[00:14] place where you will end up if you are not careful enough, approximately as it is described in the original, but it is not clear how not being careful enough is possible in video games. Under certain conditions, you can go beyond the textures or even [00:29] fall into the void. In a word, noclip, you can go through a wall, texture, and generally through any solid objects. If in games everything is quite trivial and the map is often empty, since noclip and tobacco missed by [00:44] the author, well, or a cheat, then how would it be in reality? On the one hand, physics tells us, try noclip, nuc, they crashed into a concrete wall. On the other hand, the world is not perfect, and there are places where you can accidentally [00:59] fall into the backstage, which is far from empty In general, everything starts with some creepypasta and ends with [01:12] tons of text on the level of entities and video games. Backstage gained its main popularity thanks to a short video called big rooms found and the essepi fandom also had a hand in it. I would like to talk about [01:27] many escape games. rams u but some are still in development, the most important thing is that most of them are based on primary sources, which had everything primary sources, which had everything necessary vibe bam oh yeah everyone needs a vibe [01:41] everyone needs the noise of fluorescent lights and 600 million square miles of random empty rooms where there is nothing but the musty smell of damp carpets and [01:53] nasty yellow wallpaper in other words, the nominal space of the word liminal does not imply a transitional place for example a corridor but liminal and space is not limited to the fact that you can pass through them from one place to [02:08] another such spaces are characterized by the fact that they are in a state not typical for them an example can be any empty rooms in which people feel anxiety and discomfort these bare walls [02:23] bare walls ringing echo and emptiness even the laziest guy who weighed 230 kilograms oh sorry the article is already over after learning about these spaces I realized that horror game developers often [02:38] create liminal places so that the player feels the full range of disturbing emotions and they do it unconsciously because they There are not enough funds and time to fill the room, I felt this especially strongly when I played in the steppe. [02:54] Containment Breach. In general, the backstage levels represent various liminal spaces, a bright example of which is the first level itself. The fandom claims that there is no one [03:08] there, and if a person appears to you, then it is most likely a humanoid who wants to eliminate you, in other words, an entity, an inhabitant of the world behind the scenes. This space is so huge and empty that it [03:24] will make anyone go crazy, and without any entities, just add to this the permanent noise and the human imagination itself will do its job. First of all, I want to tell you about Big Rooms Game Free Edition, [03:38] one of the first and most popular games at the moment. The game is simple, and its essence is to find a way out among endless generated rooms. The player must maintain sanity by checking his watch every 30 seconds, otherwise he [03:53] will go crazy and eventually lose. The longer you play, the harder and scarier it becomes to play. The noise becomes louder, the carpets crawl, the lamps burst, and in general, the character's condition worsens. In addition, there [04:09] are several in the game. I'm not generally afraid of entities, horrors, to delve into this. What the [ __ ] was that, mother, [ __ ], [ __ ], mother, [ __ ], [ __ ], [ __ ], [04:23] [ __ ], this bald dick, my legs are [ __ ] numb, so I asked, "You'll embarrass me, but let's play normally." We talked, she andin the [ __ ], you'll already grab me, I'm caught by the balls. In [04:41] the end, I was so scared for nothing. The entities don't try to kill you, they just stupidly stand there and significantly worsen your condition until you lose. In fact, the game only has endless, disturbing, liminal spaces, atmospheric [04:56] sound, and everything. Besides, it's practically impossible to complete the game on the first try, since at the very end you encounter a really cool thing that's very, cool thing that's very, very difficult to get into. I [05:17] the effects, well, when real things happen, but you know, the game is all about that, other scenes since 1998. Found footage, survival horror game, [05:32] long name, like some kind of light novel, it came out relatively recently and is still in early access. To tell the truth, the game deviates a little from the canon of liminal spaces since the game has furniture, mannequins and other [05:46] objects, which can be forgiven since the rooms look very unnatural, which does not violate the principle of liminal spaces. Besides, this is a full-fledged survival horror where the entity wants to kill you. This game is probably the scariest [06:01] behind the scenes at the moment. There are many screamers, scary enemies and