Horror Game Review: Tenebris Somnia (by Andrés Borghi, Tobías Rusjan & Saibot Studios)


“What if they aren’t just nightmares…” — Tenebris Somnia

A breakup can leave plenty of unfinished business, but fighting monsters in your ex’s apartment is a pretty extreme way to deal with it. That’s the uncomfortable territory Tenebris Somnia explores, turning lingering concern and shared history into the foundations of a supernatural nightmare. Developed by Andrés Borghi, Tobías Rusjan, and Saibot Studios, this indie horror game pairs retro 8-bit-style gameplay with live-action sequences. The combination gives it an immediately recognizable identity, but the relationship underneath keeps it from feeling like a technical experiment. Its strongest idea is that leaving somebody behind doesn’t necessarily mean escaping the life you built together.

Julia, a filmmaker, returns to her ex-boyfriend Ivan’s apartment after recurring nightmares show him being attacked by horrific creatures. Checking on him seems reasonable enough, even if revisiting their former home already promises an awkward conversation. Unfortunately, Ivan’s involvement with a mysterious cult has made the situation considerably worse than Julia expects. She becomes caught in spaces distorted by memory and supernatural forces, where their shared past is no longer something she can keep at a comfortable distance. Concern gets her through the door, but understanding what’s happening requires confronting more than the immediate danger.

Their background in filmmaking makes that history more interesting than a generic troubled romance. Creative collaboration has become tangled up with affection, ambition, and resentment, leaving Julia and Ivan’s personal disappointments difficult to separate from their artistic ones. Revisiting the relationship means questioning what they wanted from each other and how those expectations changed. Julia also has her own convictions, which keeps her from becoming a passive visitor inside Ivan’s breakdown. She has an emotional stake in the memories being uncovered, and the story benefits from treating their history as something both characters experienced rather than something only he gets to define.

That tension between recognition and discomfort carries into the presentation. During gameplay, the retro 8-bit-style pixel art reduces rooms, characters, and monsters to relatively simple forms. It’s a deliberate choice, but not one everyone will enjoy. Players accustomed to hyper-realistic CG graphics may find the chunky sprites and limited detail more distancing than frightening, especially if visual realism is central to their enjoyment of horror. The game asks you to let your imagination finish the picture. If that aesthetic leaves you cold, the live-action footage won’t necessarily make the playable sections more appealing.

For players willing to embrace it, though, the contrast does more than provide a novelty. A creature that looked unpleasant in pixel form suddenly has texture, weight, and a disturbingly physical presence. Recognizable details connect the two styles, making the filmed sequences feel like a closer view of the same nightmare. Careful framing and expressive performances help maintain that connection, with Clara Kovacic giving Julia a human presence beyond her small playable sprite. The practical and digital effects also benefit from relatively clear footage. Without artificial VHS damage constantly obscuring the image, the monsters have nowhere to hide—and neither do you.

Between those sequences, Tenebris Somnia follows a familiar survival-horror routine of searching rooms, collecting objects, solving puzzles, and managing limited supplies. The sound design reinforces the uncertainty through harsh effects and recognizable monster noises, making danger a concern before it necessarily appears on-screen. Puzzles encourage you to understand the environment rather than simply move through it. Strange connections suit a setting distorted by memory, provided the clues establish enough logic. Progress becomes less satisfying when an easily overlooked item or interaction point sends you circling the same room. Careful investigation builds atmosphere; repeatedly checking everything because one detail barely registers tends to drain it.

Combat is less assured, largely because its survival-horror intentions are more convincing than its execution. Melee attacks, firearms, and evasive movement give Julia options, while limited ammunition makes fighting a decision rather than a reflex. Removing an enemy might make exploration safer, but those bullets could be more valuable later. That’s an effective source of tension when encounters cooperate with it. The problem is that stiffness can shift your attention away from resource management and toward the basic difficulty of carrying out your plan. Instead of worrying about whether an attack is worth attempting, you can end up worrying about whether it will behave as expected.

Cramped spaces make that friction more noticeable because there’s less room to recover when an attack or evasive movement goes wrong. Horror benefits from making a protagonist vulnerable, but vulnerability still needs consistent rules. Otherwise, the fear of getting hurt gives way to irritation about how the damage happened. Boss encounters expose those weaknesses more clearly. Their designs make a strong first impression, but some fights demand more precision and repetition than the mechanics comfortably support. Checkpoints soften failure without making every retry engaging. The creatures are often more compelling as disturbing presences than as opponents you have to repeatedly bring down.

Those shortcomings keep Tenebris Somnia from being an effortless recommendation, particularly for players who need polished combat or dislike retro graphics. Still, its relationship drama, filmmaking background, and mixed-media presentation reinforce one another in a way that gives the experience genuine personality. The monsters aren’t the only reason Julia’s return feels uncomfortable; they make an already complicated reunion physically dangerous. For horror fans drawn to atmosphere and unsettling imagery, that combination has plenty of appeal. The visit begins with concern for someone Julia once loved, then becomes a reminder that caring about a person and understanding what they’ve become are very different things.

Clive Barker’s Hellraiser: Revival (by Saber Interactive) Horror Game Review


“Your suffering has only just begun, we have such sights to show you.” — Pinhead

Hell is not supposed to be inviting, but Clive Barker’s Hellraiser: Revival understands that the most dangerous doors are the ones that look like they might lead somewhere extraordinary. Developed and published by Saber Interactive and released in October 2026 for PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch 2, this first-person survival-horror action game is a new chapter in the franchise rather than a direct adaptation of any single film. It was written in collaboration with Clive Barker himself, and that involvement gives it a stronger artistic identity than most licensed horror games manage. Revival understands that Hellraiser is not merely about monsters, chains, and gore. It is about desire, pain, ritual, bodily transformation, and the unsettling possibility that suffering can feel like a doorway to something greater.

The setup is classic Hellraiser. Aidan Lynch gets pulled into a nightmare involving Cenobites, cultists, and Pinhead after his girlfriend opens the Genesis Configuration, a puzzle box that is absolutely not the sort of thing you should mess with if you value having a normal weekend. From there, Aidan has to survive, fight, sneak, solve puzzles, and eventually try to rescue her from hell. It is a simple premise, but it gives the game room to lean into the franchise’s central themes. This is not just “monster chases person through dark hallway.” It is about obsession, temptation, the body as a site of horror, and the dangerous seduction of giving yourself over to something that promises transcendence and delivers a very bad time. The story has its clumsy moments, but the relationship between Aidan and the nightmare world around him gives the campaign more emotional weight than your average survival-horror rescue plot.

