Close the curtains. It's time to get spooky. Here's the first episode of our new horror Let's Play show.
Close the curtains. It's time to get spooky. This week's its time to get to know our characters a little more, and take a look in the basement...
Close the curtains. It's time to get spooky. Let's spend sometime in a cabin in the woods. What could possibly go wrong?
It's time to have a bath, but what's that noise downstairs? Find out on this week's SPOOKIES.
If we weren't in enough trouble, we're now stuck down in an old, abandoned mine. Can we escape with everyone still alive?
Finally we find out what's really going on up this mountain. Brace yourself, things are about to get really weird.
We bring our Until Dawn story to a close but who will survive... and what will be left of them?
Armed with nothing but a video camera and a handful of batteries it's time to explore Mount Massive Asylum. Get comfy, turn out the lights, it's time to get spooky...
Pursued by a big lad called Chris we head into the sewers. But truth be told, things don't seem any better down here.
If mad doctors weren't bad enough, it seems like things are about to get weirder than we ever thought within this asylum.
We finish Outlast and it goes places we never quite expected. Get ready for lots of exposition and a fair few jumps, too.
We're on a train and heading for Wales in search of Elisabeth Williams. She's gone missing from her family's hotel at Sker Point. Surely there's a rational explanation for what's going on.
We've escaped the hotel, but we need to make our way back to Elisabeth through a mine, the forest, and the gardens. Lots of stuff is in the way.
We've made it back inside and have reached the upper floors. It should be plain sailing from hereon, but instead we're faced with traps and a detour through the dream realm.
We're getting closer to Elisabeth, but first we meet her Uncle.
All that's keeping us from Elisabeth is her father. Time to impress the dad, and get the hell out of this hotel.
It's the night before Summer camp starts and two counsellors arrive at Hackett's Quarry early. You really should call ahead.
The counsellors are alone for the first time this Summer and decide to celebrate with a campfire and a bit of Truth or Dare.
The gang deal with the aftermath of the Truth or Dare disaster by splitting up and heading into the woods. What could possibly go wrong?
It's time to head to a secluded island to do some... vlogging?
Things get gory this week, as the counsellors return to the cabins.
It's time to finally find out what happened to Laura and Max the night before camp started. And hopefully get another glimpse of Ian.
What's been going on in the mines beneath Hackett quarry? Well, we're about to find out.
It's showdown after showdown as we delve deeper into the mysteries of Hackett's Quarry and its links with a certain travelling circus.
We check in on the Hackett counsellors one last time but who will survive, and what will be left of them?
We board the USG Ishimura, and instead of a loving reunion with our partner, we learn how to dismember monsters.
We head down to the morgue in search of the Captain's Rig. Nothing bad could possibly happen there?
It's one thing after another in space. This week we not only have to fight off necromorphs but get the Ishimura's engines working.
It never rains but it pours. The same is true in space, as this week we've got to protect the Ishimura from an asteroid shower.
This week we're heading back to Medical in search of Nicole but there's a bunch of baddies we have to meet first.
We're heading to hydroponics with Isaac to find out what's messing up the air quality aboard the Ishimura. Not sure why no one else is helping, but leave it to us and the guy with the engineering degree.
We're heading down to the Mining Deck as we've heard there might be an SOS beacon down there.
We've got the SOS beacon working - but surprise, surprise: something else needs fixing this week. So we're off to the Bridge to flex our engineering skills yet again.
Good news: we've been rescued. Bad news: the rescue ship crashed into us and everyone is dead and/or necromorphs.
With a brand new singularity core in hand, we head back to fix the executive shuttle so we can escape in style.
Apparently the only way to really fix what's going on here is to take the Marker down to Aegis VII. Nothing can go wrong with that plan.
In this explosive finale we take a shuttle down to a doomed planet with our girlfriend who may or not exist only in our heads.
It's been three years since we left the Ishimura. We've just woke up on a brand new space station but it looks like we're having to deal with the same old problems.
We're off to one of the nice residential parts of the Sprawl because there's a tram that needs fixing and guess who has to sort that out?
It's time to head to the safe room at the top of a church but not before we have a look at their crypt.
We've heard there's a lovely little assembly happening down in the Sprawl's school district. That'll be fine.
We're finally going back to our engineering roots to spend some time flying about in space fixing things.
What's more volatile: a load of unprocessed hydrogen or our best friend who can speak to dead people? We're about to find out.
As if things couldn't get any worse, we're going back to the Ishimura. With a bit of luck, everything that's dead on there will stay dead this time.
There's probably lots of transferable skills between miners and engineers but surfing the top of a giant drill probably isn't one.
We're going deep into the bowels of EarthGov hoping to find all their dirty little secrets. There's also a big gunship.
And so we come to the end of our journey and face possibly our toughest monster yet: Love (no, seriously).
In our restless dreams, we see that town. Silent Hill. We promised to take you there someday. And now is that time. We've got a full play through of the amazing remake of Silent Hill 2 coming every Saturday. Turn off the lights, and enjoy this incredible game.
We've taken refuge from the fog inside the Wood Side Apartments. We need to figure out how to get to the other side...
We've made it to the other side in more ways than one. We've got some big puzzles to solve this week and finally meet the infamous Pyramid Head.
Through the fog we meet someone who reminds us of Mary and continue to explore Silent Hill....
This week we're taking refuge in Brookhaven hospital, a sprawling puzzle of a place. Expect plenty of exploration, puzzle solving, and getting lost in the dark.
Pyramid Head has thrown us into his version of Brookhaven Hospital - a nightmarish reflection of the area we just explored.
This week we reach the Silent Hill historical society and finally start to get some answers as to what might be going on in this town...
After walking down an endless stairwell, we find ourselves in an abandoned prison. We're closer to answers but a whole lot of puzzle solving stands in our way.
Things become very surreal this week, as we're trapped in an endless nightmare of never-ending corridors and bugs.
We've reached the Lakeview Hotel, but is Mary really waiting for us here?
We've finally reached the end of James's stay in Silent Hill. Time to discover what's been happening in this town.
A new outbreak of the T-virus erupts around FBI agent Grace Ashcroft and DSO agent Leon Kennedy. Time for a new Resident Evil adventure.
We need to find a way out of Rhodes Hill. Time for some classic Resi.
We've got to find more quartz cubes, avoid Chunk, and save Emily.
We're stuck in a basement, and to escape we have to turn the lights off. Oh dear.
We might be out of the basement but we're still not clear of Rhodes Hill just yet... thankfully Leon is on his way.
In search of Grace, we're heading back to Raccoon City with Leon.
We're still stuck on the outskirts of Raccoon City, finding the last pieces of this bomb. So expect more round-housing zombies, explosions, and quips, as we help Leon fight his way out.
We return to where it all started for Leon... back to Raccoon City Police Department. Things get real nostalgic and creepy this week.
We're back in RPD, running from the new Tyrant and tackling Barry's very odd treasure hunt. Barry, you dirty little...
We're heading into the endgame now. You know how you can tell? Yes, big secret, high-tech underground laboratory.
We've reached the end of Requiem. Will Leon be cured? Will Grace survive? What choices will we make?