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

When I was a kid I had a recurring nightmare of a T-Rex chasing me around an empty building, I remember once it was an empty ariport and once it was an empty supermarket, the first video reminded me of that, I like the first appearance where the trex pauses for a second, but the second scene the walking looks off. Anyway very spoopy gaiz, reminded me of my childhood
 
When I was a kid I had a recurring nightmare of a T-Rex chasing me around an empty building, I remember once it was an empty ariport and once it was an empty supermarket, the first video reminded me of that, I like the first appearance where the trex pauses for a second, but the second scene the walking looks off. Anyway very spoopy gaiz, reminded me of my childhood
The walking animation of the T.Rex could've been better.

Anyways, here are some backrooms animations and call of duty ripoff crossover
 
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Reactions: Mary the Goldsmith
Alright, so what's the deal with almond water? Why is there only almond water available in the backrooms? Did the dude behind this think about almond water while he was shitposting?

And no a woman didn't come up with this. Everyone knows that women can't into space
 
Quick sperging thought that came up. The reason I feel backrooms are losing its allure is because the whole idea of liminal spaces is its exactly as the name suggests, a liminal boundary between two locations you're not supposed to linger in as it's just a transitional point. You're at the boundary between familiarity and bewilderment looking at liminal spaces. By lingering too long there, it becomes too familiar and loses the mystique. By adding all this lore and SCP-style autism, you break the mystery and unfamiliarity with the backrooms which ruins what makes it so creepy.

Also here is probably my favorite vignette similar to the idea of the backrooms, the Dutchman's Lodge


Lynch was really good at making you understand more about the lodges while at the same time being perpetually bewildered and mystified.
 
I hate this overcrowded with monsters & SCP-like people Backrooms shit. It turns it into a haunted house and that's fucking boring. If there are countless of creatures & people running around it's not scary anymore.

For the Backrooms less is more. One person alone or perhaps 1 or maybe 2 (but not more) monsters are enough. Don't make it noisy & overcrowded. Make it creepy & silent with the occasional strange sound coming from somewhere.

And if there has to be a monster it should sneak around looking for the unfortunate soul who is trapped in this endless hell.
 
I can't imagine caring about a "world"/story isn't isn't authored by a single person or a handful of people on a team that's working together. Singularity of vision is crucial to a narrative, and not everyone who wants to create something has the ability to do it. (See: the failures of people to understand that cataloguing and explaining shit makes it less scary no matter how knowledgeable it makes you about literal nonsense. Silent Hill "communities" are always like this, and the post Team Silent games were all created by people who don't get it either.) Never had a second of my time to waste on collectively-created meme shit like Slenderman or SCP.

This is a neat concept, extremely dreamlike. Everything else that's been added is boring.
 
I know I've talked shit about how liminal spaces being scary is stupid zoomer shit.

But I could see a sort of horror at the idea of just being trapped in a location that doesn't seem to have a beginning or an end. You're just *stuck*

But then they throw in goofy monsters and call of duty stuff and I go back to this is retarded.
 
For the Backrooms less is more. One person alone or perhaps 1 or maybe 2 (but not more) monsters are enough. Don't make it noisy & overcrowded. Make it creepy & silent with the occasional strange sound coming from somewhere.

This is a neat concept, extremely dreamlike. Everything else that's been added is boring

THIS.

LESS is MORE, you millennial and zoomer retards. Two of the best aspects of the backrooms for me are:

* Ambient haunting and eerie sounds. Some diffuse, some a little louder
* Dead silence in some spaces. It's more unsettling when you catch that you can't hear your own treads or breath.
* Cyclopean/Non Euclidean spaces. These seem to stick mostly to the poolrooms.

The monsters are ghey. I caught AlphaBetaGamer's playing of Anemoiopolis. There was, like, one shadow outline that drifted from behind some lockers. That was more than enough. The spaces and the ambient sounds are the stars of the show.

