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Puppet Combo’s ‘The Backrooms’ Exudes Atmosphere, But Ultimately Feels Lacking [Review]

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Puppet Combo's The Backrooms Review

Much like Slender Man, the Backrooms is a creepypasta concept that started as a simple post and evolved into a horror phenomenon. Through collective storytelling all over the internet, its lore has expanded organically, telling the horrifying story of a strange liminal space you enter by no clipping out of reality.

Also like Slender Man, many video games adapted this concept to varying levels of success. One of those games, released the same year as the viral post that defined much of the accepted mythology of the Backrooms, was from indie developer Puppet Combo, the creator of games such as Nun Massacre, The Glass Staircase, and Stay Out of the House. Originally titledDay 7, it was distributed via their Patreon, but with the impending release of A24’s Backrooms film, Puppet Combo has decided to rebrand the game simply as The Backrooms for release on consoles.

Initially, this felt like a strange mismatch to me. Puppet Combo is really known for a grindhouse aesthetic, focusing on scuzzy, violent slasher games. Would that gel with the eerie liminal horror vibe that had been established?

While there definitely are some more gnarly elements in the final act of this hour-long game, I found that their signature style actually worked to give everything a found footage aesthetic, one that brought to mind the YouTube shorts that the feature film is based on. The PSX graphics style works perfectly to heighten the feeling of unreality, making you wonder if that thing you’re seeing in the distance is merely a trick of the low-fi filter.

Retro Style Held Back By Retro Mechanics

The retro look does a great job of setting the mood right off the bat, but unfortunately, the retro controls do not. Playing from a first-person perspective, I expected to be able to control with the traditional dual joystick layout people have used forever, but instead of left and right on the left joystick strafing, it turned my character. I understand that it’s meant to evoke the feeling of an older era, like many Puppet Combo games, but this took a bit for me to get used to.

There also appeared to be a bug that prevented me from inverting the y-axis, which I do for all games, making it take even longer for me to acclimate to the game’s controls. I saw a post from the studio’s account saying both these issues would be fixed in an upcoming update, but they were definitely barriers for me starting out.

The game’s prologue does a nice job of setting up the main character, Terrance, another thing I wasn’t really expecting from the game. It’s not the most in-depth personality, but it was nice to see some dialogue of him interacting with his coworkers or people on the subway, where he finds himself in the titular labyrinth. Dialogue sequences are charmingly low-fi, with characters popping in and standing static in front of you, only to disappear immediately when they finish.

Their models aren’t even in the world as you’re navigating, making for a slight jump scare when they start speaking. It may look pretty janky, but the old school charm works on me in a way that makes it feel endearing rather than unfinished.

While I enjoyed the vibe that these interactions set up in the beginning, I did not enjoy getting through it. Before you get to the titular location, you spend some time going from your office to the subway, and this location felt really easy to get lost in. It was not clear where I was supposed to go, and I felt like I only stumbled upon the subway entrance by happenstance. I’m not sure if this is supposed to be a thematic feeling, prepping me for the feeling of getting lost in the Backrooms, but I found it more frustrating than interesting, especially with the slow walk speed. I was holding the run button the entire time, and even that didn’t quite feel fast enough.

A Liminal Walking Simulator

It should go without saying that most of the game is about exploring the Backrooms, navigating the seemingly endless space to progress to different story beats. It does a good job of creating the illusion that there are lots of different ways for you to go while actually being pretty linear. Branching paths quickly lead to dead ends, ensuring you stay on the critical path to keep the story rolling. That’s not to say you can’t get turned around given the intentional sameness of the environments, but there’s just enough landmarking that you can keep moving forward even if you get lost for a moment.

That’s mostly it as far as gameplay goes. It fairly firmly sits in the genre of spooky walking simulator, forcing you to wander from beat to beat. Eventually, you find a purse that allows you to drop coins like breadcrumbs, which are crucial for being able to backtrack when the story asks you. This mechanic is a fun little twist that feels thematically in line with the lost-in-a-liminal-space vibes it’s going for. It’s a welcome addition that gives you at least a little bit of agency, something that the game lacks by design.

Despite having a mostly repeating set of environment pieces, the game finds clever ways to have things break down as you explore further. The uncanniness of the Backrooms itself is played up when things start glitching, again taking advantage of the retro aesthetics to give you a feeling of reality falling apart at the seams. Needless to say, you’re not alone down there, leading to some creepy encounters and strange happenings. These are the strongest elements of the game, with a good understanding of what makes the premise work.

To break things up, there’s a dream sequence in the game that once again gives us a glimpse into the character while also providing some liminal horror of its own. Taking place at a funeral, it shows Terrance interacting with family members as a child, getting lost while playing an ill-advised game of hide and seek at the funeral home. The concepts of the Backrooms bleed into this setting, creating some of the more effective parts of the game both narratively and tonally. This takes place pretty early in the runtime, and I wish they had found more space for these types of sequences, as they offer a good break from the monotonous location.

The Final Verdict: An Atmospheric but Slight Creepypasta Experience

While the build is solid, I feel like the ending is very abrupt, especially given the extremely short runtime of the game. The climax does a good job of paying off some elements, but it escalates so quickly that it doesn’t feel natural to me. There’s a strange confrontation at the end that all takes place via menus, which technically works fine but doesn’t really feel all that satisfying.

I literally exclaimed “that’s it?” at the end of the game, as it felt like it had just gotten going at the moment it ended. I don’t really know much about the production of the original game, but I’m a little surprised Puppet Combo didn’t go back and add a bit more to the end to make this console version stand out more.