Visually, Revival is often spectacular in the most upsetting possible way. The game understands that Hellraiser is not merely about gore; it is about elaborate, almost ceremonial ugliness. Flesh is sculpted rather than simply splattered. The Cenobites look like religious icons that have been left in a butcher shop for a century. Pinhead, unsurprisingly, looks fantastic, and the game clearly understands that his presence needs to feel less like a slasher villain and more like an elegant, patient force of cosmic punishment. The detailed character models, cadaver-laden environments, and Escher-like spaces are major strengths. There are rooms in this game that feel like they were designed by someone who looked at a cathedral, a medical museum, and a bad acid trip, then asked, “What if all three had a baby?”

The sound design deserves just as much credit. Chains rattle, flesh tears, distant voices groan, and the whole soundscape keeps you uneasy even when nothing is actively trying to remove your skin. That matters because Hellraiser: Revival is less interested in constant jump scares than in maintaining a low, persistent sense of dread. It wants you to feel like you have wandered somewhere you were never meant to be, and that the walls are not just walls. The atmosphere is the game’s best weapon. Even when the mechanics get repetitive or the combat turns sloppy, the world itself keeps pulling you forward.

Gameplay-wise, Revival is a first-person blend of survival horror and action, and its closest comparison is probably the classic first-person horror game Condemned: Criminal Origins rather than the usual over-the-shoulder formula associated with most Resident Evil games. You control Aidan as he explores hostile environments, manages limited resources, crafts healing supplies and ammunition, solves puzzles, uses stealth, and fights both hostile humans and demonic Cenobites. Like Condemned, it puts you directly behind the character’s eyes, emphasizes close-quarters violence and environmental unease, and makes combat feel messy, desperate, and physical rather than clean and cinematic. That said, Resident Evil has dabbled in first-person horror too, most notably with Resident Evil Village, so Revival is not operating in a completely unfamiliar space. It simply leans harder into the grimy, immediate, first-person brutality of something like Condemned than into the more polished action-horror rhythm of modern Resident Evil.

The Genesis Configuration is the game’s best original mechanic. It is not just a puzzle box you manipulate during quiet exploration; it can also become a combat and traversal tool, giving Aidan supernatural abilities that help distinguish the game from other first-person horror titles. When the game lets you use the box in clever ways, Revival feels like it has found its own identity. The problem is that those moments are not consistent enough. Too often, the game retreats into standard survival-horror routines: find key, open door, craft item, shoot monster, repeat. The environments are so memorable that you forgive some of this, but you still notice it.

Combat is where the game is at its weakest. At its best, it is merely average; at its worst, it is outright clunky. The unreliable hitboxes are a persistent problem, with melee swings and gunfire sometimes failing to connect in ways that feel unfair rather than intentionally punishing. Resource management does not help matters, because the game can make ammunition, healing items, and breakable equipment feel scarce without always giving you a satisfying reason for that scarcity. If you have played Resident Evil Village or MachineGames’ Indiana Jones game, the difference in feel will be obvious. Those games can make first-person combat tense, responsive, and physically convincing. Revival, by comparison, can feel like a slog: enemies absorb hits inconsistently, weapons lack satisfying feedback, and encounters that should be frightening instead become tedious exercises in whiffing attacks and managing a stubborn inventory. The combat is not broken, but it often lacks the weight and precision that make great horror action feel rewarding.

The game’s length, however, hits a pretty comfortable Goldilocks range. If you are mainly playing through the story on Normal difficulty without hunting down every Easter egg, collectible, or optional side quest, you can likely finish it in around ten to fifteen hours. Completionists who want to see everything the game has to offer can probably stretch that to somewhere between twenty and thirty-five hours. That feels right for this kind of experience. Hellraiser: Revival is not trying to be Elden Ring or Skyrim, and thank goodness for that. It is a contained, atmospheric horror campaign rather than an open-world time sink, and its runtime gives the story enough room to breathe without wearing out its welcome.

The ending also gives the story a little extra replay value without turning the game into a sprawling choice-driven epic. Near the conclusion, Aidan faces one major decision, and the choice you make determines which of the game’s two endings you receive. I will not spoil what those outcomes are, but the decision feels appropriately Hellraiser: it is less about picking the obviously heroic option and more about deciding what Aidan is willing to sacrifice, accept, or become in order to reach the end of his nightmare. It is a smart way to close a story built around temptation, and it gives players a reason to consider how differently the final chapter might unfold under another choice.

The enemy design helps compensate for the rougher combat. Cenobites are inherently terrifying, and the game uses them well in chase sequences and moments where you feel trapped rather than empowered. There are sections where the game pushes you to run, hide, or simply survive long enough to reach safety, and those are among its most effective sequences. The best horror games understand that the player should not always feel like an action hero, and Revival understands that better than it understands, say, melee hit registration. When a Cenobite is bearing down on you and the soundtrack turns into a wall of industrial dread, the game absolutely works.

The content warnings are not decorative. This is an extremely graphic game, with intense violence, dismemberment, nudity, sexual content, drugs, and body horror that goes well beyond standard AAA horror fare. Some players will find that excessive. Others will argue, fairly, that Hellraiser has always been about transgression, and that a sanitized version would feel dishonest. I mostly land in the second camp, though the game does occasionally mistake intensity for depth. There are moments where the shock value feels purposeful and thematically connected, and other moments where it feels like the game is shouting, “Look how extreme we are!” The strongest Hellraiser material has always had a strange philosophical seriousness underneath the flesh and chains. Revival captures that sometimes, but not always.

So where does that leave Clive Barker’s Hellraiser: Revival? I think it is a flawed but genuinely worthwhile horror game, especially for people who already love the franchise. It is not a masterpiece on the level of the best modern Resident Evil entries, and it does not fully escape the feeling of being a very well-dressed genre pastiche. But it has something many horror games lack: a real artistic identity. It is ugly in a deliberate, expressive way. It is uncomfortable on purpose. It treats hell not as a generic demon dimension but as a place shaped by appetite, pain, ritual, and desire. The Genesis Configuration gives it a few moments of genuine originality, the two-ending finale gives its themes a fitting final test, and the atmosphere carries it through stretches where the gameplay repeats itself.

