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Some subtly creepy stuff could work, like when you pass a completely empty room, hit a dead end, then go back and see a chair in the corner. But you remember it was 100% empty. Did someone come here while you were away? How much time really passed? It's not a jump scare, it doesn't suddenly appear in front of you, just messes with your memory. Or those ridiculously tall chairs, they make no sense but look serious and have a purpose. Who would sit there? Why do they look like that? These things really rock.
Why not just have both? there can be two options when you start the game, Entities and no entities.
Problem solved!
The concept doesn't need silly monsters popping out for cheap jump scares. Liminal spaces (and the thought of being trapped there forever) are scary and off putting by themselves. And dare I say artistically satisfying.
I also agree with what Sytch mentioned above- A distant sound echoed throughout the halls or maybe a splash in the water (while in the poolrooms) is as far as I'd go. When used very sparingly, they can completely surprise and confuse someone who's been walking around in silence for a long time. Makes you feel like you're not alone.
The term which coins the backrooms the best is uncanny valley architecture, so to be more precise the feeling that you know a certain place or at least seems familiar enough that an element being completely off disturbs like strangely shaped chairs, slides with strange shapes, or escalators which lead to nowhere.
Otherwise the backrooms are just turning into another form of haunted mansion which is generic and unoriginal.
Super excited to see more of this game.
with that said i'm on the boring side of people that thinks both monsters and no monsters are cool ways too express the backrooms in different ways, and i don't think there should be a definitive way to view the backrooms, just simply because i think the fact its so flexible, and the fact that there is no true or real canon to the backrooms makes it so interesting.
(yes ik scp did this before but it's still very rare too see.)
for me tho i do think monsters make the experience slightly more scary as i just think not having something there (for me) makes me realise that there is no real threat, and in tern makes the physiological horror not as scary for me because there is no pay off.
ofc there are ways too make that pay off generally good and not cheesy, and as much as i like fnaf, that is a perfect example of it being cheesy lmao.
i think monsters can really work in the backrooms if the physiological horror and entities work *together,* making sure that the physiological horror comes first and having rare entity encounters come when a build up climaxes, 70 to 80% should just build up to nothing while the last 20% should be when an entity appears.
however that is just my subjective thoughts on how the both could be better balanced and in tern more scary, at the end of the day as i said before there really is no right or wrong here, and i do think that's the only objective fact here.
at the end of the day enjoy the backrooms the way you want to.
This ruins the whole premise of backrooms.
The player should NOT KNOW if there is anything out there. That's the whole point why backrooms as a concept became popular. And that's the reason the first Complex worked so good. And people who want obligatory jpg-entities should go play nexbots or something.