Then there’s the recent surge of PS1 horror games.
Only when you do, you’ll find yourself in yet another locked room.
By gradually introducing small changes to an increasingly familiar loop, P.T.
It wears the PS1 horror aesthetics without delivering on the spooks.
One of its biggest issues is that the stakes are small in The Tartarus Key.
But it’s still frustrating at moments since there’s no hint system if you do ever get stuck.
That said, occasionally you’ll see some weird stuff happening.
A corridor will stretch on endlessly, hinting at the mansion’s otherworldly nature.
Heavy items will tip over from a shelf with a loud clang behind you.
Distorted voices mock and obstruct Alex’s conversations with her companion over the radio.
But even these events will take place, very predictably, in between locked rooms.
Independent sliders for master volume, music and sound effects.
Full key and button remapping, option to invert X and Y axis, and adjustable field of view.
I want that boundary pushed, the screen eliminated - or at least forgotten.
A separate conversation with another captive delves into how bad she is at escape room games.
But this doesn’t build up any tension or serve any narrative purpose.
The puzzles may be able to scratch an itch for brain teasers.