If you are sensitive to extreme gore or sexual content, this is an easy skip. If you want polished, mechanically innovative survival horror above all else, you may come away disappointed. But if you have ever watched the first two Hellraiser films and wished a game could capture that specific blend of gothic elegance and bodily nightmare, Revival is absolutely worth enduring its rough edges. It is a game that occasionally hurts to play, though not always in the way it intends. Still, for a franchise that has spent decades exploring the thin line between pleasure and suffering, that feels weirdly appropriate.

Horror Game Review: Still Wakes the Deep (by The Chinese Room)


“For once in your life, be brave! Be brave for them.” — Finlay

The ocean doesn’t care whether you make it home, and Still Wakes the Deep never lets you forget it. Even before its supernatural nightmare takes shape, the game makes life aboard an offshore oil rig feel like a fragile arrangement between people, machinery, and an environment that could swallow them without a second thought. Released in 2024 by British developer The Chinese Room, this first-person psychological horror game builds its strongest moments around that vulnerability. It isn’t the most mechanically ambitious horror game out there, but its unsettling setting, convincing performances, and emotional stakes make it more than a guided tour through some impressively disgusting scenery.

Set in December 1975, the story follows Cameron “Caz” McLeary, an electrician working aboard the Beira D oil rig in the North Sea off Scotland. Caz has brought plenty of trouble with him. His relationship with his family is strained, problems back home are catching up with him, and his job isn’t exactly secure. He’s already having a miserable time before the drilling operation disturbs something that should have remained buried. Once disaster strikes, getting off the rig becomes much more complicated than finding a boat. The appeal of that setup is how naturally it connects his personal circumstances with the surrounding danger. Home matters because his life there is unfinished, not because the script needs a convenient reason for him to survive.

Before everything falls apart, the game gives you enough time with the crew to understand what kind of place the Beira D is. Conversations are blunt, personalities clash, and the dialogue has the rough familiarity of people who work and live in close quarters. The regional accents and casual swearing help establish a workplace rather than a collection of horror-game characters waiting for their turn to scream. Nobody needs a lengthy introduction to suggest a history with the people around them. That makes the disaster more effective when it arrives. The rig isn’t just a location being destroyed; it’s a little community whose everyday routines suddenly become impossible.

Caz helps hold that human side together. Alec Newman’s performance gives him an appealing mixture of irritation, fear, stubbornness, and genuine concern for his coworkers. He isn’t instantly heroic, and the game doesn’t pretend that his personal problems make him especially noble. He can be difficult, but he remains understandable. More importantly, he sounds like someone struggling to cope with events rather than someone performing bravery for an audience. His family stays emotionally present even when the immediate situation demands all his attention. That connection gives the ocean beyond the rig a particular cruelty: somewhere past all that freezing water is a life he still has reasons to return to.

The Beira D itself does an enormous amount of the work. Its cramped interiors, exposed walkways, and heavy industrial machinery create a setting where comfort always seems temporary. Indoors, there’s barely enough room to feel safe; outdoors, the sea makes every exposed crossing feel worse. The visual detail grounds the place without making it inviting, while the lighting turns familiar spaces into increasingly hostile territory. What starts as an unpleasant workplace gradually becomes an environment you can no longer trust. The game understands that a damaged walkway or a flooding compartment can be frightening without a monster standing in the middle of it.

Sound design strengthens that feeling of instability. Machinery strains, metal bangs, and horrible noises travel through spaces where you can’t always see their source. The rig feels active even when you’re standing still, and not in a reassuring way. Sometimes you’re listening for a creature; sometimes you’re wondering whether the structure around you is about to give out. That overlap is one of the game’s best qualities. The supernatural threat doesn’t replace the practical dangers of being offshore. It makes them worse, leaving Caz caught between something impossible and hazards that require no explanation whatsoever.

The body horror is particularly effective because it corrupts people and spaces the game has already made recognizable. Human forms become grotesquely distorted, but traces of the people underneath remain, especially in their voices. That makes the creatures upsetting in a way that goes beyond impressive monster design. There’s something cruel about hearing recognizable humanity survive inside a body that has become a threat. The game draws on familiar science-fiction horror territory, but its specific setting and working-class cast give that material personality. These aren’t simply monsters loose on an oil rig. They’re part of the destruction of the crew’s shared world.

Playing Still Wakes the Deep is more straightforward than its imagery might suggest. There’s no combat system, so you spend your time navigating damaged sections of the rig, completing simple environmental tasks, climbing through obstacles, and avoiding threats. Keeping Caz defenseless is the right call. Handing him increasingly powerful weapons would undermine the sense that he’s an ordinary person trying to survive something far beyond him. The physical traversal also gives the experience more activity than the “walking simulator” label suggests. At its best, the game makes crossing a dangerous gap or moving through a compromised section of the rig feel like a substantial ordeal.

Still, its narrow design can become a problem. The game usually has a specific route and a specific solution in mind, and it doesn’t take long to notice how firmly it steers you toward both. Stealth encounters can lose some tension once their intended pattern becomes clear, while practical objectives occasionally feel like errands placed between dramatic scenes. There’s a meaningful difference between being trapped by the disaster and being restricted by the design. Still Wakes the Deep sometimes makes the latter too obvious. Anyone hoping for flexible survival systems, substantial exploration, or demanding puzzles will probably find its interactions thin.

That simplicity does help keep the focus on the characters and atmosphere, though. Without inventory juggling or repeated combat encounters, the game can move directly between physical danger and quieter emotional moments. Its roughly six-to-seven-hour length also suits the premise, even if some trips around the rig feel stretched out. The original story is strongest when it treats survival as something more complicated than reaching safety. Caz’s connection to his family, his responsibilities to the crew, and the terrifying circumstances around him give its horror an emotional dimension that carries beyond the immediate disaster.

