Reviews from

in the past


My kneejerk reaction is that l feel super weird about loving what is essentially an architectural achievement. I can't help but have, a sense of unease at a lot of the surroundings of this experience. The basic copypasta-like clearly House of Leaves-rip that doesn't really have much of a personal soul to it, and more the boxings of one, just rides on me (especially if the trauma part of that is actually real, which makes things even more complicated). Especially when it pulls memes and such of the internet to congeal here, and especially when I'm literally in an in-progress read of the book that leaves me too numb to feel the lovings of a homage without kind of scoffing at the quality attempt.

,,,on that same token though, it is a homage. A very carefully crafted one that manages to utilize its medium in ways that lift the ech-beginnings into something that emotionally feels haunting and winding. It's a very terrible reduction, but sometimes being a meticulous, loving director can help transcend a pretty shitty script. I really was terrified constantly. I found each exploration vast and visceral. Cheating (because this derg, is scared) doesn't even help when more often than not you get lost in ways that unnerve. Walking down the first long corridor and hitting ~The Labyrinth~ I immediately closed the WAD reflexively knowing there was a beast around the corner. I don't want to even talk about the dogs.

There's a big inner giddiness of "gosh I want to see more like this", a nerd-like love from experience looking at the ins-and-outs of WAD-making, feeling the rush when it's all demystified and going "gosh how did they do this??? Amazing!!" Sicker than suburbs have any real right to be. Manages to defy my usual personal distaste for the 'innovative' meta without a concrete narrative heart (e.g. Inscryption (sorry), Pony Island (not sorry), etc.).

brutal doom for the video essay generation well, color me impressed. this is actually cool!

it seems like every other day i find a new indie game or analog horror video in my youtube feed using hackneyed "subversions of expectation" or file manipulation or arg elements for spooks. imscared was cool, but imscared came out 12 years ago. so when i heard about myhouse.wad, i brushed it off. it wasn't until last night that i bit the bullet, and let me tell you: i should have done it sooner.

the house of leaves inspiration is blatant enough as to call it an adaptation. there's no point in dissecting it, but i'd like to use it to explain why my house doesn't suffer from the pitfalls you might expect. remember how house of leaves has a bunch of hidden shit inside of it that redditors have been talking to death for years? well, you don't need it to enjoy the book. it's an addendum for people who wanna go crazy over that kind of stuff. my house is the same way with its metahorror. the creepypasta elements are contained in the downloadable journal rather than the game itself. the "deeply emotional" (read: tactless and generic internet psychological horror) themes fans don't shut up about are contained in secret content that you won't find unless you're looking for it. in that case, why should you play the wad?

cuz it's a damn good time! if you liked lost in vivo's combat-heavy take on otherworld from silent hill, you'll like my house. the maps are super pretty and fun to explore. there are cool new enemies too! if nothing else, play it to see a modern action horror doom map with strong atmosphere. it only took me 30 minutes and i'd recommend it even if you already know the "twists".

as much as i still want to mock the fandom and compare it to brutal doom, i do hope this inspires people to take full advantage of gzdoom's special features. maybe someone will make a map that uses similar technical tricks to make something in a genre other than horror. as it stands, i super enjoyed my time in my house and i recommend it to all the skeptics. this one's different.

SOLD

This review contains spoilers

By now, you likely know what My House.wad is. What appears to be a simple recreation of a DOOM modder’s house is actually a slow descent into madness as the house gradually becomes more unsettling and takes you to liminal spaces that seem all but impossible. All you have to guide you is the aid of a haunting journal written by the person who developed the map, someone who was suffering from nightmares that are reflected by the various transformations the house undergoes.

My House.wad does an excellent job unnerving you and making you paranoid. The initial tiny, barely noticeable changes to the House as well as the music from DOOM II’s E1M1 that make you question your surroundings and your memory are extremely effective. It even randomly plays Discord ping sound effects. It’s a great build up for what’s to come and one of the best parts of the experience.

The different versions of the House that you explore, namely the School House, Bath House, Brutalist House, etc, are all beautifully designed. They tap into a sense of ethereal nostalgia in a way reminiscent of vaporwave art and music, one that really appeals to those who grew up in the late 90s and early 2000s. The different Houses have an incredible, unmatched and difficult to describe atmosphere to them. They also manage to tell aspects of a story while never really giving you the complete picture. The story of My House.wad is very much left up to interpretation, one that doesn’t really have any definitive conclusions or answers but gives you enough pieces of the puzzle to form your own.

