The Backrooms (+ Wiki) - Level 80085: The Kiwi Farms

Y'all talk about making a game out of this aesthetic. Someone did something similar, only with "pool rooms" instead of backrooms proper. https://store.steampowered.com/app/2663530/POOLS/

It's a "boring" walking simulator, but I found it immersive and enjoyable. Has its moments, if you can get over the premise that you're just traversing a maze, more or less.
There are loads of backrooms games. It would be nice to have a list of games worth playing and not just coop walking sims. Many of them can be beat in coop by 1 player getting a monsters attention then running in a circle while the other players solve the puzzles.
 
The entities wouldn't be as bad if they weren't scattered throughout every level. I don't mind deathmoths and deathrats being everywhere because it makes perfect sense. Their real-life counterparts can be found in abandoned buildings. But hounds, smilers, and skin-stealers being everywhere? They're all described as powerful monsters that can instantly kill you. This is the equivalent to a pack of mountain lions infesting some abandoned office complex. It's dumb.

The SCP-level autism was unnecessary, but if you're going to do it at least give people incentives to actually explore the levels. Apart from the possibility of escaping back into reality, I don't see why anyone would explore the Backrooms beyond level 1 when the risks far outweigh the benefits.
See this is part of my main issue with current Backrooms. All the levels are fine even if some of them are corny impossible to navigate near instant death levels as soon as you walk into them. Sometimes in those same levels they have the same entities are have way too high of a chance to instakill you which defeats the purpose of the entire idea. Agree that some entities that are the equivalent of pesk insects and small animals are fine but then you have the skin stealer which instakills you with line of sight and it is every on most of these different levels.

I think the issue here is people really went way too hard with the video game feel of backrooms forgetting that it isn't supposed to literally be like a game and you don't respawn you just die when the insta death creature insta kills you.
There shouldn't be fucking levels in the first place.
Couldn't agree more it's gotten ridiculous.
 
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I think the issue here is people really went way too hard with the video game feel of backrooms forgetting that it isn't supposed to literally be like a game and you don't respawn you just die when the insta death creature insta kills you.
on the plus side i think the original concept just feels all the more alien and unsettling when you realize just how hard it is to really conceptualize something so alien. that people cant really easily imagine a space youre not supposed to bein to the point they need a metaphor like that and still fail and make ii like video game stages rather than being outside known reality or the "game" with no "enemies" as those are all in the reality you somehow against the normal function of things slipped out of. a flaw in how the universe functions.
 
on the plus side i think the original concept just feels all the more alien and unsettling when you realize just how hard it is to really conceptualize something so alien. that people cant really easily imagine a space youre not supposed to bein to the point they need a metaphor like that and still fail and make ii like video game stages rather than being outside known reality or the "game" with no "enemies" as those are all in the reality you somehow against the normal function of things slipped out of. a flaw in how the universe functions.
it's a fun irony you bring up as the more familiar it is the less scary it is. The reason why base level horror works is the unfamiliarity when you have a scary monster you know is going to kill you the fear is not escaping from it. When you have a location that seems familiar but isn't you become extremely anxious or paranoid especailly when you think you're the only one there. What people fail to realize is that yes there is a point where you get too much. The levels, monsters, organizations/factions, rules with each levels...it all becomes less about liminal spaces being unsettling and more like the most annoying video game to play.

I can go around the corner and get instakilled by a skintaker or whatever because fuck me if i made line of sight with the thing right?
 
I can go around the corner and get instakilled by a skintaker or whatever because fuck me if i made line of sight with the thing right?
You know I hadn't actually even considered the logistics of evasion or combat in the backrooms. Most levels are narrow hallways. So basically you just have a bunch of meat head dipshits glitching into unreality and beating the shit out of everything blocking their path until they can yeet theirselves back into existence
 
It seems to me that the genre of obscurantist web horror show containing stuff like Gemini Home Entertainment suffers from the issue payoff being deflationary: they rely on mystery and unease rather than grandeur or urgency to hook the audience, but once the mystery and unease are dispelled only a fraction of the episodes are worth rewatching.

From my experience, the impact of grandeur does not fade upon experience like the impact of mystery and unease fades upon explanation: an excellent presentation will stimulate over repeated exposures, be it musical, visual, narrative, or all of the above. I've played Elden Ring a few times over now, and even as it has lost the allure of mystery, I'm still shocked to attention by the presentation of some boss fight introductions.

Urgency also causes a reaction that persists through a number of repetitions regardless of how well-understood the urgent situation is: slasher flicks without a hint of mystery or the supernatural can still create feelings of tension on repeat views, and the urgency of the first Mission:Impossible film still hooks me even when I know all the answers, all the twists.

But to get to the thread's topic, what will the value of hours and hours of tedious video be on retrospect, once the story of the Backrooms is complete? If I can go to Wikipedia and learn that "the backrooms is actually blah-de-blah-blah technobabble," or even if I continue to show restraint and learn it through watching it all myself and piecing things together, will I ever want to watch a 10-minute video teardown of a fictional light fixture ever again? Will I ever sit through a second half an hour viewing of a man wandering corridors, or will I just rewatch the scene where the monster chases him for 30 seconds?

I'm enjoying the ride now, but it is odd to consider how much the entertainment value of shows like these is - at least for me - single-use, in a way that more conventional TV and movies aren't.
 
