Dead Format has the most insanely intriguing premise I’ve seen come out of a horror game in a long while. You take cursed, supernatural VHS tapes, each representing a different genre of film, and dive into them Inception-style to explore their every nook and cranny? And you do this within the framework of a survival horror game? Yes, please. Into my veins, please. That was my initial reaction to the game, but now that I’ve finished it, all I’ve got for you is a popular Star Wars meme: “We were on the verge of greatness. We were this close.” Which sums up how I feel about Dead Format – a neat idea with some genuinely good bits, but it somehow never comes together into a satisfying whole due to a number of somewhat frustrating design decisions.

Remember, this is a stealth mission
First things first, though: how does the game work? Well, a bit like Silent Hill 4. Your apartment is your primary safe zone – the main hub where you can sort through your items or save your progress. Then you insert a tape of your choice into your VHS player and venture out into the corresponding cinema-world, facing whatever terrors – or puzzles – you find within.


Familiar territory
Mechanically, Dead Format’s stalker is almost identical to how the Xenomorph operates in Alien: Isolation. By default, she’s shuffling around inside the walls, and occasionally climbs out through one of the countless large monitors peppered across the levels – when this happens, the accompanying sound effect is almost unmistakable, so you’ll know exactly when she’s been triggered. You hide under desks, duck behind cover, throw noisemaker traps to distract her, or use a powerful weapon to temporarily fend her off until she gets bored and climbs back into her “vent” for a while, giving you some breathing room to explore and solve puzzles. Rinse and repeat. The system works reasonably well, and is much more lenient than something like Hollow Cocoon, where the stalker would always be close by and never leave the player alone. And while I did initially find the introduction of this creature to be a source of frustration, I sort of warmed up to it over time – while not nearly as terrifying as the Xenomorph, it still managed to inject a welcome amount of tension into the game. Palms were sweaty, Mom’s spaghetti.


Imperfect format
So, what exactly irritated me about the game? Well, maybe I’m getting old, but the lack of certain QoL features ended up hurting the experience for me. For starters, there is no handy-dandy map, so you’ll need to make a mental note of each VHS world’s layout, including important spots where key items have to be used. Things can get a little confusing, especially if you’re playing the game across multiple sessions; almost every time I got stuck, it wasn’t because the puzzles themselves were too difficult (they’re really not), but because I’d simply forgotten where everything was located across the three fairly sizeable VHS worlds. Which, of course, often led to me wandering around the world, feeling like I’m just wasting my time. If the game had a map that marked the most important puzzle locations, I think the overall experience would’ve been significantly smoother.
The protagonist’s walk speed is another issue I couldn’t really get over. You may be wondering why this is even an issue when the game features a sprint button – well, because said sprint button is generally useless, and most of the time, you’re just punished for using it. The stalker in Dead Format is extremely sensitive to sound, possibly even more so than Alien: Isolation’s Xenomorph, so if you get impatient and start running for even a nanosecond, it’s going to immediately climb out of its hidey hole and begin looking for you, which means the game grinds to a complete halt while you sit under a table and wait for the thing to go away. Generally speaking, I was really hoping the game would be a touch less stealth-oriented, despite being a person who tends to enjoy these types of titles. Once in a blue moon, you do encounter regular enemies that need to be taken out with conventional weapons, but this is more like the exception than the rule – make no mistake, the vast majority of the experience is still about playing hide-and-seek with the stalker.


Final thoughts
I find myself in a difficult situation when trying to rate Dead Format. I really, really wanted to love it, and I genuinely wish I could sing its praises, because it’s blatantly obvious how much work went into the project: from the various short films created specifically for the game, to the three distinct VHS worlds with their unique identities, there’s a lot to like here. My problem is mostly the fact that a handful of player-unfriendly design decisions seriously hold the project back, and the game sort of ends up shooting itself in the foot as a result. The lack of a map that would help with navigation, the protagonist’s infuriatingly slow movement speed and the almost exclusive focus on hide-and-seek gameplay with an overly relentless stalker all add up to a less than pleasant experience. I don’t think this is a bad game, but when asked whether or not I would recommend it, I just can’t bring myself to give a resounding yes.