Figuring out how to progress in My House.wad is very cryptic, too cryptic for its own good. Even with the journal providing you (obtuse) hints, chances are you’re not going to figure out what you need to do without a walkthrough. I don’t think the experience is really hindered for following one either, as long as it's spoiler free.

Despite my love for DOOM, I don’t really have much experience with custom wads, so a lot of My House.wad’s technical achievements with the game’s engine are lost on me. Still, for what it is, I think that it’s a great evolution and interpretation of DOOM’s core design philosophy. You’re still getting into fights with hordes of demons, you’re still hunting down various keys (though in this case, these keys are the different “artifacts” as opposed to DOOM’s traditional keys) and you’re still navigating weird mazes. I think My House.wad a testament to how strong DOOM’s core philosophy is. It can be interpreted in a completely different fashion, yet still be recognizable as DOOM.

My House.wad is complicated in so many different ways. It is, all at once, hair-raising, funny, beautiful, frustrating, and cathartic. It is a true work of art and an experience that definitely sticks with you. It feels like a celebration of the last twenty years of gaming and internet culture with its creepypasta origins in DOOM forums, its use of the character of Shrek (who was once a popular meme) and its own backrooms segment. It accomplishes so much even though it’s a free fangame, and is well deserving of all of its achievements.

Se você olhar para o meu primeiro log, vai ler a experiência de um jogo feito com elementos externos sem o consumo dos mesmos.

Isso significa que jogar My House é uma experiência próxima de um ARG, como dito no primeiro review, e altamente direcionada a um público-alvo específico: o jogo foi feito para ser jogado por uma comunidade de modders e mappers de Doom, então ele tem uma série de segredos e desafios feitos para serem descobertos utilizando conceitos de Doom (base) em conjunto com experimentação pautada nos hábitos dos jogadores recorrentes e na descoberta individual compartilhada com o coletivo no fórum Doomworld.

Uso de códigos de trapaça para conseguir pistas, ativação de eventos por meio de interações habituais com tudo no cenário (ainda que a maioria das coisas não possua interação, aquelas poucas irão te fazer avançar), dentre outros.

Essa experiência, extraída e despida de seu contexto, se torna pobre, incompleta e sem alma. O contexto (ou a falta dele) é seu maior problema, e seu maior atributo.

My House está acompanhado na sua postagem original no fórum (https://www.doomworld.com/forum/topic/134292-myhousewad/) de arquivos e documentos que enriquecem sua experiência e foram posteriormente adicionados. Eles servem pra substituir em parte a experiência que outrora foi realizada em coletivo e permitir um jogador solitário finalizar o mapa encontrando seu final verdadeiro.

Um diário ficcional escrito pelo dev provê contexto e meta narrativa. Imagens, fotos e arquivos de texto servem pra estabelecer o clima narrativo evocando um tipo de terror conhecido como creepypasta. Geralmente são histórias paranormais breves, geradas por usuários, com a intenção de assustar os leitores. E esta é a premissa de My House.

As camadas de design do mapa se sobrepõem com o jogo, os arquivos, sua história pseudo-real e a ficção criada ao seu entorno, tudo se interconecta para entregar sua experiência completa.

E apesar de termos sido alienados da experiência inaugural de My House em virtude do momento em que o jogamos (posterior ao seu fervor causado no fórum Doomworld) ainda há no fórum as postagens dos usuários registrando suas descobertas e compartilhando orientações e interpretações em ordem temporal, assim podemos fazer uma viagem no tempo e acompanhar a linha de raciocínio dos participantes.

A experiência é diferente, mas ganha uma outra camada, mais arqueológica, que segue em paralelo ao jogo e assim, involuntariamente, enriquece de uma maneira distinta a proposta original para aqueles que não a pegaram em seu estado virginal.

Segue, pra todos os efeitos, sendo um projeto ambicioso e extremamente criativo, que ao meu ver só peca em ser nichado demais e focado demais em derivar de um outro jogo, oferecendo à comunidade de Doom uma joia rara tantos anos depois do auge deste.

