(Don’t) Look Behind You: 10 Years Later, P.T. Is Still in the Room
Content Warning: This article discusses P.T., a game that centered on a fictional murder-suicide.
After waking up in a featureless concrete room, you walk through a door that reveals a long, beige hallway. On its face, it’s a mundane sight, a nondescript corridor that feels plucked from a bog-standard suburban household. But as you move forward, worrying details accumulate. A digital clock sits stuck at 23:59, bottles and pills are strewn in corners, and the portraits on the wall are off somehow. Most pressingly, this hallway is just a bit too elongated, and instead of leading to a room, it breaks into another walkway.
However, the most upsetting part is what’s on the radio, as a newscast details a gruesome murder-suicide of a family. The subject matter is grotesque, a father killing his wife and children, but the delivery is just as important for the mood; the announcer speaks with a distancing cadence and mentions specifics that a reporter couldn’t possibly know, like how the dad coaxed certain family members out of hiding. But as you exit the hall and are warped back to the same corridor you started in, you discover that these initial off-kilter sights are only the prelude to one of the most unforgettable horror games in recent memory, an experience that continues to haunt a franchise and genre writ large despite the fact that it isn’t even a “full game” to begin with.
This is P.T. (an acronym for “playable teaser”), the outline for a project that would never come to fruition. Released for free on August 12, 2014, it’s a first-person horror game set in an interconnected looping hallway where you solve cryptic puzzles to progress. After reaching its conclusion (something most players likely won’t be able to accomplish without outside guidance), it featured a bombshell announcement: a trailer for a new Silent Hill game (titled Silent Hills) to be directed by Hideo Kojima and Guillermo del Toro. It seemed like a dream team was going to revitalize one of the most important series in the medium. Unfortunately, this project would never come out. Kojima was more or less forced out of Konami (taking many members of his team to found Kojima Productions), and Silent Hills was canceled, resulting in an almost decade-long hiatus for the franchise.
But despite being created as a playable advertisement for an axed game, P.T. has taken on a life of its own in the years since its release. The main reason for this is simple: it’s really damn scary. This starts with the setting, a cyclical limbo that reveals secrets as these suburban corridors shift into a hellish reflection of a horrible deed. If the main gameplay cycle wasn’t clear, you traverse a hallway, solving puzzles that let you reach the next layer of the loop where these surroundings are slightly different. The re-use of this limited setting causes you to focus on its particulars, each small alteration taking on greater significance.
Eventually, lights flicker, and door knobs shake. Muffled cries can be heard through the walls. An overhead lantern swings back and forth, creaking incessantly, maddeningly. Given the introductory radio segment that describes a series of gruesome murders, the obvious interpretation of what’s happening is that this is some sort of haunting. This idea goes from a theory to a spine-tingling reality when you turn a corner and see her clearly for the first time: a terrifying figure staring at you, draped in shadow. As you take another step forward, they disappear in the dark. In a truly sadistic turn, the only way to progress is to step into the gloom where they just disappeared, this constrictive environment forcing you down paths you don’t want to tread.
Sure, many of the details here, the somewhat tasteless description of a brutal murder over the radio, the spectral crying baby, the vengeful female shade, are shlocky. They’re plot beats you’ve seen in countless haunted house films and stretch back much further than that in ghost tales told around campfires for as long as people have been trying to spook each other. But what makes it work here are the specifics.
For instance, a certain scare gets at one of the game’s most disquieting elements. After making progress, the radio will eventually kick on again, recounting the same gruesome murder it did in the first loop. There are some differences, though; there’s interference, and the newscaster will suddenly say strange things like, “You can’t trust the tap water,” or more chillingly, “Don’t touch that dial now, we’re just getting started.” Then comes the worst part. In an offputtingly flat voice, the announcer commands, “LOOK BEHIND YOU. I SAID, LOOK BEHIND YOU.” If you turn around, you’re jump scared into oblivion as the pallid apparition materializes out of thin air and catches you, sending you back to the beginning of the most recent loop.
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