The expansion Siren’s Rest, released in June 2025, picks up that lingering emotional thread rather than simply repeating Caz’s ordeal with another character. Set in 1986, it takes you beneath the North Sea to the wreck of the Beira D, where a specialist diving team hopes to uncover what happened and bring answers to the families of the lost crew. You play Mhairi, the leader of the dive, exploring the remains of a place that players know far better than she initially does. It’s a smart way to continue the story: the original shows the catastrophe from inside, while the expansion examines what it leaves behind.

That change of perspective gives the return to the rig a different kind of sadness. Spaces that once contained conversations, arguments, and hurried attempts to survive have become submerged remnants of those lives. Mhairi’s work involves photographing remains, collecting personal belongings, and examining evidence, turning familiar locations into places of recovery rather than escape. The connection to the original isn’t just geographical. Its crew members become people whose absence has shaped families for years, extending the first game’s concern with home and responsibility beyond the boundaries of Caz’s experience. The sea may have swallowed the rig, but it hasn’t neatly ended the story for everyone onshore.

Mechanically, Siren’s Rest replaces much of the original’s climbing and scrambling with underwater navigation. A cutting torch, crowbar, and camera give Mhairi practical ways to investigate the wreck, while her connection to the diving bell and communication with her colleague Rob reinforce how dependent she is on equipment and other people. The danger now comes with the added discomfort of being submerged inside a ruined industrial structure. The original made the water outside feel like something to avoid at all costs; the expansion makes entering it the entire premise. That reversal is a strong atmospheric hook, even when the interactions remain fairly straightforward.

The expansion is less convincing as a major escalation of the horror. Its roughly two-to-three-hour length makes it a compact follow-up, but that brevity also leaves less room for its new relationships to develop. Mhairi’s search gives the story a human focus, and the unsettling wreck provides plenty of atmosphere, yet the experience doesn’t consistently turn those advantages into scares as memorable as the original’s. It also shouldn’t be approached as a comprehensive explanation of every supernatural mystery. Its interests lean more toward grief, personal connection, and the desire for closure than toward spelling out exactly what the drilling uncovered. That restraint can preserve the unease, but it may frustrate players expecting more concrete answers.

Taken together, Still Wakes the Deep and Siren’s Rest tell a more interesting story than a simple disaster followed by a cleanup mission. The original makes you care about the people trapped aboard the Beira D, while the expansion asks what their loss means to those left searching for them. The base game remains the stronger experience, with a fuller cast and a more immediate sense of danger, but the follow-up gives its setting an effective second life as a place of mourning and investigation. Neither offers especially deep gameplay, yet both understand the value of putting human concerns inside an inhuman environment. The ocean remains indifferent throughout. What gives the story its weight is that the people living with the consequences never can be.

Horror Game Review: MADiSON (by Bloodious Games)


“At the moment of first contact, it is already too late.” — Father Thomas

MADiSON has a knack for making you dread the next room while giving you just enough reason to step inside anyway. Released in 2022 by Bloodious Games, this first-person nightmare puts a camera in your hands and sends you into a house where practically everything seems determined to ruin your evening. It isn’t especially interested in reinventing supernatural horror, and some of its puzzles make being trapped with a demon seem less annoying than being trapped without clear instructions. Still, when its atmosphere, sound, and scares come together, MADiSON delivers something genuinely unsettling: a haunted-house experience that understands how vulnerable curiosity can make you.

You play as Luca, a young man caught in a horrifying situation involving his family, a demonic presence, and a serial killer whose influence hasn’t ended with her death. The opening establishes distress before offering much explanation, which suits a game built around uncertainty. Rather than giving you a comfortable overview of the situation, MADiSON makes understanding what happened part of the ordeal. Its story develops through exploration, recordings, and disturbing discoveries, with the supernatural mystery pulling you farther into danger instead of toward reassurance. The setup works because investigating the house and participating in something sinister gradually start to feel uncomfortably similar.

Veteran gamers will recognize the camera-centered premise, especially anyone familiar with the Fatal Frame series from the early 2000s. Like those games, MADiSON leans heavily on a camera as your means of interacting with the supernatural. But that is where the similarities end. Here, the instant camera drives investigation and puzzle-solving, revealing information that isn’t otherwise visible and triggering changes in the environment. That gives an ordinary action an unpleasant double meaning: you need the camera to make progress, but using it can also bring you closer to something you would rather leave alone. You’re not just asking what might appear in the picture; you’re wondering what taking the picture might have done to the room around you.

That relationship between looking and provoking is where the game finds its strongest identity. Plenty of horror games make players inspect threatening spaces, but MADiSON gives that inspection a tangible ritual. Raise the camera, choose the shot, and discover whether your curiosity has paid off or made things worse. Its photographs connect the supernatural material to the actual puzzle-solving rather than leaving the camera as a decorative gimmick. The result is a useful tension between wanting answers and fearing the process of obtaining them. Even when the surrounding horror imagery feels familiar, the camera helps make engaging with it feel more personal and less passive.

The house itself does a lot of the heavy lifting. MADiSON belongs to the strain of horror associated with P.T. and Visage, where domestic spaces become threatening through repetition, uncertainty, and the feeling that familiar surroundings can no longer be trusted. Its confined layout gives you plenty of opportunities to revisit places that have already made you uncomfortable. At its best, that familiarity becomes a weapon: recognizing a room doesn’t necessarily mean feeling safe inside it. At its worst, however, the same compact environment becomes a source of tedious navigation. There’s a fine line between dreading another trip down a corridor and simply wishing the game would let you get there faster.

The audiovisual presentation generally keeps that line from collapsing entirely. Detailed horror imagery, tense sound, and aggressive scares give the environment a nasty sense of presence. The game knows that an unseen threat can make an otherwise uneventful walk feel loaded with possibility. It also knows how to puncture that anticipation with a sudden shock. The jump scares are a major part of the experience, so anyone hoping for an entirely restrained, slow-burning approach should adjust their expectations. MADiSON wants to get a physical reaction, not just inspire thoughtful unease. Fortunately, its stronger shocks have an oppressive atmosphere supporting them rather than existing as isolated bursts of noise.

Still, the game’s enthusiasm for frightening you can become excessive. There’s a difference between keeping someone on edge and constantly reminding them that the next loud interruption is coming. Its more aggressive audiovisual choices risk making the horror feel pushy, particularly when exaggerated camera movement and awkward interactions are already demanding attention. The problem isn’t that jump scares are automatically cheap; a well-timed one can be hugely effective. It’s that tension needs room to develop, and mechanical irritation can interrupt that development. When the player starts thinking about getting the cursor into exactly the right position, the supernatural threat temporarily loses control of the scene.

