The Blackout Club Turns a Childhood Fear of the Dark into a Creepy Stealth Game
If you’re a fan of stealth games, in the past few weeks you may have heard some buzz about The Blackout Club, the sophomore title from developer Question Games. Set to debut on PC, PlayStation 4 and Xbox One sometime this year, the game explores elements of light stealth in a co-op setting and sets it against the mythos of childhood fantasy and small town sci-fi horror. Still in its nascent development stages, it is also currently available in early access, and as new features are being added and implemented, the developers have asked for feedback on its systems. So, curious about the building hype, I checked in with The Blackout Club to see what the fuss was about, and came away intrigued about what’s to come.
In The Blackout Club, you play as the teenage resident of a quiet town where everything is not as it appears. The kids in the neighborhood are suffering from strange amnesiac episodes at night, and as evidence emerges of a conspiracy, it’s up to them to document evidence and fight back against their mind-controlled parents while evading the mysterious Stalker, a boogeyman who can only be seen when they close their eyes. Gameplay wise, it’s the open world zombie playground next door; when the player is dropped into a public or private game, they are placed in a neighborhood full of darkened houses and are given one of several possible procedurally-generated objectives, from collecting sensitive files to rescuing captives hidden in the passages beneath the houses. Weapons, at least for now, are light; you can choose between a grappling hook, a stun gun or a crossbow, and sometimes a few assist or healing items like bandages and flashbangs can be collected during the level. Not only must you finish your tasks by stealthing your way through the streets and houses, occasionally engaging in light hand-to-hand combat, but you must avoid alerting the Stalker, who hunts down players individually and, upon capture, puts them into a sleeping zombie-like state. As you play, experience points are awarded based on how and if certain missions or side goals are completed, opening up new combat, evasion and documentation powers (for taking down adult-zombies or recording their crimes) to offer more strategic options. A recent update even allows you to play as the Stalker in other people’s games, reminding me of the Versus mode of Left 4 Dead.
Having played a few hours of The Blackout Club so far, I like what I’m seeing. I play a lot of horror and stealth games in general, and though I expected to see a lot of conventions retread here, I was pleasantly surprised to find an experience that is not immediately easy to adapt to. What aspects are conventional (like the color coded eye icon of the system’s detection meter) seemed to be used sparingly while providing a familiarity that acts as a vital frame of reference for players to anchor onto. It’s a good balance—I’m not completely lost, but I’m not over-confident about my abilities yet, either, and for now, that’s a good place to be. I like creeping around backyards and hopping fences like an alley cat and grappling onto the rooftops. It definitely evokes the giddy, secret thrill of being a kid sneaking out after dark.