Seu maior trunfo e qualidade é também seu calcanhar de Aquiles, especialmente para quem não tem a bagagem daqueles para os quais My House foi projetado. E infelizmente não é um jogo que se recomenda livremente à qualquer pessoa.

My pasta?
CREEPY
My spaces?
LIMINAL
My pyro?
CYNICAL
My gaming?
RETRO
My doom?
MODDED
My house?
OF LEAVES
My sex?
GAY


I'm just left to wonder how the fuck did the guy manage to make this in Doom 2. genuinely the scariest part was when Shrek showed up but apart from that yeah it's not that wild. wish you didn't have so many moments where you would get lost and have to check the wiki

Liminal mood pack but for people who love Doom (weirdos). I think some people kinda.... dont know what "liminal" is supposed to mean tho. It doesnt just mean "normal place but no people". Some moments of brilliance tho.

I really do love horror that focuses on houses! The more ARG/Creepypasta inspired elements were also really, really cool, and I liked how mostly unobtrusive they were. This game (rom hack?) pushes the boundaries of the Doom engine to give you a brilliant experience. The only reason I didn't rate this higher is because there are other pieces of media with similar premises which I felt executed this better, and I felt like the Doom aesthetic shot this in the foot a bit. It didn't quite manage the vibe of liminal spaces for me. But I'm not a Doom person anyways so maybe I just don't have the required context.

If you like Doom, then I strongly recommend giving this a shot. Either way, a neat experience.

The fact that this is made on an almost 30 year old game amazes me. Expected nothing going in, just saw a stream of the house and decided to try it. Absolutely worth the chance, If you have 3 hours to kill keep it in mind.
The Original Post

This review contains spoilers

MyHouse.WAD is such a strange horror game, since it doesnt really use alot of classic horror conventions. It doesnt have any jumpscares, it doesnt have mascots you can turn into marketable plushies, hell, outside of being a doom wad, it doesnt really twist some innocent childhood memories at all. Its really the opposite of current horror norms. And I feel thats why its so great.

Instead of these, my house instils a general sense of dread and unease by bringing in subtle changes and abnormalities, like the basement, which should not be possible in dooms engine, and changing certain sprites and sounds permanently without any warning. After all of this, it just gets stranger and stranger. room layouts change, you see non existent secrets, the house breaks the laws of reality, not just doom, and so much more.

It also uses the sense of familiarity to disarm you, with the house's layout being constantly repeated, be it in the brutalitarian maze, the airport, gas station, hospital, or the bathhouse. Its such a subtle thing you wouldnt notice at first, but it makes the game so much creepier as a result, knowing that no matter what, you are still in this god forsaken house.

Not only that, but the secrets you can find continue to confuse and perplex, with a literal backrooms, a never ending maze that leads nowhere, a mirrored version of underhalls, and random rooms in the brutalitarian maze which do seemingly nothing, all continuing to feed into the idea that this is far larger than what we can see.

This is not even getting into the story, the themes of trauma, grief, and nostalgia, the music, the usage of the medium of a DOOM WAD OF ALL THINGS, and so much more. For a '10 minute map where you go through a dudes friends house', this wad does so much that i havent even scratched the surface

TL:DR, If you love horror, doom wads, fighting shrek, and a game that surprises you at every chance, play this.
9.5/10


(Review 2, check my 1st review for a review more focused on the contents of the game itself)
I think the only actual scary thing about this mod is the sheer amount of popularity it has garnered now; It's been played by popular tubers and just recently has even been played by John Romero himself!
I want to reiterate that I think this is one of the cheesiest attempts at a horror story ever made, and that I cannot believe that this is what people perceive as being the peak of horror at the time I wrote this review.
I really, really miss Petscop. I know that was also a bit cheesy at the start of it with the insensitive Candace Newmaker references... but the creator has stated that they realized that halfway through the series and made up for that mistake by incorporating an actually decent and (sort of) believable story that strayed away from making any references to real people.
The problem My House has is that it's story isn't believable at all from the start. The AI generated drawings and portraits, the obvious "liminal spaces" aesthetic (which has become really oversaturated over the past few years) on the later parts of the map, and a lore document with cheesy tropes that should've not been included so that your imagination could fill in the gaps... These things bastardize the whole idea of the creator grieving the loss of their friend.

