This represents Halloween |
Halloween past without much of a mention in my house. I've
never been one to celebrate the "holiday"/festival (or whatever it is)
but less so this year I seem to have completely missed it. There were no trick
or treaters tentatively knocking on my door, nor did I watch any scary movies
in an attempt to celebrate the wonderful feeling of being scared. I did
however, without real forethought, end up playing a game.
The Steam Halloween sale saw a few really great deals but my
purchases were pretty limited. The only game I bought which I really wanted to
play was Vampire: The Masquerade -
Bloodlines a game which I missed when it was first released. I also bought Closure - a puzzle based platform game
with what looks like quite an inventive conceit - and Home.
Home was 99p,
which is part of the reason I bought it. I initially knew very little about
this game apart from being aware of its existence and that it looked a bit like
Lone Survivor (which it doesn't really). So anyway, last night
after going to bed (candle in hand as my dressing gown brushed the steps and my
night cap sort of wobbled - maybe because a ghostly draft had wafted past) I
sat in bed, switched on my laptop and played Home.
It was a brooding, sort of unnerving experience which
reminded me of those scary stories we were told on Scouts camp. This is
possibly a criticism. To be honest I found that I could easily guess the
outcome of my first playthrough but, like
those camp fire stories which inescapably lead to some horrifying conclusion, the
scariest thing about it is the build up. The slow incremental steps which
slowly, rhythmically hammer the nail into the coffin. The clues which leave you
feeling more and more drawn to the inevitable.
This is kind of the best and worst thing about Home. It is obvious - like so many tales
of terror - and therefore slightly underwhelming. But it is also tense, slow
and has that same rhythm which characterises the ghost story.
"And then he walked through the door, and in the draw
he finds....a key."
Each movement in the game is charged with this rhythmic
tension. It's really the only thing propelling the story. There are no real
puzzles as such just things you have to do to progress (finding the key is a repeated motif) but even as
the story leads you closer and closer to the obvious you're more and more
intrigued as to how it will play out.
The game also feels like it really understands interactive
horror. From the Resident Evil-esque
doors to the Silent Hill style
self-searching there is a deliberate pace which develops the game's prevailing
dread.
Though the game felt very short there were several things
which would warrant a second playthrough. There was a safe I didn't open, a
door I don't think I unlocked. There is also a strange ambiguity (again Silent Hill-ish) which make me want to
have another look. I imagine some might say it suffers due to its somewhat clichéd
story, but the rhythms of the telling and the eventual ambiguity which lingers
(if a little weakly) make this, for me at least, a very precise bit of creepy
interactive story-telling.
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