All right. So let's see what horror games we have to theorize about. Show me door number one.
Not bad. Feels a bit overplayed. Still waiting for chapter three release. What about door number two?
agggh, again? Look, I promise the timeline is coming. It's just taking a bit longer
than I anticipated. Spoiler alert. If your lore gets simpler, my theories get faster. Just the
thought. Give me another week and we'll do it. Okay. Make it a few more weeks and I'll do it.
But right now, for this week, I just need something that's a little less complicated.
Please say door number three has the answer. Now this. This I can work with.
Hello Internet! Welcome to The Game Theory, the show that loves the fact that both door and lore
rhyme. And today we're going to have a lot of both. I'm, of course, talking about the hit Roblox
Horror Experience, Doors. It's a simple title, which matches nicely with the simple premise. Each
door is numbered sequentially, and your goal is to get through door number 100, hence the title.
Not too hard, right? Wrong. Because while you go from room to room, you're being scared from
a menagerie of evil entities that are trying to stop you from reaching that
final door. Each entities tactics range wildly. One forces you into an elaborate chase sequence.
Another rushes through the current area, forcing you to hide. Another will lock you out or kick
you out of said hiding spots. And some are just there for the good old fashioned spooks.
This game really has it all.Good scares, good strategy, good puzzles. But of course, it
wouldn't be a true game theory horror experience without the secret ingredient. Good Lore! That's
right. A game about walking through doors in a randomly generated hotel has got itself some lore.
The developers have actually said the foundations of the story are basically
in there already. They're just going to be revealing it slowly with each new update,
which of course immediately got my attention. So I waited patiently for
the hotel+ update that was due to come out in December and then the update got delayed.
Now we've all seen our fair share of unpolished games and broken updates in the last few years. So
if the update needs more time in the oven, then by all means devs take the time that you need. But in
lieu of this hotel+s update, allow me to scratch that door, lore itch. Because in preparation for
the update I started digging into the game that we already had, plus the teaser trailers and
screenshots that the devs have given us and I think I've got it figured out. The devs weren't
wrong. The lore is absolutely there. It’s just hidden deep, real deep, almost as deep as wherever
we’re going to end up in in the floor 2 update. So pack your bags theorists because we've got a one
way trip through history, magic and a classic battle between good and evil. Let's check in.
First of all, where are we? Obviously, it's a hotel, but it's not really normal. And I'm
not talking about the randomized layout. At first glance, it might trick you into thinking
it's normal with a reception desk, bedrooms, hallways. Sure. The furniture reads a little old,
probably from around the 1940s or 50s, but on the whole, it's pretty standard stuff.
Sure, one of the new teased images does look a little bit strange stone walls and big barrels,
but it's most likely designed to be a wine cellar, which wouldn't
be unheard of for a hotel, especially as prohibition ended in 1933 in the U.S.,
thereby allowing establishments like hotels to serve alcohol to customers.
What's really odd is the second teased image. It’s a large room filled with beds
from end to end. Maybe the hotel's able to offer cheaper rates if you're willing
to bunk with ten other people in the same room? Except that isn't what the room's for.
Along with the image we were given its name, the infirmary. Why on earth would
there be an infirmary in a hotel? I'll tell you why. It's because that's exactly
what hotels were used for during the 1940s, especially during World War II.
During the war, the country was in need of more hospitals for fairly obvious reasons,
but they didn't want to have to build a bunch of new hospitals that would
then become useless at the end of the war. So instead they started working
with private businesses to turn their establishments into makeshift hospitals.
And hotels were candidate number one for this sort of thing. They had lots of elevators to transport
patients and equipment. They had lots of rooms for people to stay in. And best of all, because
of the war, people weren't traveling or going on vacation, so the hotels were largely going unused.
So, while it seems weird to see an infirmary in a hotel. It's actually not outside the
realm of possibility. That plus the 40s style of furniture tells us that what
we're exploring here is a haunted hotel that was an active hospital during World War II.
And given the monsters roaming the hallways and the damage that we see across various rooms,
it's unlikely that anyone has occupied this place since. So then,
why are we here now? It's not exactly the five star establishment anyone would be
expecting for their weekend getaway, but even if we wanted to check out, we can't turn back.
And I do mean that literally. If you take a look at the bridge that we crossed to get here,
you'll see that it's now broken with planks of wood just floating
around in midair. Whatever is in this hotel, it doesn't want us to leave.