You know I hadn't actually even considered the logistics of evasion or combat in the backrooms. Most levels are narrow hallways. So basically you just have a bunch of meat head dipshits glitching into unreality and beating the shit out of everything blocking their path until they can yeet theirselves back into existence
most of the descriptions of levels don't mesh with the idea of entities. They rely do feel like awful developer choices of sticking enemies in dumb locations that don't offer challenge but annoyance. People forget that all the effort going into making the BR more like a video game is kind of pointless since the whole idea is falling into a place outside of reality while still in reality so the threat of dying from natural causes like thirst and starvation are immediate. Instead you get ganked by a random unkillable entity that you probably didn't see or didn't know its bullshit mechanic as soon as you enter a level.
It seems to me that the genre of obscurantist web horror show containing stuff like Gemini Home Entertainment suffers from the issue payoff being deflationary: they rely on mystery and unease rather than grandeur or urgency to hook the audience, but once the mystery and unease are dispelled only a fraction of the episodes are worth rewatching.
This is why Vita Carnis lost me so hard after essentially nothing but hours of informational presentations on the aliens.
I feel there is a reason why Local58 is considered the way it is because it's short and a little ambiguous so you have to connect your own dots. My issue with most current web horror is that they are too scared of people figuring things out when they make the point of their series to figure things out so they need to explain everything including why the mechanics of these things even matter. I fell out of Vita Carnis the same way i fell out of BR to circle it back. There's too much to deal with to the point where surviving it's just a waste of time but i feel most of the peolpe who add to these series' or make lore to them don't get that yes....less is more.
 
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I have this idea that it would be Interesting to have the backrooms we see be part of a larger mirror world, like the unused version of our modern world where everything is both familiar and foreign.

So imagine you somehow find your way into the backrooms and you manage to exit the yellow hallway hell, only to be greeted by a empty city, it looks vaguely like Chicago or some other major American city, but nothing is how you remember it, its all slightly off from real life, blank street signs, missing manholes and crosswalks, like the entire city got left unfinished before someone just stopped working on it. I realized about half way through writing that that it kinda sounds like the upside down from Stranger Things, but that isn't what I'm going for, the backrooms is basically the unfinished beta world of ours, the basic layout is there, but every detail is slightly different.
I have not been in this thread for awhile, but some other things to consider...some parts of the Backrooms should have things like street signs, windows, or doors placed on walls or buildings in weird spots or at odd angles as if to imply things have gotten mixed up somewhere.

You might also see the occasional corpse or decaying body of other people who have ended up in the Backrooms and have died of thirst or starvation due to lack of available food or water in much of the Backrooms.

In addition to the idea of areas being spatially unstable that I mentioned earlier in the thread, I think there should be some areas that are very dangerous in terms of environmental hazards, like random pools of toxic substances from spilled storage drums or leaking poisonous gas fumes inexplicably located in "shopping mall" areas, a empty "pool" filled with a bonfire of burning debris and thick, choking smoke instead of water in a "swimming pool" area, places with no air at all, swimming pools that have been dangerously electrified with randomly exposed wires, etc.

This would all drive the point home that the Backrooms is composed of leftover bits of "reality" and that the way that it manifests is not necessarily conducive to human survival in some places so that you can still have "danger" without having to be an SCP or FNAF ripoff of jumpscares and silly monsters.
 
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American Horror Stories just did an episode on the Backrooms and its as bad as you think it is. Even the acting is better in the youtube videos than a tv show.
The backrooms are oficially dead. I bet the Simpsons will also make a Backrooms episode or at least mention it.
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Is Kane Pixels' work is the only backrooms content worth consuming? Have you seen other backrooms stuff that is on Kane's level?



You can rip off lamps, connect the wires from the ceiling to the power grid, repeat this with other light sources Nth number of times and get an unlimited source of clean electricity capable of lighting entire cities. That's the first thing A-sync should have thought of.
 
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Is Kane Pixels' work is the only backrooms content worth consuming? Have you seen other backrooms stuff that is on Kane's level?
There's a small number of other videos that match his production value, but frankly the vast majority of fan content is just one-for-one rippoffs of Kane's stuff without any of the underlying story.
 
There's this kauffman32 channel that does some interesting things with the idea. People working in the actual location of the original photograph who end up clipping into the backrooms, or urban explorers who find their way in somehow. And some other stuff, which I haven't watched.

There's also this single video from another channel that mostly does FNAF shit. It's pretty well done. There is a monster, but it's not the usual weird tangly thing that runs at the camera.
 
Can you post them here?
In no particular order:
Ruster does some really cool stuff.

Crispy VFX

Aster Industries's story is pretty much a ripoff of the main backrooms stuff, but it's pretty well made, and there's some Gemini Home Entertainment influences there as well

Return to Render isn't really horror, but it's still really well made

There's also the classic Into the Backrooms short film from a few years ago that still holds up

Async Research is one of those direct ripoff channels, but it's pretty well made

Matt Studios did some cool stuff a while ago

Reverse Logic

Taq!

Queve does mostly short stuff but there's a few gems here and there

I like Lost Traveler cause he does monster designs that are more than just black people and the lifeform from Kane's series, even if the cameraman keeps having an asthma attack each video

Dinnerbone777

GeoDeo26 dropped two massive videos and didn't do much else besides that

Frag2

Backrooms Merchant had one really cool video and not much else

Efu used to do backrooms stuff, but his creature stuff is also really cool

There's more, of course. A LOT more. You could just as easily search up "Backrooms found footage" and find a torrent of other creators, but these I would consider among the very best, both in terms of production quality and what they do with the concept.
 
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