eraserhead: a
hurricane of TV static blows on the window panes and a creature, not as
dead as it should be, twitches on the dinner table. What a trip. These
film-coloured dreams dampen the entire game. Here and there, an inspired
touch leaks out – a coin of white light beaming through a wall from an
unseen projector, as if our lives were lived in the shadow of the
movies.
That certainly seems to be the case for our protagonist. But what
should be traumatic and fearful is turned to pop-culture cool and
reference-spotting. When I think back to the first game, I remember
those leering Goyas, with their ghoulish faces and charred shadow. Here,
what adorns the walls are mock movie posters – glorious, stylised
pastiches of Metropolis, The Shining, and The Maltese Falcon – which are
wonderful drugs for a movie junkie like me, but they don’t gnaw at the
nerves. Instead, we find our patience, not our nerves, frayed by a small
scattering of technical trouble – frame rate which, regrettably,
jitters more than we do, and some infuriating pauses as a small loading
roundel whirs on a doorknob, as whatever is on the other side is
conjured up.
By the time the final credits rolled, I found my head reeling with
interesting pictures and pleasantly afloat on the game’s mood. Credit
must go, of course, to Bloober Team for setting a different course for
its sequel, freshening the setting and shifting its subject matter to
the silvery skin of cinema. It's just a shame that it didn't bring the
chills and scares that littered the last outing. Layers of Fear 2 is
crammed with cryptic messages about acting method: ‘You build one
character. You destroy the other. There’s no other way,’ one voice
croons early on. But I couldn’t help thinking that, in making a new
game, you don’t have to destroy the other. There is another way.
Developer: Bloober Team Publisher: Gun Media Available on: Xbox [reviewed on], PlayStation 4, PC Release Date: May 28, 2019
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