


There's only a basic tutorial, so you're thrown in with little sense of how to even make progress at all. In other words, you can intentionally be caught somewhere far away from where you intend to enter next time, and get on your merry way.īut doing that isn't exactly desirable. Although the game boasts a formidable artificial intelligence, all this seems to really mean is the neighbor will hang out where he last found you. You get to keep everything in your inventory and you get to try again, immediately. That is, in a game hinging entirely on your trying to get into your neighbor's basement, even when your neighbor finds you, all that really happens is a few additional traps are laid. The main problem with Hello Neighbor is it feels primarily designed for YouTube streamers than for an average player: The controls stick, the neighbor's sneakiness is meant to provoke outlandish streamer reactions for people to comment about online, and even "losing" doesn't matter. The fact that there isn't a whole lot going on isn't necessarily an outright dismissal of its gameplay. (Unused_Ambience).mp3 Sneak (Unused Near Ambinece).This stealth action game proves that a clever concept isn't nearly enough to provide engaging or immersive play. Note: Some of these sounds were used and can only be heard in the videos: Announcement Trailer, Ai Rundown and in the 10 Minutes Gameplay. It is unknown why the house was put it on the map in the first place but the idea never resurfaced. The burning house is a background house on top of a hill which is on fire. However, there are many differences between the version of Pre-Alpha seen in the AI Rundown video and the version of Pre-Alpha that was released publicly. Pre-Alpha was used as the build to document the AI. "Hello Neighbor - AI Rundown" is a video documenting how the Neighbor's AI functions.

This version can be seen in the 10 Minute Pre-Alpha Gameplay video on YouTube. The Early Pre-Alpha was Pre-Alpha but with some minor differences such as sound effects and ambience. This also appears in Alpha 3.5 and 1.5 as well the umbrella is the old apple icon in Pre-Alpha.Īnd in Alpha 1.5 apparently has the same logic as Pre-Alpha the stone is a shoe object. Most objects didn't have an icon created for them, and would appear as a different object in the inventory when picked up. These icons show what objects the player has in their inventory. The Prototype and Pre-Alpha share the same project files, so many things seen in the Prototype are present in Pre-Alpha.
