Dead Review – No reshoot required
Blog Andrew Joseph 31 Jul , 2025 0

Dead It feels more like the artist’s view of the debt-free trauma and private despair that plagues the actor’s lives than the horror adventure game. It's still a video game powered by the reward puzzle mechanism, but the meat experience is the insight it gives to the feeling of being an actor. It's more disturbing than weirdness, and while some supernatural elements do weaken the nature and horror of the puzzle box of the overall game, the dead are still a powerful emotionally driven decline to become a person's mind.
Dead Take makes you completely an actor named Chase who breaks into and explores the mansion of famous Hollywood producer Cain. There were signs of a party, but all the lights went out, and a creepy stillness and strangely shaped room hung from the dark hallway. Chase is looking for his friend, another actor Vinny, who has managed to play Willie's role in the upcoming film – Chase has also been working on it. As you guide the pursuit of a mansion, you will slowly discover what happens behind the scenes during the pre-production of the movie, and learn how to destroy the lives of many people for one’s damaged and damaged self.

It's an unforgettable story recorded by Full Action Video (FMV) on the industry's powerful actors. Neil Newbon brings Chase almost mentally ill despair as he needs to play Willie's role, while Ben Starr hides Vinny's nepotism in the charismatic Suave and Charm to create a completely different creepy. The disturbing and disgusting battle behind the scenes to identify the leading lady opposite Willy and to cover up a “problematic” woman to explore a more “pleasant” woman, which is explored through a wonderful (subsequently, very uncomfortable viewing) performance. At one point, Jane Perry offers such a powerful and shocking performance from Cain’s wife that I doubt I will never forget it.
Everything is so true, and The Dead is of the best quality. Although this is a fictional story, the developers Surgent Studios describes Dead The Theory as a reactionary experience Carry out real-world events, rumors and practices in the film and video game industry. I believe it. The performances on the FMV record feel so personal and so real that I have to believe that many actors have been influenced by life experiences or stories. So even if The Dead isn't that scary in a more traditional sense – you can usually see the panic of jumping, so, for example, they're not that shocking – the dark corridors of the mansion quickly become familiar, the game remains a horror experience of phenomena. The real person’s shot of real people who rely on real people’s real pain forces you to face the disturbing awareness of the truth, that is, to know something about the truth, to inform the performance of these stories.

As a chase, you can spot these FMV recordings in scattered ways. Most mansions were locked in the beginning, and it was obvious that the architect behind it had to be the same person who designed the Raccoon City Police Department Resident Evil 2 Because the whole space feels like a reverse escape room. You have to solve the puzzle to find a more in-depth approach. Doors are marked with symbols such as shields or mouse, and the only way to unlock them is to find the corresponding key. Piano adorns have weird symbols that imply that you have to follow the order of keys. The keyboard code is the date when the painting is made, and the environmental clues hint at the position where the painting moves after it is removed from the wall. The game is a five-hour search table drawer, allocating and collecting clues through documents.
There is a balanced problem for these puzzles. Most people are intellectually enriched, reward good puzzle solving habits, and take the time to pay attention to the environment and objects in the inventory you collect. But there are some very easy things, and there is a couple so dull and frustrated that they understand that I wouldn't figure them out if I didn't get help. Even once the solution is known, I'm not sure how I should go about guessing or simply trying every item I'm trying in every part of the environment until the correct answer comes up. One or two puzzles into the last camp ruin the pace of the game and slowly stop the thrill, but they are sparse, which is one of the things that your mileage may vary.


To solve the puzzle and further into the mansion, you will find a USB drive with FMV recordings on it. Everyone offers the lives of people who are related to the film project. This could be part of an interview, desk reading or video voicemail. Chase has access to a program that can piece together two recordings, revealing more insights. For example, interviews between two characters can be spliced together to reveal that each character’s answer in the interview can actually serve as an answer to another character, such as two people having a conversation. In this case, Chase actually gets more personal interviews, just as each character is closely related to each other during a fierce conversation. In another example, Chase could splice an audition tape of one actor with another to see their desk read and reveal the true nature of their relationship.
Splicing and clamping together is the main way to progress. Chase usually brings further into the mansion and finds more USB drives with each successful cut. This is a cool mechanic, though it doesn't feel enough. At these moments, Dead Take makes the supernatural turntable – slices the right clip, leading to a strange knock on the door of the theater where you watch the FMV record and then open it, something magical appears. Leaving the area and returning will cause the phantom to disappear. It is not clear whether something truly supernatural is happening or whether it is all fiction that pursues imagination, but the surreal nature is more magical than the psychology. It doesn't completely ruin the game, but it makes the horror of the experience cheaper.


The splicing and viewing mechanism of FMV is the best for a very small period of time, revealing clues of progress rather than projects at this moment. One of my favorite “ah-ha” moments was when I found Vinny's phone, I remembered the earlier recordings I've seen revealed Vinny's merciless words to open his phone's password. I went back to the theater, played the clip again, wrote down the numbers, and unlocked the phone, learning the code to the keyboard by carefully reading some old messages between Vinny and Cain. I hope there are more examples where recording reveals information that can provide tangible results outside of the project I need to magically appear. This will help make Dead Take Take's back-escape room-like natural feel more like a series of puzzles that require slow decoding and is based on horrible realism rather than surrealism.
In the last half hour of the game, the surreal nature of the dead reached a fever, which made me a little disappointed. But, overall, it was a great game and I was tempted to chase more USB drives and watch more FMV recordings – these performances made me violently and I was always eager to search for more. But even outside of this game loop, Chase's efforts to make deeper research on strange mansions and people spliced together are symbolic in a narrative sense. You will fall into a distorted and guardian mind of a person and discover the truths of inner pain that hides inner pain, not only to defeat video games, but also witness what Cain often calls “the real thing.” These truths are disgusting and horrifying, and it pushes the experience of the dead into one of the most painful people I have experienced this year. These are not five hours, and I can easily forget.