Aggressively 2015 if that makes any sense. There's few sequences in modern horror more iconic than witnessing Hayden Panettiere, bearing only a towel and a dash of courage, fight off a masked clown lunatic in a labyrinth-esque lodge, consistently escaping his clutches by a hair only to face yet another obstacle in the way. The choice-based gimmick lends itself to fascinating philosophical readings but what interests me the most is how the game's overall framework of being a playable slasher/creature feature deconstructs cinematic language and reworks it to fit with how a player's logistical instincts interprets environmental clues and moments of empathy allowing for complete interactivity and engagement with their choices. There are parts of this that are absolutely excellent even if its first half struggles to maintain footing. Its stark winter aesthetic and clever use of fixed angles traps the player (and the characters they play) in an almost oppressive box of looming mortality. The developers execute this with intensely calculated and visceral visual control, cleverly stacking jump scares, eerily washed out lighting, and tonal shifts with ease. The second half didn't come to be as jarring as before because of how seamless the character progression was and how fluidly everything moves along. When this ensemble transformed from being insufferable and needlessly cruel to being some of the most strong willed protagonists I've ever seen in the genre, it feels like a miracle at work. Some of the stuff here remains as effective as I remember although performance issues such as awkward character model gestures and janky frame rate did hamper the immersion. I'm also not much of a fan of the recaps between episodes but there's a special charm to this game's dated nature. iI's something I'll probably end up returning to again and again in the future until something dethrones it as the prime choice-based horror adventure.

Reviewed on Oct 13, 2020


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