
The Final Take
Roughly an hour of found-footage first-person horror split across three chapters, each with its own perspective and creature behavior. Know what you're signing up for and it delivers; expect more and it won't.
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Screenshots & Media

About The Final Take
I've spent time with a lot of micro-budget horror experiments on Steam, and The Final Take sits in a very specific category: the kind of game that knows its lane and mostly stays in it. HUSH Interactive's debut is a three-chapter, first-person horror built entirely around the found-footage aesthetic, drawing on that queasy VHS grain and rolling-scanline visual filter to conjure a late-1980s atmosphere. It is short, rough around the edges, and honest about both of those things in a way that I quietly respect. The structure is the most interesting thing here. Each chapter puts you in the shoes of a different character, and crucially, each one perceives the world through a different held object. The first character uses a cellphone to light her way, its small screen painting the environment in a slightly shifted light. The second chapter leans on a camera mechanic that reveals an otherwise invisible enemy, an idea with genuine unease baked into it: the creature only announces itself through sound as it closes in on you, and switching to the camera to track it also means trading most of your field of view for the smaller viewfinder frame. The third is shorter and more collectible-focused, which is where the game loses a little momentum. Elsewhere there are lockpicking interactions, door-rewiring puzzles, and hidden objects that only become visible when viewed through specific items. None of it is deep, but the layering of simple tools with different rules per chapter gives the game a texture it would otherwise lack. The horror lands in places, mostly because HUSH chose atmosphere over jump-scare frequency. The VHS filter, for all its divisiveness among players, does create something genuinely oppressive when the darkness closes in. The audio is spare and occasionally cheap-sounding, but a sudden, loud pursuer in chapter two rattled me in the way that counts. Where things fall apart is in the story connective tissue. Multiple characters are meant to share a sinister link, but the narrative thread between them stays thin, and the second character's perspective in particular felt like it was still finding its reason to exist. Community feedback has been split almost down the middle on Steam, which feels about right. Runtime is the elephant in the room. A relaxed playthrough lands somewhere between forty-five minutes and an hour and a half depending on how thoroughly you explore and how often you get cornered. That is not automatically a flaw for a horror game; dread works best in concentrated doses and some of the most memorable genre experiences are short ones. But the story does not quite reach a satisfying resolution within that window, and the replayability hook of hidden collectibles and level-order flexibility only goes so far when the levels themselves are small. If you go in treating this as a horror short film you can walk around inside, the length feels appropriate. If you need a full narrative arc with payoff, you will finish this feeling like the credits rolled mid-sentence. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Graphics
- nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000
- Processor
- Dual core from Intel or AMD at 2.8 GHz
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- HUSH Interactive
- Publisher
- Forever Entertainment S. A.
- Release Date
- Jun 16, 2016