Lamentum

Lamentum

released on Aug 27, 2021

Lamentum

released on Aug 27, 2021

Lamentum is a pixel art survival-horror game set in New England in the mid-nineteenth century. To solve the dark secret at the heart of Grau Hill Mansion, you will have to immerse yourself in a nightmare world full of terrible creatures. Choose well in whom to trust, every decision you make may alter the course of the story. Will you survive?


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Resident em 2d. Tem umas coisas ruins, mas nada que estrague.

There certainly is a fair bit to lament about this throwback to the retro survival-horror classics of yesteryear...

Creating an experience meant to instill terror with a cutesy pixel art style seems like a paradox, yet titles such as Lone Survivor and Claire have shown it is entirely possible to do so successfully. If they stand as proof of the method's effectiveness however, then Lamentum is without a doubt their antithesis. Often the imagery it presents is more goofy than frightening. Leading to a descent through the spirals of madness that simply isn't scary, and not just because of its occasional corny touches which include abandoned nurseries decorated with children's wooden ABC blocks that have been arranged to spell out the words "die" or "hell" (ooh, petrifying 🙄) either.

It may come as a surprise though, that this isn't the game's real problem. That would be how it more frequently serves as a showcase for the less fondly remembered aspects of the Silent Hills, Resident Evils, and other PS1 era genre greats it's paying homage to, rather than the qualities that made them so beloved. To be fair, it does get about half the formula right. Developer Obscure Tales really nailed the exploration and puzzle-solving element, tossing you into a very Spencer Mansion-esque setting full of satisfying head-scratchers that make the loop of figuring out what items need to be used where as the number of areas you have access to only grows larger extremely addicting indeed. Unfortunately, the stuff they got wrong was enough to suck quite a bit of my enjoyment out from even this portion and left me wishing they had made a straight adventure offering instead.

Now, having to carefully manage your supplies, contend with limited inventory space, and potentially lose lengthy stretches of progress should you happen to meet an untimely demise on your way to the next sparsely located safe room is always annoying to a degree, but far from atypical for the genre. Just look at Lamentum’s obvious inspirations. So the fact that all that stuff actively irritated me here whereas I've been able to basically overlook them in its influences means that I either can't hang with survival-horror anymore (totally possible) or that this one doesn't manage to bring these hurdles together in a way that healthily adds to the tension as opposed to merely introducing greater frustration. Naturally, I'm leaning towards the latter.

I think the reason it fails to make everything click for itself is because it doesn't get the combat right. It wasn't until around the halfway mark when I finally found a melee weapon decent enough to make defending myself when backed into a corner, a regular occurrence given how much of the runtime takes place in tight hallways, a legitimately viable option even with the fairly reliable dodge mechanic. With bullets needing to be rationed for boss battles, up until then trying to squeeze past monsters and healing up whatever swipes I may have taken (and usually did take) along the way was genuinely the best means of preserving my resources, which turns the process of getting from point A to point B and back again into an unengaging, tedious, and at times downright aggravating slog. Especially since one of the protagonist's lungs apparently explodes the second he tries to run more than three steps when in the presence of an enemy. Word of advice, turn off the RE1 style limited saves and maybe just play on easy.

Another, minor in comparison flaw that left me nonetheless baffled is the game's approach to endings. I achieved 3 out of the 4 different conclusions. That fourth and final one, meanwhile? Unless you're willing to awkwardly hump every square inch of scenery I have no idea how you would unlock it without resorting to a guide as it requires you to collect a certain number of items (6 human teeth and 10 "strange" coins to be precise) that often don't have any sort of visual indication of where they are onscreen and are sometimes hidden in scripted hallucination scenarios that give you only a single opportunity to grab them. I also still don't know what you're supposed to do with them afterwards. By far the most cryptic set of finale requirements I've seen since trying to spare Cybil in the first Silent Hill.

Ultimately, in spite of all my complaints and grievances I did push through to witness the credits roll. Drawing strength from the consistent dopamine hit of finding that next key or tool that would grant me access to another section of "Grau Hill" and the secrets inside. The devs definitely delivered on the brainteasers, but the manner they dropped the ball with the action and horror causes this to be difficult to recommend. If they can manage to notably improve in those departments for their already announced sophomore showing “INANIMA” then we could have a true standout on our hands. Unfortunately, their debut effort leaves a lot to be desired.

5.5/10

i was really enjoying the game, i love everything about it, gameplay, graphics, story, soundtrack and etc... But i get a bug, which stops me from continuing playing, I recorded my screen and sent a video explaining the bug on the devs' discord, 1 month later, and they didn't move a finger to fix the bug. They said they would fix it and so far nothing, until the time I had to QUIT the game that I was really enjoying... I will never buy anything from these developers again.

Maybe i back to play in a few years if you guys fix the bug.

This is pretty much gory 2D topdown traditional resident evil game. While it sounds like an interesting pitch I feel like it kept getting staler and staler as I reached the end.

for some reason i thought this was a game with turn based RPG combat, potentially one made in RPG Maker itself. that would've been cool too but i'm happy with how this is, of course.

a deeply impressive isometric indie horror effort. incredible art design, whether it's the environments or the creature designs themselves with a nice score to top it off.

of all of the games from recent years that attempt to tackle the earlier survival horror framework, i think this does one of the best jobs of capturing the environmental factor of it all. the scattered settings are packed with tons of options for routing, puzzles, and enemies thrown throughout. following the game's main progression hits the sweet spot of complexity without overdoing with backtracking, too many or not enough supplies, and the like.

the combat isn't the greatest and it starts to fall off a bit with the later portions of the game into the endings but it wasn't anything that tarnished the rest. really enjoyed my time with this.

can't wait to see more of Obscure Tales' next game INANIMA.

Seemed pretty cool until I ran into a progress breaking bug a couple of times. Randomly text from clicking on items would stay on screen, and I would be unable to do anything. Shame something like this hasn't been fixed, it seems like a decent little horror game, but I'm not willing to keep putting up with this and restarting.