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Stewie Kills the Griffins Family Guy

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Stewie Kills The Griffins is a dark parody game that places the player in control of Stewie Griffin as he carries out a disturbing mission inside his own home. Unlike traditional Family Guy games, this one takes a sharp turn into horror territory, reimagining familiar cartoon characters in a tense, survival-driven setting. The game’s concept is simple but twisted—hunt down each member of the Griffin family, one by one, without getting caught. The house becomes a closed arena where every door, shadow, and hallway could hide a threat or a target.

Gameplay and Character Behavior

The game unfolds from a first-person perspective, with Stewie navigating the rooms of the house, carrying weapons and searching for family members. Each target behaves differently. Some try to hide, others scream and run, and some may even attempt to fight back. Stealth plays a role, but brute force often becomes the only way forward. Attacks vary based on the weapon chosen, and each hit is exaggerated with over-the-top effects. Despite the cartoon theme, the pacing and tone lean closer to suspense and chaos than comedy.

Notable Features and Mechanics

  •         First-person movement through a detailed household environment
  •         A range of improvised weapons including bats, knives, and tools
  •         Dynamic reactions from targets (running, hiding, attacking)
  •         Increasing difficulty as more characters are eliminated
  •         Quick restart and checkpoint system for fast attempts
  •         Visuals that mix cartoon inspiration with horror elements

Tension, Timing, and Escalation

As each family member is eliminated, the remaining ones become more suspicious and harder to catch. Locked doors, blocked hallways, and triggered alarms raise the stakes in later stages. The player must move faster, plan smarter, and avoid wasting time. There’s no traditional health system—mistakes lead to instant failure or forced restarts. The game rewards those who memorize character patterns and optimize their route. Over time, the house feels more like a trap than a home, filled with shifting behavior and unpredictable encounters.

What began as a fan-made experiment has developed a reputation for being unsettling yet oddly compelling. The rough style and extreme theme make it feel more like an underground project than a polished release, but that rawness is part of its identity. It’s not a game for everyone, and certainly not a product of the official franchise, but it has drawn interest from players curious about strange, niche titles that push familiar characters into new territory.

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