terrible sounds, everything that is necessary for an excellent atmosphere of a horror game, but there is one problem. [06:13] The game is linear, the screamers are scripted, there is no playability, this could well be expected given the interior located in rooms. In addition, the screamers literally pursue the player at every step, and this is necessary to scare you and [06:30] scream into the microphone, thereby attracting the entity in the form of a gnome. Inventory to the point of stupidity, come on, bastard, but you get used to the screamers pretty quickly and they begin to irritate rather than scare. The enemy in this [06:46] game is a typical representative of SCP-939. He is blind but hears very well and can hear the sound. a bursting cockroach under your foot and [07:01] [music] the blow squeezed hard blow squeezed hard [applause] fact, it hears you every other time and does not kill with one hit. This is precisely why there are [07:17] heals scattered around the map, this adds interactive elements, but I believe that for complete intimidation, the entity should kill you instantly. But in general, you can hide under a table or in drawers. The entity cannot crawl and open thin [07:33] metal drawers, but it can easily open doors in front of you. Speaking of the atmosphere, I forgot to mention the visual effects. Good viaccess and cool glitchy, which reflects the meaning. Found footage. There is even a backstory presented in a [07:49] familiar setting. In addition, the player sees everything that happens through the camera. Most importantly, you can damage walls with paint and get caught for vandalism, and inventory and dying batteries. Flashlights are interactive and puzzles are present. [08:06] The author also plans to add a lot of randomness, but this is only in the plans. In other words, we are waiting for a full-fledged game that has a real chance of becoming one of the best games on backroom. It's a shame. The only thing that spoils everything is the linearity, but thanks to this, [08:21] there is a plot. The next game I will tell you about is called here in the Rams Run. The game was obviously made based on that very popular video. The location almost exactly repeats the original, so it is clear and understandable. The level is limited. [08:37] The sounds in the game are probably the same as in the video, only the entities are different. The essence of the game is to find 5 leaves scattered around the location. Olya is a Slenderman, [08:49] only unlike Slender, the entity does not teleport, but patrols the location with the leaves. Far from the essence of the behind the scenes, but it seems that the author simply decided to somehow saturate the game with gameplay, which is clearly more than in the run. You have [09:04] which is clearly more than in the run. You have dangerous enemy who inspires fear not only with his appearance but also with his sound fear not only with his appearance but also with his sound [music]. [09:17] Unlike the previous game, he does not stand on ceremony and kills instantly. It is [09:32] even the cracked camera distorts the image, which adds to simple game and some unusual innovations by me. not detected attempt number 99 all pants both sides already he comes running immediately when you tear off a [09:48] leaf so well be careful very reacts very strongly to running and reacts very strongly to running and [music] [10:00] if you catch his eye in the field of view he will also kill you of view he will also kill you dangerous cult very dangerous that's how it is suck a dick redneck the last game I will tell you about is called big [10:15] room survival the first thing that will catch your eye is a different approach graphics the game is made in a retro style and is a horror game with roguelike elements what levels are randomly generated there are parameters of health hunger thirst and [10:33] sanity don starov some and also a lot of interactivity melee weapons lot of interactivity melee weapons what is this definitely a game behind the scenes or is it just high spots on the topic and as I have several different levels of the original essence [10:48] playing alone or with six friends this is a fresh and unique take on big rooms it's a pity that it is only in early access so cool game would like to add more monsters and a camp of survivors or something like that which could [11:03] wanted them to have all sorts of homemade guns to search and raid, and you could make your own homemade weapon from butts and all that. Regular ones were found in boxes, and you could upgrade your homemade weapons to regular ones. Judging by the avatar [11:17] from Unter, I understand what you're thinking. Parkour loops. Killer. Well, these are the kind of games I found, analyzed, and I conclude that we're still waiting for many different indie [11:29] developments on the liminal space. We have a backstage area. So, if you want the second part to come out, you know what to do. There was a fox in touch with you, so pay me money because I'm greedy. I'll do anything for this. I could, and good