A Claustrophobic Masterpiece or a Jumble of Jump Scares?
The found footage genre, a stalwart of horror cinema, has found a compelling, if sometimes shaky, foothold in the realm of video games. The inherent vulnerability of the first-person perspective, coupled with the shaky cam aesthetic, can amplify tension and dread. The Backrooms 1998 throws players headfirst into this unsettling style, promising a psychological survival horror experience set within the now-infamous digital folklore of the Backrooms. But does this indie title successfully tap into the primal fear of the unknown, or does it stumble in the dimly lit corridors?
Tangled in Yellow Walls
The premise of The Backrooms 1998 is simple yet effective: you are a teenager in 1998 who, while skateboarding with friends, inexplicably falls into the depths of the Backrooms. This first-person found footage game tasks you with navigating the almost-trademarked, labyrinthine, often identical-looking yellow corridors and rooms, searching for clues and supplies in an attempt to unravel the story and, hopefully, escape.
The gameplay loop revolves around exploration, inventory management, and evasion. You’ll need to scavenge for items such as a spray can to mark your path (a crucial mechanic given the disorienting environments), medicine to maintain sanity, syringes for healing, and tools like a crowbar to access blocked areas. Unfortunately, the inventory is somewhat clunky to manage, and limited saving is only available in designated “safe rooms”. Whilst these elements are likely designed this way to add a layer of tension to each excursion, they also add a level of frustration. However, the core objectives often boil down to fetch quests, which can detract from the otherwise unnerving atmosphere.
Surviving the Liminal
Several mechanics contribute to the survival horror experience. A stamina system forces players to manage their movement, as sprinting can attract the attention of the unseen entity that roams the Backrooms. Stealth is paramount; crouching and moving slowly are essential to avoid detection, especially on noisy surfaces like glass or rubbish (of which there is plenty).
The environment itself can shift based on your character’s sanity, further blurring the line between reality and hallucination, although this changing environment aspect seems to be more of a subtle visual distortion than a dramatic gameplay alteration. However, it is certainly noticeable in the early game, as there is nothing to indicate it is going to happen until you become aware that it already has! A notable feature is the microphone detection, where in-game enemies can hear your real-world breathing and noises, adding a truly immersive, and terrifying, layer to the gameplay. As such, if you scare easily, you may want to pay special attention to exactly how loud you scream!
VHS Nightmares
The visual presentation of The Backrooms 1998 leans heavily into the found footage aesthetic, and does it very well indeed. The grainy VHS filter, complete with scan lines and occasional distortions, effectively creates a sense of unease and nostalgia for the late 1990s setting. The environments, while intentionally repetitive, are claustrophobic and unsettling, with their monotonous yellow walls, and buzzing fluorescent lights – all key elements of the original Backrooms lore.
The audio design is crucial in building tension, with unsettling ambient sounds, the hum of the lights, and the distinct footsteps of the unseen entity creating a constant sense of dread. The use of real disturbing footage and sounds (as highlighted in the game’s trigger warning) contributes to the overall disturbing atmosphere even further.
Lingering Dread or Fleeting Fear
The replay value of The Backrooms 1998 appears to be somewhat limited. With a playtime that can be as short as just 90 minutes, and the core gameplay loop revolving around linear objective completion, there isn’t a great deal of incentive for multiple playthroughs once the story has been experienced and the environment explored. The limited save system, while enhancing tension, doesn’t fundamentally alter the game’s structure in a way that encourages significant replayability. If anything, the save system is somewhat clunky, and could certainly be made simpler to use.
Conclusion
The Backrooms 1998 successfully captures the unsettling atmosphere of its source material, leveraging the found footage style and claustrophobic environments to create moments of genuine tension and dread. The numerous jump scares, despite being mostly unoriginal, are implemented well and have the desired effect. The mechanics of stealth, limited resources, and the ever-present threat of the unseen entity contribute to a constant sense of vulnerability. However, the reliance on fetch quests as core objectives, and a relatively short playtime may leave some players wanting more. While it delivers on its promise of a psychological horror experience, its longevity and gameplay variety are areas that could be improved.
Pros
- Effectively recreates the unsettling atmosphere of the Backrooms.
- Found footage aesthetic enhances the sense of vulnerability.
- Good audio design builds dread.
- Microphone detection adds a unique layer of immersion and fear.
Cons
- Core objectives feel like repetitive fetch quests.
- Relatively short playtime.
- Limited replay value.
- Jump scares sometimes feel overused.
- Clunky inventory.