Puzzle-solving is the other major ingredient, and it produces the game’s biggest split between satisfaction and frustration. MADiSON uses an old-school structure in which objects, clues, and obstacles may appear well before their purpose becomes clear. That can make the house feel interconnected and reward attention to details encountered earlier. The camera also gives some puzzles a distinctive supernatural twist. But the distinction between an intriguing mystery and an arbitrary roadblock isn’t always maintained. A good puzzle makes you reconsider the evidence; a weaker one makes you reconsider whether you’ve missed an interaction prompt. Too often, the game risks replacing productive uncertainty with aimless experimentation.

That matters especially in horror because confusion has a short shelf life. Initially, not knowing what to do can intensify the feeling of helplessness. After enough unsuccessful attempts, though, fear starts giving way to impatience. Slow movement, repeated routes, and unclear solutions compound one another, making stretches of MADiSON feel less like an escalating nightmare and more like a haunted escape room with uneven instructions. Interestingly, that awkwardness can occasionally work in its favor by making events harder to predict. But unpredictability is more effective when it feels deliberately controlled. The game doesn’t always convince you that its friction serves the horror rather than simply getting in its way.

Narratively, MADiSON benefits from committing to its demonic material. It doesn’t need to transform every frightening image into an elaborate psychological metaphor to justify itself. There’s an appeal to its relatively straightforward interest in possession, occult rituals, and malignant forces. The story provides a reason to keep investigating without becoming the sole attraction, while its familiar genre ingredients give the camera and environmental design something immediately understandable to work against. The downside is that familiarity limits the sense of discovery. Horror veterans will recognize much of its vocabulary, even if the game can still arrange those recognizable pieces into some effective, unpleasant situations.

Ultimately, MADiSON is a strong horror experience wrapped around a sometimes aggravating adventure game. Its camera mechanic gives the fear an interactive foundation, its house sustains an oppressive mood, and its best scares have real bite. The puzzles, pacing, and interaction issues prevent it from feeling consistently assured, however. It’s easiest to recommend to players who enjoy supernatural horror enough to tolerate a little fumbling between the memorable moments. Anyone who needs elegant signposting or dislikes aggressive jump scares will have a rougher time. For everyone else, there’s a compelling nightmare here—one that repeatedly makes finding the next clue feel like opening a door you already know you shouldn’t.

Horror Game Review: Visage (by SadSquare Studio)


“It feels like the treatments are only making things worse.” — George

Visage knows how to make you dread the next room long before anything actually happens. Released in 2020 by SadSquare Studio, this indie psychological nightmare takes the familiar haunted-house setup and stretches it into something deeply uncomfortable. Its connection to P.T.—Hideo Kojima’s playable teaser for a canceled entry in the Silent Hill series—is obvious, but dismissing it as another imitator would overlook how much it brings to the table. There are proper survival mechanics, substantial exploration, and several distinct stories beneath its ghostly surface. It is also clumsy, confusing, and occasionally exhausting for the wrong reasons. Still, when everything clicks, its atmosphere makes those shortcomings surprisingly easy to forgive.

The setup puts you in the shoes of Dwayne Anderson, a man exploring a sprawling house burdened by the tragedies of its previous inhabitants. Before that exploration begins, though, the game opens with a deeply disturbing sequence involving family murder and suicide. That immediately establishes how ugly things can get. This is not a playful ghost story where a few spooky noises lead to a monster reveal. The house becomes a space for confronting violence, suffering, and uncertainty, with Dwayne’s connection to everything left deliberately murky. The mystery offers plenty to chew on, although anyone expecting straightforward answers should adjust those expectations early.

What makes the house so effective is how ordinary it feels before reality starts coming apart. These are recognizable domestic spaces rather than elaborate gothic chambers, and that familiarity does much of the heavy lifting. A dark corner does not need a creature standing in it to become threatening; the possibility is enough. Visage understands that horror often works best when the player is mentally filling in the blanks. Its environments create an uneasy relationship between recognition and suspicion: you know what a home should feel like, but this one keeps quietly violating that understanding. Even exploration can feel like trespassing.

The audiovisual presentation reinforces that discomfort without needing nonstop spectacle. The house looks convincingly lived-in, while shadows and unsettling creaks make its emptier spaces feel occupied. Technically, this is not a game that needs to outmuscle a blockbuster production. Its strength lies in how effectively the visuals and sound work together to make you distrust your surroundings. The jump scares certainly matter, but they land because tension has already done most of the work. The frightening part is often the stretch before something happens, when you are staring into darkness and wondering whether moving forward will finally trigger the thing you have been dreading.

Unlike a purely passive haunted-house tour, Visage gives you systems to manage while all that anxiety builds. Spending too long in darkness or experiencing disturbing events affects your sanity, introducing another layer of uncertainty through hallucinations. You also have to juggle objects between your hands and a limited inventory. Conceptually, this is a smart combination: navigating the environment becomes more involved than simply following the next corridor. You are not just witnessing frightening events; you are trying to stay functional inside them. That extra responsibility helps distinguish the game from horror experiences that rely almost entirely on scripted surprises.

Unfortunately, the inventory is also where that involvement becomes irritating. The two-handed control system sounds immersive until using a tool requires clearing your other hand, rearranging your possessions, or dropping something because there is no room left. There is a difference between making a character vulnerable and making basic actions unnecessarily awkward, and Visage does not always respect that distinction. Some friction suits survival horror, but menu and item-management friction can pull attention away from the environment entirely. When your biggest concern becomes figuring out how to hold the correct object, the haunting has temporarily lost its grip.

The chapter structure provides welcome variety. Lucy’s chapter leans closest to the intimate, oppressive horror associated with P.T., while Dolores’s puts greater emphasis on puzzles. Rakan’s moves toward more traditional survival-horror encounters, and the final chapter pushes further into surreal territory. That variation keeps the game from feeling like one idea repeated indefinitely. It also gives the house a broader identity, as though different tragedies have left different kinds of damage behind. The tradeoff is unevenness: depending on whether you prefer exploration, puzzles, or direct danger, some sections will naturally feel stronger than others.