Speaking of: Kane Pixel's latest Reports had a FANTASTIC eerie ambience at the end.
 
liminal spaces shouldn't be horrifying, If anything they should be at most terrifying. There's a difference. Fags jumping on the liminal space bandwagon only understand direct horrifying things, like a monster chasing you in some overtly eldritch location. That's horrifying, not terrifying. What is terrifying the uncanny valley effect, the bewildering clash between nostalgia and comfort and foreignness and discomfort. You see a liminal space and you want to feel safe because it should feel nostalgic but there's just something biting at the corner of your conscious that it's not the familiar place you want to think it is. It's at a threshold, which is what a liminal space even is, the threshold between two definite locations where it's indefinite and vague. Backrooms works best indefinitie and vague, Lovecraftian in its alien ability to feel off. There's a reason Lovecraft found his rather heavy handed Call of Cthulhu middle of the road mediocracy but touted Color out of Space as his best story, because it was on the threshold of reality and didn't have to explain itself. It just was in all of its bewildering terror.

Sorry for sperging, I just really hate how tryhards ruin such a fascinating concepts like the Backrooms or liminal spaces.
 
Reading my earlier comment in this thread, about the over saturation of game references in media, I think the reason Kane's backrooms work, even though he is a zoomer himself, is that his version of the concept is wholly untied to the gaming reference bs. He's set up his entire own back story that seems to imply that although the backrooms are a different level of reality, that level was invented by accident. It didn't exist naturally implying that the world is a game and you can actually clip through solid matter into a different world without said world altering the state of our normal reality. And holy shit, Kane has actual actors that don't appear to just be film class friends, and he has real world sets now. Well, it looks like they were mostly filmed in a public school and a dark room, but he is really networking to raise this project up. I just hope that if he is leading it into a franchise that continues to expand beyond his initial vision made entirely in CG, it doesn't suffer from bloat.
 
Not sure how I feel about this now having cinematic shots instead of it being done stictly in the "found footage" style.

The sequence at the end is great. The music, the still images of the pitfalls area getting blocked off, the footage of the outpost that was previewed months ago finally being finished up. Pretty neat that he planned the design for it so far in advance. That also means the timeline could be close to catching up with the guy who was sent foward in time from the informational video. I can see the next video picking up after the infromational video guy suddenly shows up after being missing for months.
 
pride-backrooms.jpg
 
I just found an article about the death of Bernard Gore, and it sounds the closest one can come to getting lost in the backrooms and dying in real life;

Link: Here.

Archive: https://archive.ph/wip/OqkSm

The poor guy had dementia so bad that he couldn't even read the prominent "EXIT" signs all over the walls. His son tried to get him to wear a tracker, but he refused. Scary way to go. Starving to death and not getting found for three weeks.
 
Reading my earlier comment in this thread, about the over saturation of game references in media, I think the reason Kane's backrooms work, even though he is a zoomer himself, is that his version of the concept is wholly untied to the gaming reference bs. He's set up his entire own back story that seems to imply that although the backrooms are a different level of reality, that level was invented by accident. It didn't exist naturally implying that the world is a game and you can actually clip through solid matter into a different world without said world altering the state of our normal reality. And holy shit, Kane has actual actors that don't appear to just be film class friends, and he has real world sets now. Well, it looks like they were mostly filmed in a public school and a dark room, but he is really networking to raise this project up. I just hope that if he is leading it into a franchise that continues to expand beyond his initial vision made entirely in CG, it doesn't suffer from bloat.
I think it’s mostly a very mundane sense of terror. It’s the uncanny valley of walking around an abandoned mall that they never shut off the power to. It feels like a place that’s lived in, sometimes the walls make sound jump around. The monsters are like the homeless drug addict that pops up out of no where and starts screaming at you.
It’s a neat idea when it’s just an unsettling environment followed by the realization that you aren’t alone.

I think his monsters are also very well done. The Backrooms mimic reality or distort it. The monsters are seemingly a mimic made out of a motion camera. The autopsy scene is basically just saying that reality and biology are fucked up.
 
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