The mood set and the visuals are nice, and there's some cool technical stuff, but god, the mythos set up by this is just so silly that when the vibes aren't unsettling you, it just kinda feels corny.

As a map on it's own, it also makes some questionable design choices. The choice to be cryptic is fine and obviously a part of the vibe it's going for, but a lot of it feels too cryptic to solve the good ending on it's own, while simultaneously losing a lot of the appeal with a guide.
The enemy spam also gets really bad near the end of the map. Like, the gas station sequence is fucking atrocious. Who the hell looked at nuts.wad and said "But what if it was dark and you couldn't see?"

All of this map making wizardry and they still couldn't figure out a way for you to pet the dog.

put that damn doom wad down and get to reading house of leaves!!!

A masterpiece of doom modding, horror and video gaming. Also the best reference to House of Leaves, ever.

This review contains spoilers

Scrapped my first draft of this review. I’ve struggled to write about this game, so I’m not going to talk much about the game itself here.

I didn’t finish MyHouse.wad. I played up until the Poolrooms and I couldn’t figure out much else by myself afterwards (I finished the Nursery as well). I watched a playthrough that showed me what I’d missed: the gas station and, eventually, the beach.

It is technically impressive, as anyone familiar with Doom is quick to remind players, for its clever workarounds and wizardry; although it appears simple for someone unaccustomed to playing Doom .wads, there’s a lot happening underneath the surface which is undeniably interesting and very cool. Watch this video if you’re at all interested in the technological sorcery afoot.

The community reaction to MyHouse.wad was spectacular. Huge name streamers were quick to hop aboard the hype train. When John Romero himself streams your .wad, that’s how you know you’ve created something truly special.

For my two cents, I think MyHouse.wad is nothing if not creative, transformative, and complex. I also think that some pieces of the puzzle are cryptic to a fault. I don’t think all games are beholden to communicating everything to its players, and obviously the community-driven aspect of the game fueled weeks of fervent discussions surrounding it; still, solving a puzzle is one thing, unraveling the narrative another.

It is shocking, then, that the journal takes so much more from the narrative than it adds. Although it’s a handy clue book containing some hints as to progression, it essentially amounts to a creepypasta, and a generic one at that. I can’t really imagine anyone championing the MyHouse.wad journal as a triumph in video game storytelling, or even regular storytelling for that matter. The original post sows more intrigue and reads as much more compelling in just a few paragraphs than the journal does in ten full pages.

To recap: MyHouse.wad is a tribute map to the creator’s friend who’d recently passed away, based on the map his late friend had originally started.

That hook is compelling enough on its own. The journal then removes any kind of ambiguity, veering into nightmares, dissociation, and an obsessive, unreliable narrator which casts doubt on this narrative anyways. Most egregious, however, is the insistence upon the blue text, which is lifted wholesale from House of Leaves. Stuff like this normally wouldn’t bother me, but here it takes an element of the work which was already implicit throughout and puts a blindingly bright spotlight on it (even the Navidson Realty sign in the bad ending was a little too on-the-nose).

Major spoilers for House of Leaves incoming – I’d turn back if you haven’t read.

It took me out of it. I’ve read House of Leaves, man. I have a deeply personal attachment to House of Leaves. It was a gift from an ex-partner. I read it exclusively in my parents' bedroom around sunset. I finished it during the pandemic and it hurt me profoundly. I also don’t think it’s an untouchable work of art above criticism. The amount of gratuitous sex scenes during Johnny’s sections are way too much (even if it has thematic relevance, which I know it does!! I read the book and I know it has thematic relevance!!) There is a part in House of Leaves that discusses Will Navidson winning a Pulitzer prize for a photo of a starving child. Observant readers may draw the connection between Navidson’s photo and the real-life Kevin Carter, who took an identical photo. However, most readers will probably not draw this connection right away, or at least not before the book itself makes the Kevin Carter connection explicit in a footnote – because Will Navidson isn’t real. He’s a character that exists only in the fiction of the Navidson Record, an account of a film that doesn’t exist, written by the late Zampanò, who is dead before the story even begins.

It’s easy to draw connections between House of Leaves and MyHouse.wad. The author, Veddge (or Steven Nelson) is an easy Johnny Truant analog. The creator’s late friend, Thomas Allord, is a dead ringer for Zampanò. Johnny aims to finish Zampanò's story as Veddge attempts to finish Thomas’ level, meanwhile the readers (or players) grow conspicuously wary of the author and their creative liberties – where exactly does the original incomplete work end, and where does the author’s influence begin?