Puzzle design is the biggest obstacle to enjoying that variety. There are satisfying moments of observation and deduction, but the game also slips into obscure interactions that can feel arbitrary rather than clever. Being lost in a haunted house should be frightening; being lost because you cannot identify the next required trigger is mostly annoying. Once exploration turns into repeatedly checking familiar rooms, suspense risks giving way to impatience. The game deserves credit for resisting constant hand-holding, but withholding direction is not automatically good design. A stronger balance between subtle guidance and uncertainty would preserve the mystery without draining so much momentum.

Ultimately, Visage is an impressive horror game with rough edges that genuinely matter. Its storytelling favors implication over resolution, its controls need patience, and its puzzles can interrupt an otherwise powerful sense of dread. Yet those problems do not erase how convincingly it turns an ordinary house into somewhere you desperately want to leave. It builds fear through familiarity, then steadily makes that familiarity unreliable. For players who value slow-burning psychological horror and can tolerate some frustration, there is a memorable experience here. It is not consistently elegant, but it understands something essential: the scariest room is often the one you have not entered yet.

Warhammer 40K: Darktide Review


“From duty and death there can be no respite.” — Imperial Devotional

Warhammer 40,000: Darktide understands the core appeal of Warhammer 40K better than most games carrying the license: this is a setting where humanity is vast, miserable, paranoid, religiously fanatical, and constantly one bad day away from being devoured by something unspeakable. Rather than putting the player in the polished power armor of a Space Marine or making them a heroic commander steering armies across a galactic map, Darktide makes you one of the forgotten people at the bottom of the Imperial food chain. You are a convict, a disposable recruit, and—depending on your class—a soldier, preacher, psyker, or big angry guy with a shield. Your job is not to save the galaxy. Your job is to get sent into a plague-infested hive city, kill everything in the way, retrieve whatever your superiors need, and hopefully make it back onto the extraction shuttle alive.

That smaller scale is one of the game’s greatest strengths. Darktide does not try to explain every faction, era, Primarch, chapter, or cosmic crisis in the massive 40K setting. Instead, it traps players in Tertium, a decaying hive city that has been overwhelmed by a Chaos corruption outbreak. The city is a vertical nightmare of industrial machinery, polluted lower levels, cathedrals large enough to swallow city blocks, cramped hab corridors, manufactorums, rail lines, sewage tunnels, and military facilities. It feels like a place where billions of people might actually live, work, worship, suffer, and die without ever seeing the sky. More importantly, it feels unmistakably like 40K.

At its core, Darktide is a four-player cooperative horde shooter in the same broad family as Left 4 Dead and Fatshark’s own Vermintide games. Missions send a squad through hostile territory toward some objective: restore power, investigate a disturbance, assassinate a major enemy, retrieve data, sabotage an operation, or escape a sector before the situation becomes even worse. The basic rhythm will be familiar to anyone who has played a co-op action game. You move through an environment, fight waves of enemies, search for supplies, survive scripted events, and reach extraction. But Darktide succeeds because its moment-to-moment combat has a tremendous amount of weight and tension.

The shooting is excellent. Lasguns feel precise and satisfying, autoguns kick hard, shotguns deliver the expected up-close brutality, and explosive weapons can turn a packed corridor of cultists into a bloody mess in seconds. Every weapon has a distinct personality. A fast-firing infantry autogun feels wildly different from a heavy bolter-like weapon built to chew through armored targets, while a revolver can be a lifesaver when a special enemy needs to die immediately. The game encourages players to learn which tools work best against particular threats, because blindly spraying into a horde is rarely enough once the difficulty rises.

What really separates Darktide from many shooters, though, is its melee combat. This is not a game where you merely pull out a knife when ammunition runs low. Swords, axes, clubs, chain weapons, thunder hammers, and force weapons are central to survival. The melee system asks players to manage crowd control, dodge timing, blocking, pushing enemies back, and targeting priority. A horde of shambling Poxwalkers may look easy to handle, but being surrounded can become fatal almost instantly. Meanwhile, heavily armored Scab enemies require more deliberate attacks, and elite enemies such as Crushers can force a team to react quickly or get flattened.

There is a pleasing physicality to landing a heavy axe strike on a cultist or cleaving through a group with a chainsword. Weapons connect with a crunchy, ugly impact that suits the material perfectly. Darktide often feels like a desperate street fight happening inside a nightmare factory. You are not an invincible superhuman; you are a person trying not to get dragged down by dozens of infected bodies. Even when players become more powerful through better gear and refined builds, the game retains that sense of chaos. One missed dodge, one ignored Trapper, or one badly timed push into a dark hallway can wreck an otherwise successful run.

The four main archetypes offer enough variety to keep the game interesting. The Veteran is the most straightforward ranged specialist, built around firearms, target elimination, and battlefield awareness. The Zealot leans into aggressive melee combat, religious fury, and reckless survivability. The Psyker uses Warp-based abilities to control crowds, destroy priority targets, and bring some of the setting’s psychic horror into the action. The Ogryn is the team’s giant bruiser, capable of absorbing punishment, disrupting enemy formations, and smashing through crowds with the subtlety of a cargo hauler. Each class can be shaped in different directions through talent trees, allowing players to experiment with support roles, damage-focused builds, mobility options, and specialized weapon combinations.

The build system is one of Darktide’s more rewarding long-term features, even if it can become overwhelming for newcomers. A Veteran might become a precision shooter who deletes enemy specialists from across the room, or a more flexible squad leader who supports teammates with ammunition and defensive buffs. A Psyker can focus on popping elite enemies with psychic attacks, spread crowd-controlling flames through hordes, or wield lightning that locks down a dangerous room. The most successful teams usually have some degree of balance: players need horde-clearing power, anti-armor tools, reliable ranged damage, and someone ready to rescue allies when the formation collapses.

That need for cooperation is where the game is at its best. Darktide is much more enjoyable with a team that stays together, calls out threats, shares ammunition, and understands that rescuing a trapped teammate can matter more than chasing a few extra kills. The game’s enemy director is especially good at creating panic. A group can be calmly clearing a hallway when the audio suddenly signals a nearby Mutant, a Hound begins its distinctive howl, a Sniper takes position somewhere in the darkness, and a horde pours through every doorway at once. In those moments, Darktide becomes frantic without turning completely unreadable. Players have to make choices quickly: deal with the special enemy, hold the choke point, revive the downed teammate, or move before the entire squad gets buried.

