Phasmophobia:
Phasmophobia:
Early Access Ghost Investigating
Phasmophobia: The Horror of a Hunt
Every group of ghost hunters develops their own style. I joined a group with five hours of experience, and had watched an hour or two of Markiplier playing Phasmophobia. This meant I didn't have to learn the game, I was playing with knowledge earned by others.
Our number one rule; never leave
without a picture of the ghost. Exception; everyone died except me.
The photo is often the last goal we attempt, after determining the
type of ghost and completing the assigned objectives. Insisting on a
picture is tempting fate, risking a ghostly hunt. A hunt is the only
time a ghost kills. The players know when a hunt begins, because
their flashlights flicker. Hunts can be prevented by placing a cross
near the ghost's starting location. Placing the crucifix in the
correct spots on Professional difficulty is difficult. The cross's
radius is small, while the higher difficulty makes it difficult to
locate the ghost's location.During the hunt the radio, which the
players use to communicate, only produces static. Everyone in the
house is in danger. No one is sure how exactly the ghost behaves,
producing mounds of speculation. One would assume that it attacks the
closest person, but I've seen ghosts dive past one person to kill
another. Maybe it prefers the player with the lowest Sanity. Everyone
starts with one hundred Sanity. A board in the van displays each
member's current value. A ghost only hunts when at least one person
has a Sanity under 50, and hunts more the lower the combined Sanity
of the players in the house. What are the ghost's senses? How well
does it see? Does it have x-ray vision, superhuman hearing, or an
extrasensory perception of everyone's general location? In practice,
the ghost seems remarkably human. It chases people it sees, but it
doesn't do much beyond that. In one game, a dead teammate watched it
stand at its spawn location, presumably because myself and the
remaining player were in a distant part of the house when the haunt
began. We have hidden four of us in a closet in the ghost's room, and
it didn't even open the door (admittedly we were very quiet and
turned off our flashlights). It's unclear if ghosts open doors. In
some instances a ghost seemed to grab a player through the wall. In
larger maps it's possible to avoid the hunt entirely. The exact speed
of the ghost during a hunt isn't measured, but it seems to be equal
to, or slightly slower than, a player's. As long as the player keeps
running, ghosts can't catch them. Locations like the school and
prison offer unlimited running room. For this reason we prefer small
locations, where hiding is a necessity. The downside to the small
houses is that it's possible to solve the mystery, complete the
objectives, and escape before the ghost hunts. The developer needs to
add a fourth difficulty, or improve the hunting skill of the ghosts.
The
question readers are asking about a horror game: is it frightening? I
could say no, but a one minute clip of me fleeing the ghost would
reveal the lie. I'm not a fan of horror movies, because they terrify
me after the fact. Even relatively innocuous horror movies torture my
mind with their twisted reality. Phasmophobia
isn't
that style of horror. It's probably the poor visual quality, the
obvious falseness of it. In spite of that weakness the developer
builds a tense, nervous atmosphere. A player's sanity slips away when
they stand in the dark, and houses start with the lights off.
Entering and exploring, searching for the ghost's home is a
nerve-racking affair, even when knowing it can't kill immediately.
The most stressful tool is the Spirit Box. At first I avoided using
it. I hated the jolt of fear when the ghost responded in its menacing
tone. “HERE!” It would reply to my timid inquiries. “DIE!” It
would shout, flip flopping my terrified heart. For the Spirit Box to
work, the user has to be in the dark (flashlight allowed), and alone.
After a number of games in which I was pressured to use it later, I
started using it at the start of investigations. I didn't dare use it
later, with the ghost likely to hunt. With repeated experience I
mastered it, and the shudder I experience when it replies is more
exhilaration than fear. With nearly thirty hours I'm still afraid of
seeing the ghost, making me a terrible picture taker. The sounds of
Phasmophobia
are
phenomenally conductive to the atmosphere. The ghost giggles creepily
like a little boy and then jumps out as a ghastly, gashed man. It
hisses and spits at the player. When the player hears the thump,
thump of a heart, look for the ghost to take a picture, (or be like
me and hide in the nearest closet). When the ghost kills during a
hunt, it produces a particular exhalation of breath, which is a great
relief and a terror. It's a relief, because once it makes that sound,
the hunt ends (the ghost only kills at most once per hunt). It's
terrifying, because the sound issues from an otherworldly menace.
Next week, more ghost stories from Phasmophobia, and a conclusion.
Recent:
Dragged into the Deep: Part III
Relevant:
Phasmophobia: Early Access Ghost Investigating
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