The game's somewhat goofy logo. |
What is scary? This is a question as old as time.
It’s also one that, of course, cannot be definitively answered as a collective whole. What terrifies one person might seem pedestrian to someone else; it’s impossible to pinpoint something that’s going to scare everyone. But, the basic consensus is that “true” horror is not about what’s seen, but what isn’t. Take a film like The Blair Witch Project, one that’s frequently cited as one of the scariest movies of all time, as an example. Sure, it’s dated now, and a lot of its effectiveness might have a lot to do with the marketing behind it (where it was made to seem like an actual documentary), but the fact the entity is never seen only adds to the terrifying atmosphere. When we can confront our fears by seeing the creature stalking us (or another character) in the night, it lessens the impact: Now we know what we’re up against.
Keeping the creature shrouded in mystery, however, forces the player to fill in the blanks with his or her own mind. And, naturally, the mind will wander to the things that bother them the most; the end result will basically be their worst nightmare, brought to (imaginary) life. And best of all? The creators don’t even have to create anything physical to do it. It’s one of those examples where the “less is more” adage is certainly true; it’s a wonder more projects don’t understand that.
Main screen, complete with the chat accidentally pulled down. |
“The Darkness Beyond” takes the idea of “what is not seen is scary”, and runs with it. The game mechanics are so incredibly simple virtually anyone can pick up and play: A creature (known simply as The Demon) is trying to get into your house. You must stop it by quickly closing the doors and windows as he opens them. If you’re too slow, and he gains access, you’re dead. There are no ways to escape (even though the word “RUN” appears at the top; this is just the game’s weird way of telling you you lost), and no way to fight it.
The set-up is similar to many other Roblox games. The game consists of a night cycle, which lasts six minutes. Unlike many such games, the time is displayed for all to see. It's kind of refreshing that they don’t charge you for a watch, like many other round-based horror games do. (What kind of competitive advantage does knowing the time even give you? Aside from “slight piece of mind” it doesn’t help you survive on its own.) Every time you make it out alive, you receive a set amount of points (35 on medium difficulty, for example). You can then use those points to purchase upgrades from the shop.
As with most games, the upgrades all vary in price and usefulness. They range from worthless (open counter) to incredibly helpful (wood planks, alarm system). The camera system can be useful under the right circumstances, but for smaller groups, it’s generally a waste. Tools aren’t required to win, at least on lower difficulty settings, but they will certainly make things a whole lot easier. It’s worth noting that, whether you win or lose, none of these carry over from night to night. Purchase wood planks but are too scared (or busy) to use them? Sorry, you’ll have to buy them again for the next night.
That does make things get rather expensive in a hurry, and also makes every survival count. Because, in a complete 180 from many other Roblox horror games, you earn zero points when you die. None. Most at least give you a fraction of the survival rate, just so you’re accruing something. But it’s all-or-nothing here.
If you do manage to make it out alive, you (and your server mates) receive a set amount of points (35 on medium difficulty, as an example). With the exception of the wood planks (20 points each), the upgrades are fairly expensive, requiring success over multiple rounds in order to afford them. Every item is also only usable for a single round, which drains available funds even quicker. It can be frustrating, especially if you die a few times, but it does make tactical use of money. Don’t expect to just get in here and dominate; not at first, anyway.
I play with my wife, and five-year-old child. I patrol upstairs, my wife patrols downstairs, and our son is a “roamer”, wandering around to provide backup. (Though, of course, he generally loses interest and just starts wandering around aimlessly by the end of the second night.) We play on the “normal” setting, and it’s just enough to provide a challenge, while not being too overwhelming. It actually is noticeably easier when he’s actually invested in the game; for two people, it can get difficult at times, mainly those rounds spent without powerups.
There’s a certain fear that creeps into your skin when you see a window open in an area you’re patrolling…with no idea how long it’s been open. And the fact you have to get close to it to shut it - thus putting you right in the face of fear - is the stuff that horror is made of. Be prepared to tense up and tightly shut your eyes every time you close something. It’s an almost primitive horror experience. Who’d have thought a game could be made creepy through the simple act of closing a window? I suppose for some, it may feel like nothing more than “Window Closing Simulator”. But if you go in with some prior knowledge - namely that’s all there is to do - and set your expectations accordingly, most should get a kick out of it. For a little while, anyway.
All this being said, the appeal of “The Darkness Beyond” does tend to wear off somewhat quickly. The limited setting (one house) makes for very limited replay value. The action of merely opening and closing windows and doors is also rather redundant. It’s intense, don’t get me wrong, but it’s still pretty much the same thing, ad nauseum. The house is the same size no matter how many players there are in the server. That makes it woefully imbalanced between a house with one person, or five people in it. And “The Demon” is little more than a “noob” all covered in black with glowing eyes. It’s only seen in short bursts, thankfully, but it’s still enough to ruin the mood should you see him. It takes us right out of the story, another issue a lot of Roblox “experiences” seem to have.
The stop-start nature of “TDB” also doesn’t fare well for replayability. Each night is self-contained, meaning that you’re booted back to the main screen whether you win or lose. I feel like this approach makes people less likely to keep playing. I’m sure there’s some kind of psychological study that will back this up, too. When you’re taken to the main screen, you’re taken out of the game. And if you’re taken out of the game, it makes it much easier to pull away, rather than go back in. Look it up: I’m sure it’s in the Journal of Interactive Studies, or whatever.
But it’s not just the psychological aspect of letting people walk. There’s also the feeling that each night is kind of pointless. Take most “Rake” games, for example. While all the action takes place at night, there are still shortened daytime cycles. This gives players’ time to visit the shop, forage for goods, or set up plans with fellow players. Most importantly, it keeps them engaged. A chance to feel like part of a community. Whether or not it’s expressly stated, full cycles make everything seem interconnected. The only thing splitting them up does is break momentum.
So then what could players do during a daytime cycle if one was added? Who cares? Make a sandwich. Chat. Take a nap. Look through the house for survival tools, or find clues to some backstory. Visit the shop. Go outside and walk through the neighborhood. It doesn’t really matter. In my opinion, anything would be better than nothing at all. And while they’re at it, add something else to do at night. Even if it’s not much. Make it so you have to go outside, or you have a chance to “escape”. Give the game a “blood hour” or something where his stats are boosted, making you work all the harder. Something to give nights more of a sustainable flavor.
It might not hold your attention long-term, but “The Darkness Beyond” is still an above-average Roblox horror title, mainly for those who enjoy unique takes on the genre. Same may find it to be little more than a “Window Closing Simulator”, but personally, I think it does a good job of sucking you into its world. Unfortunately, it’s only for six minutes at a time, when it could be so much longer.
Overall: 6/10.
STATUS: The game hasn’t been updated in over two months, but the developers have promised there is more to come. They haven’t gone into any details - hopefully we can expect new settings - nor have they announced a release date. Don’t worry: I’ll be sure to publish an updated review whenever it decides to come out.
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