Monday 5 March 2018

WB4: Hello Neighbor, or, I wish I could go way back and not buy this game


If you don’t have a child aged somewhere between five and ten years, then you probably haven’t heard of Hello Neighbor. I know that’s the only reason I know anything about it; this game is literally all over the channels of the various ‘kid-friendly’ YouTubers that my stepson somehow inexorably finds himself attracted to. So, for those who don’t know, Hello Neighbor is, or rather was, a relatively low-profile in-development indie game that somehow found itself getting featured and played on such famous channels as DanTDM and FGTeeV (don’t Google that last one, your life is worth more than that), at which point it seems to have rather exploded in popularity, to the point that when the final release came out in December 2017, there was, indeed, much hype. Against my better judgement, I even found myself somewhat interested, for two reasons: a) kids are really good at talking about things in a stream of conscious style that lodges into your brain in a way not dissimilar to the familiar feeling of having a song stuck in your head, and b) conceptually, this game is actually pretty interesting.

Hello Neighbor presents itself as a stealth survival horror game, with the objective of sneaking into your neighbour’s house to find out what sort of shady business he’s been up to – specifically, what he’s got in his basement. Getting into said basement involves solving a sequence of puzzles in the various rooms of the neighbour’s insane Escheresque acid trip of a house while avoiding the neighbour himself, who will be hunting you every step of the way. The neighbour is equipped with a smart AI that, in theory, learns from and attunes itself to your play style so as to better ruin your efforts with his implacable man nature. Conceptually, then, this game is a hybrid of the original Resident Evil and Nemesis - the one where Jill got chased around Raccoon City by a terrifying invincible monster - as novelised by R.L. Stine:

Stay Out of the Basement was the second book in the original run of Goosebumps books,
and was adapted into a two-part story for the first season of the Goosebumps TV show,
which is on Netflix in its entirety and much worse than you remember.

So, after a few months of constant updates about where you could find the wrench in Alpha 3 vs. Alpha 4 and other things that I didn’t care about but couldn’t avoid learning about, I finally caved and bought the game, hoping to stop my stepson’s complaining about how the free demo we’d gotten from Steam was a total trainwreck that crashed every five minutes and wasn’t sufficiently scratching his all-consuming itch to play this damn game. Maybe, experienced without the ear-raping context of the kind of YouTuber that appeals to a five year old, the game might be worth our time? If nothing else, we can play it together and have our own anecdotes, and maybe he’ll tell those instead of singing about dodos non-stop…

Unfortunately, it turns out that the best this game has to offer is a perfect parable for why you shouldn’t let yourself get tricked into thinking that just because something is popular, it’s good, because Hello Neighbor is a hot mess clusterfuck and one of the worst damn games that I’ve ever played. There are plenty of reasons for this – the ubiquity of reasons to declare this game terrible is, in itself, a reason to do so – but the most notable of them is that, as it turns out, the game’s whole concept is untenable. Yes, it turns out that an AI antagonist in constant pursuit is completely anathema to a game that has slow, complicated, unintuitive puzzles. The puzzles in Hello Neighbor don’t have any flow between them; it’s incredibly difficult to try and puzzle out how one event will flow into another, to brainstorm and test if a sequence of actions will lead to your goal. These ‘brainteasers’ have more in common with old point-and-click adventure games like Broken Sword, where standard progression involved taking an inventory item and bashing it against every interactive part of the local environment until said random flailing accidentally results in microscopic progress. Now, in those games, that wasn’t so bad, because you could take this process at your own pace, and really think it out as you did. In Hello Neighbor, you have to try and do this while constantly evading the neighbour, and it just doesn’t work; imagine that, after being stuck for 20 minutes, you come up with a new idea about how to use an inventory item in a certain room, only to spend another 20 minutes trying to get to the room because somehow the neighbour is in the wrong place every time and you have extremely limited means of evading and/or sneaking past him. And then when you get there, it turns out that your idea was a bust, so you get to start the process over again.


Yes, it turns out that the neighbour’s super clever AI actually translates into the ability to home in on you from any point in the house without provocation. He also possesses the combined hearing ability of a thousand bats, such that the tinkle of broken glass will summon him into your shadow in the time it takes for you to climb through the window you just caved in. And yet, you can sprint along behind him and he’ll take as much notice as if you were sneaking, in a manner reminiscent of stupid guards in basically every Assassin’s Creed game ever. There is, indeed, very little stealth to this game; 90% of progress mostly consists of heading towards a location and hoping that the neighbour isn’t there. Add to this the fact that the neighbour’s ‘learning’ mostly consists of putting bear traps and security cameras in places you pass through frequently, and we have a marriage of failed aspirations that is breathtaking only in how incredibly fucking underwhelming it is.