The visuals do an enormous amount of work in selling the setting. Tertium is one of the best-looking locations in any Warhammer game, not because it is pretty in a conventional sense, but because it is so oppressive and detailed. The city is built from brutalist metal, rust, smoke, cables, oil, religious iconography, and vast Gothic architecture. One mission may take place in an industrial complex full of furnaces and machinery, while another sends players through an abandoned archive, a ruined marketplace, a cathedral-like transit station, or a lower hive district washed in toxic green light. There is always a feeling that the playable mission area is only a tiny piece of an impossible structure extending far beyond the map boundaries.

Darktide’s lighting is particularly effective. Darkness matters mechanically as well as visually, since enemies can emerge from blackened corridors with almost no warning. Flashlights create a narrow sense of security while making everything outside their beam feel more threatening. When the game shifts into a high-intensity combat sequence—sirens blaring, red emergency lights flashing, bodies charging down a corridor, gunfire lighting up the smoke—it can look spectacular. It captures the grimy grandeur that people expect from 40K without making the world too clean or overly polished.

Its sound design may be even better than the graphics. Weapons sound brutal, enemy barks are useful and memorable, and the audio cues for special threats become essential survival tools. The soundtrack gives the action a huge industrial-gothic pulse, mixing choir-like grandeur, metallic percussion, and aggressive electronic energy. It makes even routine fights feel like they are happening at the end of civilization, which, in the context of 40K, is basically an average Tuesday.

The game’s themes are equally faithful to the source material. Darktide is about oppression, faith, bureaucracy, militarism, decay, and survival inside a civilization that treats human life as expendable. The Imperium is not portrayed as a warm or aspirational institution. Your characters are prisoners recruited because the Inquisition needs bodies. The people giving orders are suspicious, ruthless, and generally willing to sacrifice anyone below them if it serves the mission. Yet the game also understands why ordinary citizens might cling to Imperial faith: in a universe full of daemons, alien horrors, and corruption that can literally infect the soul, belief can become a survival mechanism as much as a tool of control.

The lore handling is smart because it stays grounded. There are references to the Imperium, the Inquisition, Chaos, the Moebian Sixth, the Astra Militarum, the Adeptus Mechanicus, psykers, and the Warp, but Darktide does not stop the game every few minutes for a lore lecture. Veterans will recognize the details immediately, while newcomers can understand the basic situation through atmosphere and dialogue. The banter between characters is especially valuable here. It reveals differences in class, background, belief, and social status while making the squad feel more like actual inhabitants of the setting than generic multiplayer avatars.

Darktide has had its share of rough edges, particularly in how its progression, crafting, mission structure, and live-service ambitions have landed at different points in its life. The game can feel repetitive if players are not drawn in by the combat loop, and random teammates can make higher-difficulty missions either thrilling or deeply frustrating. Still, those issues do not erase what Fatshark has built. When Darktide clicks, it is one of the most convincing Warhammer 40K experiences available in games.

Warhammer 40,000: Darktide is not the place to go for a sweeping campaign about galaxy-changing heroes. It is better than that in a different way: it puts you in the boots of a disposable Imperial nobody and makes survival feel like an achievement. Its combat is vicious, its environments are wonderfully bleak, and its understanding of 40K’s grimdark atmosphere is exceptional. For fans of co-op shooters, melee-heavy action, or the Warhammer universe itself, Darktide delivers the rare experience of making the 41st Millennium feel enormous precisely because it lets you see how horrifying life is at ground level.

Mass Effect: Andromeda Official Launch Trailer


It’s been five years since the Mass Effect 3 ended Commander Shepard’s fight against the intergalactic menace known as the Reapers. While there were many who didn’t like how the trilogy ended by way of choosing which color circle it was still a satisfying conclusion to one of best game series in recent memory.

One bittersweet note was the fact that it was the last game that I played co-cooperatively with long-time site video game writer Semtex Skittle who passed away a year after the game’s release.

From what I’ve seen of Mass Effect: Andromeda since it was first announced two years ago this looks like a new direction in the series that Semtex Skittle would’ve found refreshing and worth revisiting the game universe.

This launch trailer for Mass Effect: Andromeda definitely follows in the cinematic trailers of it’s three previous entries. Here’s to hoping that this new story in the series lives up to the original trilogy’s legacy.

Dragon Age: Inquisition Has Arrived


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I’ve not been buying that many games this year, but this is one little title from EA’s BioWare I know I must have and play before year’s end. That title is the third game in their fantasy rpg series Dragon Age.

Dragon Age: Inquisitor will mark the arrival of BioWare onto the nextgen platforms (Xbox One, PS4) and looks to combine what was good with the first two titles in the series while trimming off what went wrong with those two.

The game already looks gorgeous from just clips and gameplay videos shown leading up to this release. If the title looks to expand on the world-building that has been laid down by the first two titles in the series then I should expect to be playing this game for at least a minimum of 80 hours, if not more.

Now, I just need to decide on race and class for my character.

Horror Review: The Evil Within


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The Evil Within’s announcement was met with huge expectations for being an original horror title directed by Shinji Mikami, creator of Resident Evil, benchmark of modern horror videogames. Over the years he personally directed a few projects with very fluctuating results, but his leadership of the Resident Evil games was competent, and they only really squandered when he cut ties with the series after his involvement right after Resident Evil 4, which many regard as one of the best games of the last decade. No pressure in this new intellectual property then.

And I’ll just straight out say it. It’s a disappointment. It would be hard not to be one. But it’s not a normal disappointment. If it were I’d give it a passable review and say that people might enjoy it just for the effort. However, The Evil Within is, pardon me, utter piss. I realize negative reviews are very “in” nowadays and people do them just for the sake of it, but this one is sincere. I wouldn’t buy something on retail price crossing my fingers, HOPING, it would be such a mess. I spent cash on this shit. This money was invested. I wanted it to give some return in the form of entertainment. Which was wishful thinking, of course.

First of all let me talk about the technical issues. Full disclosure; I played the PC port; not a good option, apparently. To be honest I only had one issue with it, but I understand that “it is not a good port” because this piece of trivia was bombarded on me by my peers. So don’t buy the PC version, it’s bad (maybe until they release some patches). That being stated, we’re left with “the game”. The real horror.

