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Game (2017)
Faith is a pixel horror game inspired by the era of MS-DOS, Apple II, Atari, and ZX Spectrum classics. Forget blue-and-pink neon. The 1980s were scary. No Internet, it was hard to reach you if you weren't home, and the U.S. was engrossed in the “Satanic Scare” which fueled widespread paranoia about devil-worshiping, witchcraft, and occult practices.

Game (2017)
Faith is a pixel horror game inspired by the era of MS-DOS, Apple II, Atari, and ZX Spectrum classics. Forget blue-and-pink neon. The 1980s were scary. No Internet, it was hard to reach you if you weren't home, and the U.S. was engrossed in the “Satanic Scare” which fueled widespread paranoia about devil-worshiping, witchcraft, and occult practices.
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More filled segments mean stronger content.
The game does not contain any sexual content, nudity, or romantic themes.
The game features pixelated but highly disturbing depictions of ritualistic murder, suicide, and body horror. These scenes are graphic in nature and carry strong themes of violence.
The game contains very infrequent mild language, including the use of "h*ll" in a few instances related to the occult themes.
There are no depictions of alcohol, drug use, or smoking within the game.
This title is an intense psychological horror game that relies on deeply disturbing imagery, unsettling audio, and themes of demonic possession. It is specifically designed to elicit extreme fear and psychological distress.
Quick summary and important considerations
This is a scary, intense game meant only for mature players who enjoy dark stories.
In-depth insights for parents and educators
The content uses 1980s low-fidelity graphics to heighten fear, specifically focusing on dark themes like devil-worship and witchcraft. It is built to create a sense of paranoia and unease.
No specific developmental benefits are provided by this interactive horror experience.
The game serves as a stylistic tribute to early home computing and the unique cultural anxieties of the late 20th century.
More filled segments mean stronger positive content or learning value.
The game focuses on atmospheric dread and existential fear rather than pro-social themes or moral instruction.
No positive role models are established, as the experience is designed to elicit discomfort and isolation.
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No educational value indicated in available information.
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