I’ve seen a lot of people online say that this release feels like a cash-in on the upcoming film, and it definitely is, albeit one that was created about three years before the Kane Parsons short films came out. I don’t begrudge Puppet Combo for spending resources on a console port of this and timing it with the film, but I wish there were more care taken with the package.

While I’m glad to hear that the control issues are being addressed, it feels like a little extra work to extend the game would have helped it fully take advantage of the concept. I enjoyed the atmosphere created in this version of the Backrooms, with the low-poly graphics enhancing the vibe, but it feels like it never has a chance to fully get going.

Review code provided by publisher. The Backrooms is out now on PlayStation, Nintendo Switch and Xbox Series.

3 skulls out of 5

Game Designer, Tabletop RPG GM, and comic book aficionado.

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‘The Last Temptation of Becky’ Review: Threequel Has A Blast Destroying Nazis [Fantasia 2026]

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The Last Temptation of Becky Review

Over the course of three films, Lulu Wilson’s Becky Hooper has emerged as the unlikeliest of action heroines. What kicked off as a surprisingly brutal thriller back in 2020’s Becky evolved into a full-blown franchise with 2023’s The Wrath of Becky. Now there’s a third and possibly final film with The Last Temptation of Becky.

The latest entry hails from Jenn Wexler, the director of The Ranger and The Sacrifice Game, who co-writes the script with Matt Angel from a story by Angel and Suzanne Coote (The Wrath of Becky). Temptation opens on a now-adult Becky on her latest mission with the CIA. The caper is a complete failure, ending unsurprisingly in extremely bloody fashion.

In a post-mission debrief, CIA director Baker (Fiona Marr) explains to the young agent that she’s too much of a loose cannon, but as flashbacks to her psych evaluations and select events from the first film confirm, Becky has never truly recovered from the murder of her father by white supremacists.

It makes sense, then, that this outing brings Nazis back to the forefront as a kind of full circle moment. Becky’s new adversary is General Wilhelm Reuss (Neil Patrick Harris), a devout member of the Reich who believes so strongly in the cause that he recently moved his family, along with enforcer Russell and Dr Friedrich Metzger (James Urbaniak), to the Wolf’s Lair in Poland.

Turns out that despite the passage of several in-universe years between films, Becky still hasn’t learned how to play well with others or follow the rules, despite the guiding touch of handler Montana (Kate Siegel, Hush) and the model set by fellow agent Rigby (Brandon Flynn, Hellraiser). When Becky is given one final opportunity to prove her worth to the CIA, it sets up a collision course between her and Reuss that is guaranteed to be an all-out bloodbath.

The series continues to get good mileage casting against-type for its villains, although it should be noted that NPH doesn’t get as much to do as either the first film’s Kevin James or the sequel’s Sean William Scott. That’s because, in part, Reuss’s family comes as an evil package. Introduced in a great comedic scene when Becky checks in – all smiles – to the family’s Nazi motel, mother Helga (Catherine Walker), daughter Luisa (Aiofe Hughes), and son Otto (Noah Leggott) are as much of a threat as the patriarch.

Of course, the main selling feature of the film is Becky, and Wilson continues to have a blast bringing the prickly, quippy, and trigger-happy character to life. Wilson remains an absolute delight, from her delicious voiceover (Missionfind out what these fuckers are up to: commence) to her dinner table banter with the Reuss family (Where do you heil from?she asks them). Three films in, there’s no fear that Becky could actually die, but the film isn’t afraid to put its characters through the wringer – Becky sports a broken nose for most of the film’s last act – and there are, naturally, some extremely cathartic Nazi casualties.

While there’s a disappointing lack of rocket launchers in this entry, by employing the tropes of the spy movie, The Last Temptation of Becky does get to have its James Bond/Q moment when Montana walks her pint-sized agent through a litany of Chekhov’s items that are inevitably used to destroy Nazis later. Ditto Becky’s newfound interest in fencing with Rigby, which serves her well when she goes up against Luisa in a duel. This sequence also includes the best exchange of the film, when Becky enquires where the girl went to Hitler Youth Camp and Luisa replies:Mississippi.”

The Nazis are rightfully portrayed as a legitimate threat and, simultaneously, the subject of complete mockery. The brownies – armed guards who do the dirty work of patrolling the woods and escorting prisoners – are comprised of men who explain they’re just following orders or they aremedia and Performing Arts majors from Ohio State. They’re idiots who are the brunt of multiple jokes and insults throughout the film, including Becky’s immediately iconic jacket emblazoned withFuck Nazison the back.

Then there’s the hilarious reveal of Reuss and Dr. Metzger’s master plan, which is simultaneously pathetic and hilariously short-lived…because even The Last Temptation of Becky understands that the only logical response to Nazis making a literal comeback in 2026 is to barf on them, punch them in the face, or blow them up. Preferably all of the above.

If there’s a misstep, it’s the film’s uneasy mix of practical FX and CGI. An early death involving a drone and a landmine would be much more compelling if the accompanying explosion and fire were real, and a decapitation winds up looking cheap because of the digital blood. Compare this to another death later when someone bleeds from every facial orifice: it’s clearly practical and, as a result, looks great.

There are a few other instances of violence that miss the mark. A potentially brutal knife in the mouth is partially obscured; some of the hand-to-hand combat in the last act doesn’t hit terribly hard. But overall, it’s impossible not to cheer on Becky as she fucks Nazis up at every opportunity.

If that’s what your heart desires, then The Last Temptation of Becky will be right up your alley. Here’s hoping that, despite the possible implications teased by the title, Lulu Wilson decides to return to the role every three years (or less!) for a new Becky film.

The Last Temptation of Becky made its world premiere at the 2026 Fantasia International Film Festival. Release info TBD.

3.5 out of 5

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