But here's the real twist. We don't want to leave either. If you die during your playthrough,
you'll be shown a death screen depending on what entity you died to. These death screens
are mostly there to give us hints, telling us how to avoid dying to the same entity again.
However, the way these hints are phrased can be pretty darn
interesting. Most of the time it just says: “You died to [whatever entity]”,
but sometimes it rephrases it slightly. “You died to who you call Halt” “You died to who
you call Ambush” “You died to who you call the Figure”. These entities don't have names,
or at least none that we know of. The names that we're calling them are names that have
been given to them by us, something that one of the devs confirmed on Twitter.
What's also interesting is that these versions of the death messages occur during your first death
to these entities, which means that we already have names for them before we've ever encountered
them. Apparently we already know about them and the hotel before we've ever stepped foot in here.
But how can that be? Well, for that, we actually have to look at the game's
history. During the development for Doors, before the entities were called entities,
there was a different name being considered: Cryptids. Cryptids are creatures that some
believe exist but have never truly been proven to exist by modern science.
Think things like the Loch Ness Monster or Bigfoot. If these entities were originally
going to be called Cryptids and the names we refer to them as were given to them by us,
the player, then we must be someone interested in them specifically.
Also known as a cryptozoologist. And no, that's not just someone who works for Logan Paul's
recent NFT scam. A cryptozoologist is someone that studies the pseudoscience of cryptids and commits
themselves to proving their existence. And who wouldn't want to trust a guy dressed like this?
We didn't come here for a nice weekend getaway friends. We are here because we know about these
entities and we want to learn more about them. Only we may have bitten off more than we can chew.
Not only are the entities very real, but they're powerful, scary and above all, deadly. That is,
except for one of those death messages that I mentioned. The ones that are giving you tips and
tricks and how to survive the hotel. Well, those aren't just meta messages from the developers.
They're actually coming from another entity. While it might not be immediately obvious what
entity it is. As you go through the game, you'll occasionally see blue sparkles show
up around the map. They're normally around to show you the correct path during the Seek chase,
to show you which paintings belong in which positions during the painting puzzles,
or to help illuminate the exit in a dark room, a guiding light, if you will. Which is funny,
because the title of the music that plays during those death screens is also called
Guiding Light. This has led the community to give this mysterious bodiless entity that name.
Although I'm not entirely convinced that this entity is completely formless. While
the majority of the rooms and doors are typical hotel rooms, there's a chance
for special rooms to spawn instead. One of those rooms is called the courtyard.
And it's unusual because it's the only time we're able to actually go outside, feel the wind in our
hair, the rain on our skin. And then remember that we're still trapped and have nowhere to go
but forward. Existential crises aside, this room is pretty much regarded as a safe zone during the
run, which starts to make a lot of sense as you explore the area. Looking around, you'll find
a large statue of an angelic figure with a sword in the center of the courtyard, protecting it. In
the Bible, we often see depictions of angels with swords, both used for battle and for protecting.
But they're also seen to guide the lost, helping them find their way, either physically or
spiritually. Now, what would that remind me of? It’s guiding light, the entity that's trying to
protect us. This isn't the only time religious iconography is used within the game, either.
A handful of paintings around the hotel are parodies of religious artwork or have been named
with more religious connotations like The Last Supper, or these two called Temple and Tabernacle,
respectively. One of the new items being added to the hotel+ update is a cross.
The update trailer literally tells us the rules have changed while revealing this item
and showing it stopping the entity, Rush, dead in its tracks. It's a pretty useful tool to be sure,
but it actually tells us a lot more about these entities that were up against. The
Christian Cross is commonly used in pop culture as a weapon to ward off demons,
evil spirits and unnatural beings like vampires.
Which means that these aren't just cryptids, they're demons, or at least something linked
to the demonic. This, in turn, lends support to the idea that the angelic statue in the
courtyard is indeed guiding light, as angels are basically the exact opposite of demons.
But that's not the only thing the cross reveals to us about the game's lore. Because, while yeah,
a cross stopping a demon in its tracks makes perfect sense. The developers didn't just take
the easy way out. It would have been simple for them to implement the cross
and just have the entity disappear when you use it, or have it freeze in place. Instead,
they went the extra mile and gave it extra visual effects, which are definitely cool and
add to the quality of the game, but also the specific symbol. The use here tells us a lot.
Upon first glance, most viewers will probably recognize the main symbol as the star of David,
a symbol of the Jewish faith, which might seem odd when connected to a cross and its powers over
demons. But actually that wouldn't be looking at the full picture widening out your view.
