people will PAY to stare at niggers in liminal space for 2 hours
>>220980110I only paid to see this movie cause I like supporting my local movie theater :)
The actual horror of the Back Rooms concept is completely lose on zoomies who don't know anything about technology or what "no-clipping" and "wrong warp" actually mean in the literal sense.
To elaborate, the horror of the Back Rooms is that by no-clipping through the boundaries of the computer simulation we know of as reality, you end up performing a "wrong warp" which takes you to a random musty old furniture store back room, which just happens to be the location our simulation defaults to whenever no location is specified. Since no level layout was defined (or the Back Rooms was a form of test level) the room is just repeated to the maximum size the simulation can support. You can't leave. Getting to the edge of the "map" would just result in just causing a reset and putting you back at your initial location when you first entered the Back Rooms.There are no enemies, no NPCs, no food, no water. Nothing. It's just a blank musty old room that you will die of dehydration in.
>>220980158You could've waited a couple of weeks so the theater gets more of the cut.
Step aside FAGGOT (I'm talking to the director of Backrooms)
>>220980191>>220980260This.As someone who has been no clipping since before Half Life and Goldeneye, I don't think the writers/directors understood it either because there's not supposed to be furniture or any kind of object. More accurately: Brushes with no sprites.There is a progression to the spooky-feelings that very much matches the plot curve of a good movie, starting with the fact that you've ended up somewhere you are 100% familiar with like your home, that looks exactly like your home but something is off because the front door is missing for some reason. Exploring around reveals that all interactables are missing, then every person is missing, and so on. The unique thing about it is that during times of uncertainty/strangeness, people look for the known/familiar to cling to and give themselves bearings. With a backroom, everything is both comfortingly familiar yet strange and unknown at the same time. The combination creates a noxious unsettling feeling makes you head for the exit at some point.But if you used a glitch to get there, there's no return. After enough time passes, you realize the truth: That the only way to leave is to die. But, if you're playing a game where your character can't suicide or you don't have equipment to do that, you can't even die to escape the backrooms. And that's even more unsettling because the famliar trope with video games is that you can always die. Dying is easy, not dying was always the norm, but now in an unexpected turn of events, even the ability to die has been taken from backrooms because there's simply no stage hazard to do that with.You have to start with the right familiarities and the right progression and rate of realizations. When you start out exploring, dying isn't even on your mind, just intrigue. Then you're looking for a way out. Then you realize you can't even die if you wanted to.Thanks for reading my TED talk, I thought this was going to be a single paragraph at first.
>>220980110>is that a beige empty space? IM GOING INSANE
i didnt pay for it, actually. we're supposed to learn from the pirate man right?
>>220980110>>220980191I'm a zoomer but most zoomnigs don't know about the mall world either
>>220981167>>220980260>>220980191Its subvertedInstead of focusing on found footage intrigue, the nature of the backrooms itself as it was meant to be, its guaranteed to be about niggers, racial justice, race mixing as usual and maybe some minor lore drop as easter eggsWho in their right mind would pay to see this
>>220981167There's also the horror of the "glitched Back Rooms" where it is populated with corrupted and jank data. The equivalent of Super Mario Bros. level minus one.
>>220980191>>220980260>There are no enemies "Enemies" were always part of the concept going back to the original post. They've never really been absent from it.>You can't leave.I agree that being able to leave ruins much of the horror (always liked the "you're fucked" feel that the early backrooms stuff had), but if one accidentally "no-clips" in, it stands to reason that they should be able to repeat the process and return to reality. It just should be exceedingly rare and not managed by simply strolling through a wall, walking through a door, going down a slide, etc.>no-clipping and wrongwarpI thought these were distinct things, to be honest. The first being when a player either cheats or exploit in-game geometry to exit the intended play area of a game, and the second being when the game loads the character into the incorrect area, usually by intentional exploitation/memory manipulation. Regardless, I think the "backrooms are a video game level/work entirely along the lines computer logic" assumption is going a bit too far with that idea. The non-"game" elements were always more central to the horror.
>>220980110I love black people
>>220980110yes, it's called a horror movie anon
>>220981345Does the Mall World predate the Back Rooms popularity? Because it seems like Back Rooms posters just want Mall World.
>>220981595>it stands to reason that they should be able to repeat the process and return to realityIf you no-clip out of the backrooms you get sent to a null location aka the back rooms. You could try to perform an arbitrary code exploit, but you'll just die first.
>>220981595>Enemies" were always part of the concept going back to the original post. They've never really been absent from it. That was the climax of the pasta. It ended things with a nice cap. But now you have a bunch of fuckers thinking that was the point
>>220980110that is correct
>>220980191The idea is older that Zoomers.That scene of Matrix when the Keymaker walk in the looping corridor
>>220980260>It's just a blank musty old room that you will die of dehydration in.not if it has vending machines. then it's old age.