P.T. Lives, It Dies, It Lives Again

P.T. Lives, It Dies, It Lives Again

I’m walking through a damp, dingy corridor and somewhere a woman is crying. The sound makes me nervous but I can’t quite figure out why. And then she appears — a female figure, disfigured and indistinct, twitching in a way no human being moves. I stare for one second too long and then she has me — she’s in my face, attacking, ripping and tearing my flesh as the screen fades to black. But I’m not playing P.T.

Instead, this was a scene I encountered in Layers of Fear, a psychological horror that was quietly pushed to Steam’s Early Access last August. It got its full release last week and now its creepy icon sits nicely on my PSN dashboard next to my increasingly rare copy of P.T. — which feels fitting, as Layers of Fear is the first P.T.-inspired game to get a release.

P.T. was a revitalisation for the horror genre — you could even go so far as to say it shook up the entire gaming industry. This was a teaser (albeit a playable teaser) that routinely found itself in both critics’ and fans’ lists of the top games of 2014. This was essentially a demo — but so much more than a demo — that was far more memorable than most of the AAA games of that year. And now we’re seeing its legacy. br>

“Watch out. The gap in the door… it’s a separate reality.”

br> A separate reality — it sounds like what we’re experiencing now, with so many alternate P.T.-style games coming to the fore. They let us glimpse at what Silent Hills may have been, if we were living in a reality when it hadn’t been cancelled. Are you sure the only you is you?

Just before the cancellation of Silent Hills became an inevitable truth, the hype was still going strong, with the game looking to be one of the most anticipated releases in recent history. I had a thought — how could Silent Hills live up to the hype generated by P.T.?

It wouldn’t be the same game at all — there was no way that Silent Hills as a full game could be so perfectly contained in a single impossible corridor. There’s no guarantee even the controls and core concepts would be the same, as the Silent Hill series has almost always given the players weapons and an inventory system, for one. After the success of P.T., would Silent Hills leave people disappointed? And then the question became moot the minute it was cancelled, and P.T. was wiped from PSN in an effort to pretend it never even existed.

Gone, yes, but not forgotten. Allison Road was in production even before Silent Hills was cancelled — a project started by an avid fan of P.T. who wanted to capture the feeling of the teaser in a full-length game, regardless of whether Silent Hills lived up to its promises or not. The Facebook page is the quintessential chronicle of a passion project, made by someone who is not a games industry professional, but still has an idea that they feel the need to express at any cost.

P.T. Lives, It Dies, It Lives Again

After Silent Hills was cancelled, people latched on to Allison Road in a big way. The page shot from less than 2000 likes to over 50,000, and the yet not all of the attention was positive. This was addressed in a post by the creator, a post which was at once naive and inspiring and heart-warming in the same way as Unravel and Martin Sahlin’s shaking hands were at last year’s E3:

For me Silent Hill (the first two games) and P.T. are more of an idea.. like this is the way I want to see horror stories told. The dark and twisted atmosphere, the feeling that you can’t escape, things that are stalking you in the dark (oh that dreaded radio!) Horror happens in your head, rather than really on-screen.
This is what I want to get across with Allison Road.
I was surprised by some of these comments, really. Like how can you rip-off something that has never been released? Sorry, maybe someone needs to refresh my memory on what exactly the story of P.T. was. or Silent Hills for that matter.
Back when P.T. was release Kojima said the Fox Engine is made for open world games. and I couldn’t agree more; it looks nothing short of spectacular. So I thought: OK, I have to work full-time; I have next to no budget, no crew; but I always loved games and I LOVE horror…. Christ, my grandfather let me watch ‘Alien’ when I was like 10. Or I saw ‘Chucky’ with my older cousin when I was like uh.. 8? Needless to say I had a few sleepless nights after that.
What could I, as an individual, do to pay homage to these golden days of horror (which are.. kinda over. horror ain’t the same no more)?

P.T. Lives, It Dies, It Lives Again

After Allison Road came Layers Of Fear — a game that never marketed itself on being an homage to P.T., though the inspiration is undeniable. For an early access game, its Steam rating was phenomenal, sitting on 96% positive reviews. In an era where any and every attempt at a game can easily be published on Steam (and a great deal of the worst rated games are classified as horror) this is quite an accomplishment.

In fact, that seems to be a trend with all the P.T.-inspired games released so far. They’ve all been astoundingly successful. While Amnesia inspired a spate of physics-based castle exploration games and Slender did the same for the ‘walking simulator’ brand of horror, the imitations by-and-large have been critically panned and swept under the carpet. The same is not true for P.T.‘s children.

Allison Road‘s sudden surge of popularity led the developers to cancel their Kickstarter — thanks to finding a publisher to fund the game in the traditional way. It even has cosplayers. Layers of Fear‘s Steam rating speaks for itself, especially having come from the highly criticised Early Access system. The most recently announced P.T.-esque horror is Visage, a game in which the protagonist has to escape a house haunted by its previous inhabitants.

