Hiding from a killer by physically ducking beneath a desk is an inventive way to make a horror game feel more personal. Ryan's playthrough of Disturbing Fears: The Workplace explores that concept through a webcam-based mechanic that tracks the player's movements, turning an ordinary gaming setup into part of the survival experience. Rather than relying entirely on keyboard controls, the game requires real physical reactions when danger approaches. Ryan's immediate fascination with the feature establishes an engaging premise, and his excitement grows when he discovers that the mechanic actually works during a tense encounter inside a deserted office.
The first game follows Emma, a temporary night-shift employee performing data entry at a corporate office. What begins as a routine evening of filing paperwork, retrieving documents, and making coffee gradually becomes threatening through unexplained noises, suspicious movements, and warnings about restricted areas. The familiar workplace setting helps establish an atmosphere of isolation, while messages from coworkers and conversations with a security worker introduce uncertainty about who can be trusted. Ryan's commentary adds personality to these mundane activities, although the extended stretches of office navigation and repetitive tasks occasionally slow the momentum before the more substantial scares arrive.
The webcam functionality provides the first game's most memorable moments. When Emma must conceal herself from an approaching figure, Ryan physically lowers his head beneath his desk, reacting with a mixture of nervousness, surprise, and genuine enthusiasm. His response demonstrates how the mechanic changes the relationship between player and character, making hiding feel less like pressing a button and more like participating in the danger. The microphone also becomes relevant during a later confrontation, when making noise helps trigger an escape opportunity. However, the webcam receives considerably more attention than the audio functionality, leaving the microphone's broader gameplay possibilities relatively unexplored.
As the workplace story develops, the apparent safety offered by the building's security personnel becomes increasingly questionable. A stranger attempts to force his way into a locked file room, and the person who initially appears to help Emma eventually reveals threatening intentions. These developments create several effective moments of suspense, particularly when Ryan struggles to determine whether he should remain hidden or attempt to escape. Nevertheless, the narrative loses some credibility through questionable decisions made by its antagonists. Ryan identifies a particularly obvious weakness in their strategy, arguing that the attackers could have used their apparent authority to lure Emma out of hiding instead of resorting to a more complicated confrontation. His criticism is reasonable and prevents the enthusiastic gameplay commentary from becoming entirely uncritical.
The presentation takes an unexpected turn when Ryan adds a second, previously recorded playthrough of the Filipino horror game Taguan. Unlike the first game's immediate emphasis on an unusual control mechanic, this experience develops its horror through everyday routines, recurring nightmares, and a growing mystery surrounding disappearances. Players follow David through cooking, commuting, working, and sleeping while disturbing television reports and increasingly abnormal encounters suggest that something is deeply wrong. The Filipino dialogue, local food references, neighborhood environments, and fictional television programming give the game a distinctive cultural setting. Ryan's curiosity about these elements contributes to the experience, although his limited understanding of some conversations occasionally makes the developing story harder to follow.
The second game's deliberate pacing ultimately supports a darker psychological mystery. Repeated domestic activities initially seem excessive, but they establish a pattern that becomes increasingly suspicious as David experiences unexplained gaps in awareness, disturbing visions, and signs of violence. Ryan gradually develops the theory that the protagonist himself may be responsible for the disappearances, using clues from the nightmares and the apparent separation between David's ordinary behavior and his hidden actions. His speculation gives viewers something to consider alongside him, making the eventual discovery of a concealed basement particularly unsettling. The revelation that David is responsible for numerous killings, including people close to him, transforms the seemingly ordinary daily routine into something considerably more sinister.
Although Taguan delivers the more disturbing narrative, its conclusion also raises questions about the handling of its central themes. The game connects David's crimes to perceived injustice, corruption, ritualistic practices, and an apparent attempt to justify violence against selected targets. Its closing account reports 50 identified victims and a surviving captive who subsequently dies, leaving little doubt about the scale of the protagonist's brutality. Ryan appropriately challenges any suggestion that David's grievances excuse his actions, questioning whether his selection of victims eventually expanded beyond those he considered deserving of punishment. This reflection gives the ending more substance than a simple reaction to its shocking imagery, even if the game's supernatural implications and psychological mechanisms remain insufficiently explained.
Across both playthroughs, Ryan's energetic delivery, spontaneous humor, and willingness to engage with unfamiliar mechanics make the experience consistently personable. His reactions feel especially effective when the games interrupt ordinary activities with unexpected danger, and his developing theories help maintain interest during slower sequences. However, the commentary can become repetitive, with frequent exclamations, distractions, and speculative remarks that occasionally obscure important narrative details. Combining two separate games also creates a somewhat uneven structure, particularly because the second experience has little connection to the webcam concept emphasized at the beginning. Despite these limitations, the contrasting approaches to horror provide a worthwhile combination of physical immersion and psychological storytelling.
Pros
- The Workplace introduces an inventive form of physical interaction that makes encounters feel more immediate and engaging.
- Ryan's genuine excitement, nervous reactions, and spontaneous humor effectively communicate the tension and novelty of the first game's survival mechanics.
- The workplace setting builds suspense through isolation, unsettling sounds, suspicious characters, and a gradual escalation from routine office duties to direct confrontation.
- Taguan offers a more substantial psychological mystery, using recurring nightmares, missing-person reports, and unexplained gaps in awareness to develop its disturbing central revelation.
- Filipino dialogue, food, television programming, and neighborhood details give the second game a recognizable cultural identity beyond its horror elements.
- Ryan's evolving suspicions about David's involvement in the disappearances encourage viewers to reconsider earlier events and follow the mystery more closely.
- The closing discussion of Taguan questions the protagonist's attempts to justify his violence rather than accepting the game's morally ambiguous framing without criticism.
Cons
- Repetitive office work in the first game and extended domestic routines in the second occasionally undermine pacing, particularly before their respective stories become more threatening.
- The workplace antagonists make questionable decisions that weaken the credibility of their plan and reduce the effectiveness of the final confrontation.
- The microphone functionality receives comparatively limited examination, leaving one of the first game's advertised interactive features underexplored.
- Ryan's frequent interruptions, repeated reactions, and occasional difficulty following dialogue sometimes distract from important story developments.
- The language barrier in Taguan leaves portions of its dialogue and narrative context unclear, limiting the depth of the commentary on certain events.
- The second game's explanation of David's behavior introduces ritualistic and psychological elements without fully clarifying their relationship to the killings.
- Adding an unrelated second playthrough creates an uneven overall presentation and shifts attention away from the distinctive webcam mechanic that initially defines the video.
Ryan delivers an entertaining double feature that showcases two very different approaches to independent horror, from physically interactive hiding mechanics to a disturbing mystery built around an increasingly unreliable protagonist. His enthusiastic reactions and developing theories make both experiences enjoyable to follow, while the second game's darker narrative gives the presentation unexpected depth. Uneven pacing, repetitive commentary, and some questionable storytelling decisions prevent the experience from being consistently compelling, but the combination of creative gameplay and psychological suspense makes this a memorable horror showcase.