Probably under the pretense that this would make the game scarier, the development team decided that the camera just had to be forever stuck on letterbox view. This is not just pretentious, it is an OBSTACLE. It takes maybe a third of everything in your field of view. Your eyes are hindered by two monstrous gaps of black bars, top and bottom. And you need to actually look at stuff to be able to pick them, so you can only imagine how this is cumbersome on the playing experience (By items, I mean ammo, medicine, documents, same kind of thing that was in Resident Evil). Are you a fan of collecting stuff? A perfectionist maybe? You’ll either spend more time than you should inside one map to make sure you’ve gotten everything or you’ll forget that. Chances are you’ll miss items either way. This camera is out of this world. It is a monster incarnate full of spite toward you. Catching inbound enemies is an equally hard job, as the lack of proper vision of your immediate surroundings makes it hard to realize if you’re being chased, or to know exactly how many enemies are around you. This might lead to some unintentional scares if that fancies you, but fact of the matter is that it’s simply put, bad camera mechanics. And let’s not talk about the obtuse amount of film grain. That being said, this title is not entirely offensive on a visual scale. The art and graphics are quite nice, even if hamfisted on the gore. It’s just too bad it’s so hard to see it properly.

Apparently it actually covers something around 45% of the screen

Actually, it seems to cover something closer to 45% of the screen

A document early on the playthrough makes a point of telling you that the protagonist, Sebastian Castellanos is one of the fastest ever policemen of Krimson City to rise to the rank of detective (I feel like the name of the city might have been suggested by me when I was 14 and thought I was really death metal) . You will quickly notice though that Detective Castellanos isn’t the physical marvel he is laid out to be. The act of sprinting in the beginning takes a full 3 seconds from top speed to complete exhaustion. At his best, Sebastian can run for ten seconds before needing to stop and breathe in the middle of a full herd of enemies (which he WILL do if you rely on sprinting too much). He’s not a very good shot either, even at ranges close to point blank he’ll miss often unless you upgrade his weapon. Walking is awkward, running away is awkward, shooting is awkward. Some of these can be improved by buying common sense into the game in the form upgrades for the character with green goop. Seriously, that’s their currency. I confess to maybe having missed something, but I don’t think that part was ever explained.

If you think objectively about it, Resident Evil was awkward. Even the fourth one. The controls were always strange at best. It comes to me that, while people were begging for a new, good Resident Evil, Mikami acknowledged their wants and needs. That’s what The Evil Within is. I mean, the zombies are there, the alien controls as well, and it’s ever so slightly scarier, which was another major complaint, since some viewed the Resident Evil series as having swayed from survival horror to mostly action with some horror elements. In this sense, people got just what they asked for: A survival horror made by Mikami that is very much like Resident Evil. However since Resident Evil 4, Mikami directed two titles, a four year gap between each of them (2006, 2010, and The Evil Within in this Gregorian year of 2014), and the other two were not even close to being horror games. So what we got is a newly released outdated survival horror with ten year old survival horror mechanics.

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What happened!? I heard there was a good game in here!

The sad realization is that maybe Shinji Mikami isn’t a master of horror. The Evil Within isn’t very scary past the few initial chapters, where you’re completely powerless (and maybe this was this game’s real element, which in my opinion he failed to realize). Some of the more tense parts orchestrated by him come from trial and error, when some scripted event or other makes you face something new, something you’re totally willing to fight against. Then, upon closer inspection, you notice your head has just been pulverized by this new thing you perceive. So it occurs to you that you don’t fight this thing, you run from it. Of course, that’s after you died. Not very fair, honestly. The story is intriguing, but extends itself far too much. My interest was gradually lost on what could be a great mixture of body and psychological horror. It failed because while the art was on the right spot, the writing lost its way and somewhere it just became a zombie game. And I hoped it would pick up again. It never did.

It seems The Evil Within has few redeeming features and is somewhat obsolete in a very weird way. The space reserved for its image projection is malevolent. The gameplay is unimpressive and clumsy. It is artistically well intentioned, but ultimately poor. It does have, however, a very nice character in the form of an otherworldly and cryptic nurse that helps you through the story during dreamlike sequences. Her personality and oddities make her seem like a character from a Suda51 game, maybe something learned by Mikami in his time working with Suda on Shadows of the Damned. Man, now that’s a good title. Suda is really good, isn’t he?

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Horror Review: Yahtzee Croshaw’s Chzo Mythos Part 2 – 7 Days a Skeptic


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Following the success of 5 Days a Stranger, Yahtzee decided that, no! A one hit wonder just wouldn’t do! He had more horror tropes to nod to, more space to cover! And speaking of space that became the setting of the futuristic sequel 7 Days a Skeptic. Most flawed of the series from a narrative standpoint, it might be, however the most horrorific of them.

Skipping a few centuries right into the the year 2385, 7 Days (a game awfully ominous when referred to like this) is played through Jonathan Somerset, experienced psychiatrist of spaceship Mephistopheles. On exploration duty for the Earth 7_Days_A_Skeptic_by_kyetxianFederation, the ship’s crew of Jonathan and five others find a sealed metal box adrift in space. Upon inspection, they find that it contains the remains of John DeFoe, character of some importance to the first game as players might recall. As the crew returns to their assigned duties, leaving the box unopened, Dr. Somerset realizes things start to grow veeeery eerieeee.

With a premise and aesthetical style reminiscent of sci-fi horror movies, particularly Alien, 7 Days is a nice shift while still retaining the characteristics that made its prequel scary. The isolation and inability to run away makes sense when away means out in the vacuum of outer space. Dream sequences still mix into reality, giving it an ethereal feel at times. And it further expands the tales of the series’ supernatural killer, giving him a more active role this time, which makes some parts really fucking scary.

It may sounds ridiculous and hamfisted at first to go from modern to futuristic in one game while still keeping the same themes, but it’s a title that does so unpretentiously. 7 Days a Skeptic is enjoyable and very very creepy and you should play it just for that. And if you don’t do it for the cold spike you feel while being chased by an insane murderer, play it for its sequels because, boy, it’s worth it. And I’ll get to that soon.

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