P.T. Lives, It Dies, It Lives Again

Having recently launched a Kickstarter, Visage blitzed its funding goal in under two weeks and is now pushing for their third stretch goal (after reaching already the ones for a console release and VR support). Is it because people are so keen for a replacement for the doomed Silent Hills? Or have P.T. and all its children stumbled upon the perfect formula for a pants-wetting horror game?

Remember a time just over five years ago, when the horror genre was languishing? All the mainstream horror releases were feeling more and more like conventional first-person shooters, touting only darker environments, zombies of some kind and a handful of overworked jump scares to hint at the genre. That was when Amnesia: The Dark Descent came along.

It stripped the player’s weapons away, stole any martial prowess and removed that essential ability to defend yourself. All you could do was run and hide. It was an epiphany moment for horror, and successful games in that genre are still borrowing from Frictional’s masterpiece today.

P.T. Lives, It Dies, It Lives Again

P.T. goes even further. You can’t interact, can’t search drawers or pick up objects, can’t crouch or run. All you can do is walk, and look. Yet even with these limitations P.T. is an intensely interactive game. It doesn’t guide you through any of its trials, you can only use what limited actions are allowed to try and solve the obtuse puzzles.

The puzzles themselves are one of its most memorable features, especially in an era where games have an increasing tendency to hold your hand through anything even remotely difficult. There are no tips and hints, there are very few clues to follow to the eventual end. Most people who solved P.T. seemed to do it by accident, and those who couldn’t were haunted for weeks by the absence of that baby’s third laugh.

Of course, puzzles like P.T.‘s with its almost nonsensical solutions aren’t viable for games with commercial interests, but that doesn’t mean we won’t be seeing similar features cropping up in horror games soon enough.

P.T. Lives, It Dies, It Lives Again

“Oh no”, my friend mutters as he turns down the same corridor in Layers of Fear‘s Victorian mansion for the fourth time. Round and round and round again, there’s even a telephone ringing somewhere in the distance. We look at each other. We know this corridor — we’ve run through its red hellscape before in P.T., eyes in their portaits rolling endlessly.

We remember the solution to that puzzle in P.T. and there’s a solution to the version of it in that traps us in Layers of Fear as well. But it’s a different one. It’s not a clone, it’s an homage — a game that has become bigger than its catalyst.


  • Hmm I feel really skeptical of a lot of these dev’s who jumped on the PT idea or style.
    Tbh I don’t want to play any of their games.

    If I put myself in their shoes I think, “ok these developers didn’t really ever have a vision, they had to see PT in order to put their idea together”.

    I’m all for inspiration but it sounds like these developers arn’t very good at creating their own original ideas so they had to piggy back off of PT publicity in order to capture a lost market by Konami.

    I’d look at their past game history before even considering what they put out.

    It seems kind of silly that indie teams even follow AAA games like this, when indies have so much more freedom for creativity.

    • As Drake said in Wu Tang Forever: “It ain’t about who did it first it’s ’bout who did it right”.

      I’d still argue PT did it right as well as first, but I think the general opinion is that PT was wasted potential, and due to its cancellation, that hypothetical potential is limitless. Think of it as a kid in his garage listening to Nirvana and then hearing Cobain died. Cobain showed him the way, but in trying to follow in the footsteps of his hero and failing to perfectly replicate him, he might become a hero to someone else in his own unique way.

      I do agree that the screenshots for these games look exactly the same though, the creepy woman draped in shadows in the middle of a hallway. We’ve sort of swapped one type of triple A horror hegemony for another.

      Fads always happen like this, we have an innovator, then a stream of imitators, and then someone a little way down the line picks up the pieces of the inevitable backlash or apathy and carries on the lessons learned into their new innovation. Like the PT hallway, we’re stuck in a loop.

    • If I put myself in their shoes I think, “ok these developers didn’t really ever have a vision, they had to see PT in order to put their idea together”.

      I don’t know if you’re in a position to accurately assess this… It doesn’t need to be objectively good, we aren’t trying to impress people with our tastes, you just need to enjoy it. Can something inspired heavily by P.T. be enjoyable? I’m not sure anything says it can’t.

  • Watched part of play through of Layers of Fear about a month ago and it looks excellent. Very clever and creepy game design.

    • It’s an incredibly well done game — some of the most inventive scares I’ve seen in any horror.

    • Halfway through layers of fear at the moment. Quite impressed rather than heaps of typical jump scares they go for confusion and an over creepy theme. As far as horror goes it right up thee.

  • How quickly are these P.T. inspired games going to go from “loving resurrection of the P.T. concept” to, “god, not another P.T. clone”?

  • Do Konami realise that if they put PT back on PSN they could easily charge money for it and people would buy it.
    It has enough cult cred.
    Konami claim to be business focused but clearly make really stupid decisions.

    • It’s really odd. It’s surely something to do with the spat between Konami and Kojima rather than any executive business decision.

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