This conundrum gets exacerbated tenfold by the end of House of Leaves, where Johnny’s story becomes an incomprehensible mess. Maybe none of it was real at all. On a metanarrative level, the entire book is fiction anyways, so of course none of it is actually real. The same paradox occurs in MyHouse.wad if you happen to find a certain QR code on a hidden tombstone. Steven Nelson didn’t survive a week without Thomas. That, of course, begs the question: who is Veddge actually?

If you dig, you’ll know that Veddge isn’t a greenhorn. He’s been on the Doomworld forums for a while. In the months leading up to MyHouse.wad, he’d been active on multiple off-topic forum discussions: “I haven’t logged into the forums in over a decade, but a close childhood friend of mine passed away recently and I decided to go through some of the Doom stuff we were making when we were kids.” So, the seeds are sown.

Reading a few of the later forum posts, Veddge also explores his malaise: “I’ve been having trouble sleeping lately. For most of my life I could just put my head on my pillow and fall asleep, but lately I find myself lying in bed staring into the darkness. What’s the opposite of claustrophobia? I can’t explain it, but when the lights are out, I’m paralyzed by thoughts of emptiness while seemingly trapped in a void from which I will never escape.”

These forum posts are nothing if not an interesting extension of the narrative… that is, if they’re meant to be an extension of the narrative in the first place. I’d like to say that everything Veddge posted up to and including MyHouse.wad was a clever use of storytelling through forum posts – but what I haven’t mentioned was that, before he resurfaced in late 2022, the last time Veddge had used his account was in October 2006.

There’s no reason to think that Veddge wasn’t just revisiting his 15-year old account and having fun with a little roleplaying. But then the other day, while I was searching MyHouse.wad on Twitter (I refuse to call it X), I found something that actually shook me. A video taken inside of the actual house. Although this video was originally posted on Tiktok in May of this year, it seems to have been recorded around Christmas. There was something very unsettling about watching it. I certainly believed the house was based on somebody’s actual home, I just never expected to see it - even the painting was there.

What was even more unexpected was the additional context. This Tiktok user wasn’t the creator – rather, this was the creator’s previous partner. A throwaway question asked by one user read, “So does the house change like in the mod,” to which she replies, “No, but our marriage did. As our marriage fell apart, so did the house in the game”.

I realize now I dug too deep. I felt nauseous reading this. I felt nauseous typing this.

House of Leaves is full of mysteries, although I suppose the central question lies far beyond Johnny Truant or Zampanò – who themselves might be characters in a story, or… maybe not. I believe the real question is: what can even be considered real in House of Leaves? In a story that is consumed by another story, about someone that doesn’t even exist – did Zampanò see himself in Navidson? Or was Zampanò even real? Or was Johnny even real?

That maddening death spiral is at the center of House of Leaves, turning inwards, eating itself alive.

MyHouse.wad is not only an extension of these ideas, but an inversion. How much of this is actually fiction? Is this Tiktok user actually the creator’s ex-wife? Is this just another extension of the narrative? Did Veddge actually lose somebody close to him?

I can’t help but wonder (and the idea is morbid enough) if this game was the real product of profound sadness and grief for a loved one lost. If the creator had actually been recently bereaved, or that maybe the house itself was always a metaphor as the ex-wife had explained it – the same as in House of Leaves. Maybe Thomas was a stand-in for his wife, and the narrative that idea – losing a loved one, symbolically.

I don’t know. But I’ve felt that grief before. Sometimes all you can do is pour it into something. I am again reminded of when I read House of Leaves in my parents' bedroom. I am again reminded of that orange sunset pouring in through the curtains as daylight slowly slipped away. I am again reminded of people I will likely never see again.

I’ve given up on this critique because I’ve been here before, man. It hurts.

I am again reminded that happiness has to be fought for.


Me deparo mais uma vez com uma obra de arte, sem dúvidas.

A história por trás de MyHouse é curiosa, e talvez seja essencial pra enriquecer a experiência. O design do mapa é bastante intricado, trabalha com múltiplas tarefas e entra em uma experiência que mistura adventure com alto nível de apelo à comunidade, algo próximo de um ARG onde desvendar seus segredos envolve buscar informações e trocar experiências com outros jogadores.

