In Layers of Fear, what fears you face is up to you

Silent Hill has Pyramid Head. Outlast has the perpetually smiling Chris Walker, as well as an asylum's worth of other nasty characters. SOMA has whatever the hell these are. Layers of Fear has stacks of books and apples. Not exactly what springs to mind when you think of terror, true. But Layers of Fear adds something more curious to that mundane mix: a ghost that you can confront or completely avoid. The path you choose is up to you and the repercussions of your decisions will impact the world you’re exploring. That's what the creators at developer Bloober Team were going for, though they weren't exactly sure how that would pan out.

Playing as a painter slowly losing his sanity as he struggles to complete his magnum opus, you explore a vast mansion looking for eerie art supplies scattered throughout its many rooms, a task made all the more difficult by the fact that the layout of the house changes from one moment to the next (or does it?) and some strange presence haunts the hallways, its intent unknown.

Yet, strangely enough, that ghost isn't a threat in the traditional sense - where the Alien in Alien Isolation or the monsters in Amnesia constantly threaten you with a game reset, in Layers of Fear you get to choose whether you deal with the ghost 'chasing' you through the mansion or not. Let it kill you or run away - both are valid options and both add something to the game.

"You can run," Lead QA Jacek Zięba,alongside Project Lead Konrad Rekieć clarified for me during a recent playthrough, as I approached an archway made of chairs (mundane objects that become surprisingly creepy just by being stacked up in a weird way). The ghost was clearly on the other side of that arch, but to my right was another, much more sedate looking hallway, and Zięba let me know I could avoid the archway of doom entirely if I wanted to. "'I don't want this, I don't want to see', go back, close the door…If you want to face your fears, if you want the painter to face his fear, this presence, it depends on you. We give you a choice."

Like the daring fool I am, I chose the creepy door. The ghost promptly appeared and did something I couldn't make out, but it was definitely unpleasant and I definitely ended up dead. The painter's lifeless body hit the floor, and Rekieć and Zięba responded in tandem: "So after you die…"

"You can continue."

"But the game remembers."

And they were right - I was able to get back up, brush myself off, and continue searching for a paint brush made of human hair without any hiccups in my adventure. Yet, whether you deal with the presence or not ultimately changes how the game ends - there are three possible endings - selfish, neutral, and family. The first two are much easier to get than the third, and as of this writing there's still no consensus on how you actually get that family option. But the choices that lead to those ends are, counter to typical horror wisdom, entirely within your control.

Of course, not all those choices are as obvious as whether you open the door with the terrifying screaming coming from the other side. In fact, a lot of these moments are subtle and have nothing to do with the ghost; the mansion likes to keep many of them secret, and is rarely willing to give them all up at once. "We think that it would be very difficult for the player to find everything and understand everything during the first playthrough," said Rekieć. "You should figure it out. There are places [where] it's easier to make a choice, and some places are easy to miss. When you find out how the game works, what it requires of the player, what it wants the player to experience…it gets easier for you to find those places."

"You need to play several times to get to the bottom layer," added Zięba.

Ultimately, I died at least once more during that playthrough, and many more times when I played the game in full on my own - often running straight into the ghost's twitchy arms just to see what would happen. But regardless of my foolish choices, said Zięba, it wasn't their intention to judge my lack of self-preservation. "You never know [if] dying is a bad or good choice. It's your choice."

It's easily the most intriguing use of choice that horror gaming has seen in a long while, as it goes out of its way to give you total control where convention dictates you have none. How can a game actually scare you if you can choose, at any time, to take the safe path and avoid all its terrors? Bloober Team's answer is smooth and practiced: the idea of that choice, and where your brave or cowardly choices will lead you, is enough to push people forward. Just as in real life, the choice itself can be more frightening than the fallout. "The good question is if you want to face your fears. If you want to face your fears, of you want the painter to face his fear, this presence, it depends on you," Zięba said.

Ashley Reed

Former Associate Editor at GamesRadar, Ashley is now Lead Writer at Respawn working on Apex Legends. She's a lover of FPS titles, horror games, and stealth games. If you can see her, you're already dead.

Latest in Survival Horror
Silent Hill f screenshot showing the protagonist
Silent Hill f hasn't actually been banned in Australia, but it's not out of the woods yet
Silent Hill f art showing a person covered in plants
Silent Hill f has been pre-emptively banned in Australia, with no reason given for the 'refused classification' rating
Silent Hill 2
Famed Silent Hill artist Masahiro Ito, creator of Pyramid Head, says scrapped concepts of freaky creatures "still exist in my mind" and "their children may be" used in future titles
Silent Hill f: A close-up on Hinako Shimizu's face during the reveal trailer for the new Silent Hill game.
Silent Hill f: Everything we know about the new survival horror game
Silent Hill 2 Remake
Silent Hill 2 Remake devs spent many hours "watching, reading, discussing" fan theories about the iconic Labyrinth level and wanted to "incorporate as many" of them as possible
Silent Hill 2 Remake
Silent Hill 2 remake dev says Bloober played up the original's iconic toilet scene to punish its protagonist for being a bad husband: "The theme here is disgust"
Latest in Features
Naoe kills a target with a black and white filter over the camera highlighting the red of blood spray in Assassin's Creed Shadows, with an On The Radar orange frame
Assassin's Creed Shadows "has a little bit of Tarantino flavor", but its real secret ingredient is intrigue: "It's almost like you're watching an episode of Shogun"
Helldivers 2 Borderline Justice Warbond helldiver using hoverpack to shoot down with hunting rifle
Talking points from the Game Developers Conference 2025 and how they could impact the future of gaming
Flexispot E7 Plus with plant, monitor, soundbar, and controller on top next to white wall lighting.
Gaming desks vs regular desks: which surface should you buy?
Google Pixel 9a smartphones on a beige background
One Google Pixel 9a feature could make it a better gaming phone than most budget mainstream models
Yasuke and Naoe ready to fight on the Assassin's Creed Shadows On The Radar thumbnail
On The Radar: Assassin's Creed Shadows coverage hub
Captain Planet #1
Captain Planet is back after 33 years with a "sexy" makeover and a message that's as important as ever: "Reality has gotten a lot less subtle"