The Exit Project: Backstreets Review

The Exit Project: Backstreets takes on the liminal-space horror idea, but it felt to me like a cheaper version of games that have already done more with the same concept. The empty spaces and unsettling sense of familiarity are a strong starting point for horror. I just did not find the execution as compelling as the games it brought to mind.

The central task is to notice anomalies in a repeating backstreet. Objects may disappear or the environment may change, and the player has to make ten correct choices in a row to escape. It is a memory test as much as a horror game: a subtle change can be easy to miss, and a mistake makes the next pass through familiar surroundings more deliberate.

The backstreet is a place you need to learn by looking closely. Objects can disappear and other details can change between passes, so a player has to build a mental picture of the ordinary scene before judging what is wrong. The urban setting gives the loop a different look from an endless interior corridor, but the tension still depends on whether each variation is noticeable and surprising enough to hold attention.

Lights and pipes line an empty alley in The Exit Project: Backstreets.

There is something naturally unnerving about places that look like they should be busy but are completely empty. The game has a clear understanding of that basic appeal, and the setting gives it an eerie quality from the outset. It is a straightforward concept, which helps the game get moving without much explanation.

Ten correct decisions in succession give each pass a clear purpose. The rule also creates a risk: the longer a streak lasts, the more attention a small change demands. The short format keeps the premise accessible, though repeating the same route can become routine if the anomalies do not surprise you enough to make that concentration enjoyable.

Discarded boxes in a dark alley in The Exit Project: Backstreets.

The ordinary street needs to be clear enough to remember before a change can be unsettling. That makes visual consistency and the placement of details unusually important. A missing object is only a useful clue if the player noticed the object in the first place. The setting has a sensible basis for that test, but the presentation did not give me enough reason to enjoy studying it repeatedly.

A subtle anomaly and a startling event put different demands on the same repeated route. One rewards close observation; the other uses the expectation built during a quiet pass. That contrast is where this premise can develop tension without adding a complicated control scheme. For me, Backstreets did not produce enough memorable variations to make the familiar loop feel like its own take on the idea.

The requirement for a clean streak makes a mistake affect the next pass as well as the last one. You return to the ordinary street knowing that the thing you overlooked may have been very small. That can make an empty route tense, but it can also turn attention into a routine check of the same objects. I wanted the unfamiliar detail to stay frightening longer than the familiar route stayed laborious.

Review summary

Score6

The verdict

The Exit Project: Backstreets uses the liminal-space horror idea, but it felt like a cheaper version of games that have already explored the same territory more effectively.

The good

  • Clear liminal-space horror premise
  • Short and easy to understand

The bad

  • Feels less polished than similar games
  • Does not add enough to the familiar idea

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