Phasmophobia:
Phasmophobia:
Early Access Ghost Investigating
Phasmophobia: The Horror of a Hunt
Once I know the ghost's location, I return to the van. With the floor plan in sight, I plan my escape route. Since the hunt locks the front doors, the best escape is the furthest possible distance from the ghost. In the Grafton farmhouse, the ghost killed a friend in the attic off the master bedroom (the same room I mentioned in the previous article). When another friend and I aimed to snap a picture (my attempt was pathetic), the ghost chased us down the stairs into the central living room. I ducked into a bedroom, maybe waited a second for my friend, and then shut the door. I took refuge, hiding in the bathroom off that room. Afterwards my friend explained how the ghost caught them after they lost their way in the dark.
A third memorable hunt occurred in the
Edgefield Street House. With twenty rooms, it's the roomiest of the
suburban locations. The initial search left us uncertain of the
ghost's location. We knew it resided in a long hallway shaped like a
C on the second floor. We thought it was at the bottom of the C (the
front of the house) in an alcove. Then it spawned in the middle of
the C and killed a friend. I ducked into a bedroom as it approached.
Three of us remained, and we needed a picture. One teammate waited
on the first floor, looking up the stairs. The other player and I
stood in different bedrooms at the top of the stairs. The hunt
started, it turned the corner into the top of the C, and my friend
and I snapped pictures. Immediately closing the door, I cowered like
a possum to ward off death. Our friend on the first floor yelled up
the stairs, “It's coming down.” I was scared, and suspicious.
With twenty hours of play time I had avoided death. My friends had
expressed a willingness to see me die (see next paragraph). In
unjustified paranoia, I suspected a trap and curled into a tighter
ball. The player in the neighboring room stepped out for a second
attempt at a picture (we had both flubbed our initial shot) was
snatched by the monster which had returned up the steps.
I couldn't escape fate forever. It all came back to the smallest house, the one on Tanglewood St. For some reason, this hunt for the ghost's room required a more thorough search than usual, especially odd for such a small location. First we thought the ghost was in the kitchen, and then the utility room off the back of the kitchen. We employed temperature to determine the location. Standing in the utility room, I saw the horrific, ring-like ghost, wearing her white patterned pajamas, stalking in the garage. With that information we deployed our two crucifixes to opposite corners of the two-car garage. My friends hid in lockers in the same room. Thinking the utility room was safe, I stood there, looking into the garage. But when the hunt started, I knew I was wrong. I never saw the ghost, but ran for my prepared hiding spot near the front door. I never made it. Grotesque hands reached out, covered my eyes, and dragged me down into the ghost world.
That's me! |
When the player dies they enter a
shadowy netherworld. They still see everything, but it has a
grayish, misty quality. They can't do much; walk around, pick up and
throw objects. They can't impact the team objectives, nor help the
ghost. It's thematic, but boring. I'd prefer to watch the game from
the perspective of teammates.
The creepy quality of Phasmophobia is aided by the desynchronization between players. When a person is killed they are lifted into the air and their body is choked by invisible hands, before they are tossed to the ground. Different players see corpses in different positions. The same is true of pictures. Players see all the pictures in their journal. A picture taken by one player with the camera, looks different for other players in their journal.
Phasmophobia is still in Early
Access, and the developer works regularly to improve it. His stated
goal for the final version is later this year. My friends and I
recently started playing the beta version. It's
easy to switch. Recent updates (now in the main version),
increased the difficulty. The power of the thermometer to locate the
ghost is diminished. More effort, energy, time, and sanity is
required to find the ghost's location. There is still plenty of room
for improvement. I don't think the developer plans to update the
subpar visuals. The characters look like plastic and the resolution
is poor, but they efficiently communicate information. One common
point my friends and I discuss is how the developer should design
ghosts to act differently, uniquely. This would increase the danger,
especially during hunts. Designing variability into the ghosts would
increase the terror during a hunt. Currently every ghost seems to
move at the same plodding speed. In professional, all hunts last
exactly fifty seconds. Allowing the ghost to hunt for a variable
amount of time, at a variable speed (not too fast) would tighten the
tension. It also isn't clear what data ghosts use for searching. I
don't need to know the formula, but if it only follows people it can
see, that isn't sufficient. Hopefully it walks around and opens
random doors even if it can't see anyone. Maybe it uses sound and
lights to search. Even better, if it sees a person go through a
door, it opens it. It's not clear it does any of these. Note: the
developer patched Phasmophobia on March 6th, 2021. It now follows players around corners, listens for voices, looks
in closets, opens doors, and searches the area where it last saw the
player, all actions we assumed it was already doing.
With it's successful mechanics, Phasmophobia generates memorable moments and stories worth discussing around the campfire, or on the computer.
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Phasmophobia: The Horror of a Hunt
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