You can see that the Star of David is actually enclosed in a ring with writing and symbols in it.
This actually aligns more with the precursor to the Star of David, known as the Seal of Solomon, a
symbol that supposedly gave King Solomon the power to command the supernatural, including demons.
And now the pieces start falling into place. This symbol went on to become
associated with the occult, but also with Christian, Jewish and Islamic alchemists,
which might explain the Islamic crescent that's being present at the center of the star.
And yeah, believe it or not, but there's a lot of history with religious groups partaking in
alchemy. Specifically, the whole turning lead into gold and bringing things to life from nothing
part. It is some really wild stuff. In fact, it's that last one that's going to be important
to us today. In the world of alchemy, when you create a living being from non-living things,
that being is known as a homunculus. As the stories go, they were made in a variety
of ways. Some are animals, while others are tiny little humans. Within Christian
alchemy, the homunculus we're supposed to be Christ-like; perfect beings made from nothing.
But it would also grant its creator the ability to see and converse with demons and spirits, which,
if you were staying in a hotel filled to the brim with horrifying entities,
I would imagine would be a useful tool to have on your side. So why am I bringing all
this up? Well, there's always been one entity that bugged me. And no,
it's not just because it killed me, even when I did what it told me to do.
The Figure always felt like the odd one out.
Most of these entities are ghostly figures, black and white, with overly distorted faces.
Seek may appear in a human form during the chase, but it's basically a collection of eyes and black
goo. But the Figure. It's a humanoid monster that's covered in flesh, bones and teeth.
Thematically, the figure just doesn't feel like it belongs. Until you look at
how a homunculus is made. One method to create homunculus is to combine bones,
skin and hair in a bag, then bury that bag surrounded by horse manure for 40 days.
Dig it up and hooray you got yourself one stinky bag, and supposedly a living
creature. Now let's just take a look at those ingredients again. Bones and flesh,
the perfect match for our pal, the Figure. That's why this monster is different.
The Figure isn't a spirit or a demon like all the others. It's
an actual monster created using living tissue. Imagine the scene, if you will:
World War II is going on. People are being injured left, right and center.
A random hotel is transformed into a makeshift hospital in order to
manage the amount of injured people throughout the city. People are dying,
agonizing deaths and their angry spirits refuse to move on. Religious figures in the community,
like nuns, offer to join in helping nurse these people back to health.
But not everyone has good intentions. It's World War II after all, the Nazis are performing
horrific experiments on the wounded, experiments that refuse the injured dying and rotting flesh,
bone and hair to create new life. The figure is born from these such experiments.
Meanwhile, the prayers of the religious figures don't fall on deaf ears. They
pray for divine intervention. They pray for an angel to protect them. And lo and behold,
their prayers get answered. The guiding light traps the demons in the hotel, mixing
up the rooms randomly, turning the hotel into a labyrinth that these entities get lost within.
The hotel eventually falls into silence in obscurity. Nobody left inside, nobody willing to
enter. The only thing that remains are stories of strange creatures that roam the hallways,
some ghostly, some made of flesh and bone. Most people would steer clear of a place like this,
but one cryptozoologist took interest and decided to make a visit to this hallowed
location. Guiding Light saw us and destroyed the bridge outside, stopping us from ever
leaving. Not because they want us to perish, but because they know the secrets of this place
have to remain hidden. And that, my friends, is what I suspect to be the lore of Roblox doors.
Like I said at the start, the stuff was buried deep in here. But I'm really
glad the developers are giving us some really interesting things to chew on,
especially with all the new teased content they're releasing as part of the update.
I am more excited than ever for this game. Honestly, I wouldn't be surprised if when they
finally get around to releasing Floor 2, we end up seeing occult markings on the walls, the skeletons
of dead clergymen, maybe even a summoning circle with a big old pile of bones in the middle.
I guess we're just going to have to wait and see. In the meantime,
remember, it's all just a theory. A GAME THEORY! Thanks for watching.
And if you don't want to stop the Roblox Horror Party, you could always go and check the video
on the left where we talk about the lore hiding inside Roblox’s Rainbow Friends. Or if you're
just into indie horror games, why not check out our video diving into the lore of Choo-Choo
Charles? I promise you, it is a wild ride. That runs over on the right. As always, my friends,
don't forget to subscribe for more Roblox horror theories and I will see you next week.