Actually, the bear traps are pretty potent, but only because they play into the hands of another thing that is terrible about this game; the controls. It shouldn’t be difficult to jump over the bear traps, but in practise, it’s almost impossible, because when you try the PC invariably catches himself on and bounces off a nearby bit of scenery, which sends him straight back to the floor and into the trap. The slippery, unresponsive controls turn every single bit of platforming in this game into a trial and error chore, no matter how difficult what you’re being asked to do actually is. In one memorable instance, I needed to jump onto the top of a moving tram as it passed underneath me. A conceptually simple task became a highly frustrating wrestling match given that once launched into the air the playable character takes on all the key aspects of a dead bird, and that everything in this game seems to be made out of rubber, given that anything other than a perfect landing - within an invisible hitbox that rarely correlates to what the player can actually see - will result in your being bounced off into oblivion. Oh well, better luck next time. Enjoy getting past the neighbour, working your way back up here and waiting for the tram to come back around; I do so love to have my fake difficulty paired up with my fake longevity.

I’m not even finished. Not only is there no stealth in this stealth survival horror game, there’s no survival horror either. Getting caught by the neighbour has no repercussions other than sending you back to your house across the street and changing the time of day. Your inventory remains intact, as well as your puzzle progress. Once you’ve progressed far enough to open a few doors, it becomes trivial to sprint right back to where you were and carry on with what you were doing. I lost track of the amount of times that I would, upon getting caught, immediately sprint forward, enter the neighbour’s house through the front door, run towards the back and climb a particular ladder to reach a safe space that he rarely went to; the AI’s learned response to this scenario not to, say, start going to that place; instead, he spent his time putting up more security cameras along this path, which served to make absolutely no difference against the ones that were already there. Behold how he learns from my actions and forces me to adapt!

No, getting caught by the neighbour isn’t anything other than vaguely annoying, a feeling that gets swallowed up among all the other things about this game that are already annoying. There’s no conservation of resources to worry about, either, given that the game features no health system and that we’ve established that your inventory is always safe, so I can only assume that this game’s developers are working off some new definition of ‘survival horror’ where ‘survival’ means ‘just get caught, it doesn’t matter’, and ‘horror’ means this:




The only thing that is horrifying about this game’s aesthetic is that the suburban pastels and cartoony feel are a major part of what attracts kids to it. When I was young, I learned that not everything that is colourful is for kids when I went on a mission to cross a department store because something shiny had caught my eye, and it turned out to be a pack of rubber gloves. This game would have been a far more brutal way to learn that lesson.

This game isn’t for kids. It isn’t for anybody. It isn’t even finished, judging by the way items would disappear from my inventory, or how when I would attempt to run past an item on the floor the physics engine would kick in and knock me across the room, or how one of my thoughtful attempts to get past a closing door trigger puzzle ended up locking me out of said puzzle, which then proceeded to somehow solve itself rather than reset itself when I restarted the instance to try and undo this. Whenever I thought of a strange solution to a puzzle that worked out, or whenever I did a crazy jump across the rooftops to get to a place I hadn’t been yet, I could never be sure if I was doing what the game wanted me to do or if I was just cheesing past by breaking it. There were at least three times in the game’s third act where I know solved a puzzle because of physics and game errors and accidental exploits rather than by just, y’know, solving it. Now, I know a lot of games are buggy on launch, but I’m playing this three months after the fact, and remember also that this game went through countless alphas. So my question is, how the fuck is it still so broken? How did it get released in this state? Because it’s colourful and popular enough on YouTube that kids don’t care, and so why should the developers? That would at least explain why the upcoming Switch port will inexplicably cost more money for the same amount of bugs and hair-tearing incoherence.


Pictured: the head developer of Hello Neighbor, who has successfully
fleeced enough unsuspecting families that he can now move to a new
neighbourhood and not have any dirty proletariat brats try to sneak into his basement.

Stay away from this fucking game. Hello Neighbor is a monument to wasted time and potential, built in a shitty engine, with shitty controls, lacking any sense of narrative, intuitive progress, depth, or literally any of the other things that make good games good. It reaches heights of mediocrity that most bad games can only aspire to, sitting atop a throne of shittiness without any of the comedic or memetic features that make us look fondly on games like Big Rigs or Superman 64. Hello Neighbor stands alone, a monument to failure, and if your kids are bugging you to buy it then you need to sit them down and show them some good games, because no-one deserves to grow up thinking that this pile of excrement is anywhere in the vicinity of what a video game can be.