Há também uma boa dose de psicodelia e em conjunto com o storytelling ambiental tornam ele muito intrigante do ponto de vista criativo. Uma experiência que me foi similar (mas bem mais positiva e com características distintas) foi Stanley Parable.

Aqui em My House eu não encontrei o humor e parte da genialidade de Stanley, um jogo autocontido e sem dependência de uma bagagem prévia. Encontrei referências e homenagens obscuras em algo que no fim das contas é mais sobre o processo e menos sobre o destino. O famoso meta.

Se não fosse um backseat/guia eu não teria me divertido nadinha com o jogo propriamente dito. Encontrei na interação social o mínimo que poderia encontrar de diversão, xingando o jogo, tecendo comentários engraçadinhos e conversando de boas enquanto me intrigava com os segredos, revelava as passagens escondidas e avançava nos finais que, francamente, me foram absurdamente decepcionantes, apesar do design extremamente engenhoso.

O mérito é majoritariamente do backseat, não do jogo, deixo claro. Minha experiência sempre reflete meu contexto pessoal, pois essa é minha abordagem.

Farei um review mais focado no jogo após consumir seu material extra.

unrelatable (i live in a flat)

I swear, the housing market is crazy these days. What used to be a 3mb .wad is now a 60mb .pk3

An extremely vast collection of great ideas in a format that I'd otherwise not be likely to give the time of day but the problem is is that there's just so freaking much crammed in here. Still very worth giving a try and then watching the Power Pak video on youtube to get the explanations for everything.

A technical achievement, a house inside a game inside a game. Dozens of landscapes running on layers of abstractions (trauma inside multiple liminal walls put together on modified software), as a goodbye letter. This gets Doom better than any other Doom after Doom

Played this in a couple sittings during October.
This year i haven’t had as much time for gaming as i would’ve liked. Therefore, my pick this time for the spooky season had to be something short to play, and myhouse.wad seemed like a good choice, specially considering all the commotion it caused on the internet. Surprisingly, one of the most relevant games this year, at least among the indie players, seems to be a Doom mod. In the year of the 30th anniversary of Doom. I hope this little wad has actually put some lights onto the whole Classic Doom community, for all those who weren’t aware of it’s existence.

I have to admit that my exploration of this wad couldn’t have been possible without the guide of Power Pak’s monumental video essay ( https://www.youtube.com/watch?v=5wAo54DHDY0 )


way more than a meme - a statement on the fallibility of memory. and it does it way better than most commercial narrative games do.

OMG I SCREAMED REALLY LOUD WHEN SHREK ATTACKED ME THANK GOD I HAD MY MINIGUN TO DEFEND MYSELF

backrooms shit is so embarrassing
id really just rather read house of leaves a few more times

I walked through blood and bones in the streets of Manhattan, trying to find my brother.

He was in Northern Canada.


no, i have not played this game, but i have watched like 20 videos about it and am a massive fan of everything it does

We booted up the .wad instead of the .pk3 or whatever because we don't know anything about doom. We got all the keys in the house and finished the level. After playing like 7 more levels of regular doom 2 we figured something was up and realized we were doing it wrong.

As someone with no real experience with doom or doom mods I thought it was pretty cool. I was mostly just found the atmosphere, architecture, stange geometry stuff very engaging. Very fun to explore. We did use a guide, I don't think we would have seen much at all if we were trying to figure it out on our own. It was fun though. I didn't really try to follow the narrative at all, and im not interested in the meta fictional stuff surrounding the game. This was cool though. Got me to play some doom, which is actually fun, and I'd be interested seeing what other weird mod stuff exists.

One of the coolest uses of GZDoom I've seen. I really enjoyed getting lost in all of the secret twists and turns this map takes and I recommend it to anyone who's in to Doom or reality-bending horror. I also recommend checking out the supplementary material the map comes bundled with. One of these days I've got to get around to reading House of Leaves.

myhouse.wad has reached that point where its reputation precedes it. There's no surprise factor it can rely upon.

So the ingenuity of design at work here really speaks for itself. myhouse.wad is a madcap backrooms horror piece, wrapped in the most 90s packaging possible (a doom level). It has an eloquence that many indie horror attempts do not possess.