Bells fears this Shape instantaneously and flees from it in a hole in the hallway’s wardrobe. Soon after, you’re thrust into the eery underground known as The Maze. The Maze is entirely new to Bells, and is an icy, scary and cavernous depths underneath her hometown of Redacre. As you explore The Maze and it’s tunnels, you learn of other enemies such as Sleepers who are sleepwalking human enemies who can only find you by the noise you make. You’re introduced to a lot of the game mechanics here and excellently so. By the end of the tutorial you learn these enemies you’ve been sneaking by are actually adult residents of Redacre who have been possessed by the Shape and serve as it’s worshipers. Then, just as you think Bells successfully escapes she is taken.
Yes, The Blackout Club does have a story, but it takes a bit of a backburner compared to the game’s lore and co-op gameplay, but this is okay. You’ll team up with friends, forming your own fun version of It’s Losers’ Club, going through set levels of Redacre at night, finding information on other missing teens by completing set objectives. You might hang up missing wanted posters, record evidence of these masked cultists, or even disarm traps. This is where the gameplay shines, and provides generous amounts of lore, all of it interesting. Ironically, in searching for clues on these other teens Bells gets forgotten a bit here, but it’s easily forgivable. Like I said, lore and gameplay rules here over story.