58 people found this review helpful
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9
4
Not Recommended
0.0 hrs last two weeks / 6.1 hrs on record (3.5 hrs at review time)
Posted: May 3, 2024 @ 6:04pm
Updated: May 3, 2024 @ 6:12pm

Early Access Review
TLDR
Put simply, this game is an experience dictated by extremes - seesawing between a pretty good, worthwhile horror experience that understands how to pull off its genre and a game that struggles to understand basic game design.

Preface
For my 'scary game' experience - if you can name a type of horror, I've either played it myself or watched it played, across indies, demos, AA, and AAA alike. My usual recommends being Darkwood, I Remember This Dream, Inscryption (less overtly scary, still amazing) SOMA, and so on.

Actual Review
If you just played through the first 'tape' of The Classrooms, you'd be 10 bucks out and left with a very short but particularly scary experience. It and tape four are, in my opinion, the best of the bunch. The environment is interesting, excels at capturing the liminality of a US school environment that isn't quite right, and while the anomalies to be found here are few, their interacting elements are engaging to learn, contribute to the scare, and straddle the line between easy and overbearing.

What the player is given to understand their environment is delivered in a way that feels baked into the setting - a part of the experience. Finding discarded tapes and papers within desks that deliver in-universe explanations for how certain anomalies operate is great! The style is VERY reminiscent of the SCP Foundation, which is not a bad thing. It delivers a particular feeling quite effectively, like you truly are lost and stumbling upon corpo-sourced papers for just a scrapping chance at survival in this terrible environment.

Details like the door to a fake exit that opens up to a brick wall, making you feel encased and claustrophobic. The flickering/ failing lights as entities make their presence known in a room. Doors flying off their hinges as more violent ghosts float through halls. HEARING these in the distance, SEEING horrid things through those window panels in doors, it contributes greatly to that idea of terror in the face of strange unnatural beings.

But more than that, finding little tricks to deal with entities like the 'doll' by using their main gimmick against them is delightfully satisfying. The basics to their behaviors can be picked out in gameplay, so long as you're paying attention and experimenting - they feel like they have their own rules of behavior that, while obviously NOT human, you can learn intuitively. They don't feel like game mechanics, they feel like anomalies. For the SCP nerd in me, that's utterly wondrous.

Other than your protagonist's own voice-acting (it feels out-of-place, rather monotone, and at odds with the fact that the game uses your own microphone in its stealth system), there's not much I could really say is 'bad' about the first tape - other than I wish there could be more variety to rooms? And possible anomaly spawns?

So you may be wondering why I'm not recommending this game, if all my praise about the first tape is accurate.

That's because the second, third, and fifth tapes throw out most of the positives.

Subtlety is dashed out, as opposed to noticing things within the environment that tell the terrible tale of an entity's presence, like the aforementioned flickering lights and abuse of doors, you're instead put up to chase environments against a singular entity with no issue making itself known by normal means.

Those "normal means" usually involving walking directly towards you will making loud noises, exposing the limitations of the animation quality. The second tape's ear-based monster walks (and looks) like a drunk Zoidberg. You notice it waltzing around with all the skill of someone's first GMod parody. Other anomalies in the game (the doll, the cloaked figure, the face in the dark) have animation that is limited to when you're in the most danger, or when you're not looking. Not so for other creatures like those in tapes 2, 3, and 5.

What was 'less is more' becomes 'standard stealth segment better done in Insomniac's Spider-Man 2'. Avoiding whoopie cushions or broken glass on the ground is mundane - there's no better way to put it. The mechanics become played out and simplistic, overturning what made tape 1 work. Nothing interacts, there's no compounding fear, just a thing you avoid like so many other games.

All the player's focus goes to the puzzle of completing the challenge, directed to noisemakers and HIDE HERE! lockers that fail to be a good Outlast impersonation. The environment follows that same process, losing the quality to the liminal space, and reverting to corridors and sight-obstructing walls. It quickly burns into repetitiveness, especially when the same loop is repeated in tape 2 AND 3 right afterwards.

It boggles my mind how quickly the game cycle goes from understanding horror and how its anomalies and environment contribute to that effect - to not even including so much as a door being thrown open. Nothing that causes you to feel claustrophobic, or dread the dark corners un-illuminated by your flashlight, that makes shivers run up your spine as your mind is allowed to run wild with the thought of how trapped you are in this place. About the most horror I feel throughout tapes 2 and 3 is needing to repeat the "FIND THE EXIT! FIND THE THING THAT OPENS THE EXIT!" process *again*.

At best, its simplistic, at worst, its simplistic AND confusing. I just beat tape 5 and am honestly still unsure as to how the progression of events a) made sense and b) was ever intuited - I stumbled into the solution.

And the jumpscares... it would honestly be far more terrifying to just not have them at all. They're far too in your face, like they WANT you to feel scared, in much the same way as string instruments getting more tense as a character is about to open a door WANTS you to feel scared.

Considering that about 60% of the game, currently, is of worse quality than the other part, I don't want to recommend this for its price.
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3 Comments
C0 Jan 1 @ 9:33am 
To that 1Tacocatgod! guy, but this literally plays like a mobile game rip off.
The start is genuinely great but it is indeed super lacking in every other aspect.

Saying "this isn't scary" or "this is not good" is completely valid and one does not need to know how to improve things. Having direct feedback such as "this doesn't do it for me" is completely fine.

You need to be a literal toddler to not be able to read out how to improve your game based off of this review. Learn to read or read between the lines.
1Tacocatgod! Dec 31, 2024 @ 5:27pm 
You think horrible game design is this. look at all the mobile games like ripoff granny ones.

First of all, they're asking for FEEDBACK. They don't want someone telling them how to make games and insulting them for their "Horrible game-play and mechanics" (not directly quoted just the basic point of what you were saying). Please tell them what you want fixed instead of looking down upon them and don't make people turn away from the game without ever tying it once with your hateful words "also price is their way of getting money and if you are more loving to the creators and the game there could be a get the game for free day" you never know. Not all creators will make games to your standards including this one. But they are TRYING TO. Allow them to make the game better instead of lessening the amount of people playing and giving feedback. The more people playing = more feedback = BETTER GAME.

Now i might have misinterpreted some of what you said and if so please let me know.
ssjgoat27 Jul 21, 2024 @ 4:06pm 
its only $10 bucks....