Tag: eastasiasoft

  • Review: Dead of Darkness (Nintendo Switch)

    Review: Dead of Darkness (Nintendo Switch)

    Dead of Darkness is the kind of title that screams pure pulp horror. The kind of title you’d expect to see plastered on the cover of an ‘80’s direct-to-VHS horror. You know the kind, on the shelf in the dark corner of the store that you’d rent for the weekend, watch on repeat with your best mate, and then talk about for years even if wasn’t any good. Yeah, it’s that kind of pulpy, badass title.

    But instead of a movie, it’s strapped on to a 2D survival-horror title. The sort that we might call a love-letter to the greats of genres past. Dead of Darkness takes us back to that time when survival-horror ruled the roost and you couldn’t take two steps outside your front door without been accosted by any number of games trying to cash in on the genre’s success. The game is bathed in the tropes of old school survival-horror, from the story to the various gameplay mechanics. It’s like a mash-up between Resident Evil and Alone in The Dark, with a bit of cosmic folk horror thrown in for good measure.

    Like any good pulp horror story, Dead of Darkness provides us with a colourful cast of characters and a significantly ominous location. A damaged ex-cop turned drunken private eye? Check. A mysterious, isolated island chock-full of secrets? Check. A strange family that aren’t all that they seem to be? Check. Armies of monstrous abominations stalking the darkness? Double-check to infinity and beyond!

    Set in 1985, Dead of Darkness throws you into the shoes of a reluctant P.I. When a letter arrives asking him to come to Velvet Island for answers surrounding his daughter’s death, Miles Windham doesn’t hesitate to grab the next ferry out. But things on the island are about to go from bad to worse when a scream shatters the dead of night.

    Instead of throwing us into a classic whodunit, Dead of Darkness propels us headfirst into a creature feature as monstrous forms roam the island and mansion hallways, tearing apart anyone foolish enough to get too close. The shambling horrors are only the beginning though and, as the night crawls on, nastier creatures come looking for a snack too. Does the island harbour the truth Miles needs? Will he even survive to find it?

    The only way you’re going to know that is to run through Velvet Islands death trap locations. And, thankfully, the games story is it’s single, strongest element pushing you forward. This twisty, turny tale is powered by some great voice acting as well, though be warned, like Still Wakes the Deep, there’s surprisingly adult language chucked your way at times. And while the usual Resident Evil-like ne’er-do-well corporation conspiracies do make an appearance, the bulk of the narrative – also fleshed out through plenty of letters – is a really good tale and well worth the time to explore.

    Gameplay is traditional survival-horror to the tee, just in a top-down, isometric 2D world. There are plenty of items to collect, locked doors needing specific keys, there are puzzles to solve, and not enough ammo to go round. Some of the best moments are built around puzzle solving, which lets you combine clues with items to do so. While there’s nothing in here that will cause the old brainpan to overheat, they’re nice filler to the rest of the gameplay, which is as traditional as can be – though not always for the best.

    Item management, along with an unhealthy amount of back-and-forth between locations, will be taking up most of your playtime as you struggle to manage what you need for a specific task versus what you need to keep yourself from keeling over. One nice addition to the map system is that any room you haven’t cleared or collected everything in, remains coloured red on your map, along with doors that need specific colour-coded keys. This way, you’re never lost as to where you still have to explore or complete an objective.

    The problem, of course, is that inventory space is limited to a measly eight slots. You can chuck items into the storage crate in every save room, which synchronises its contents across all crates, but it doesn’t stop you from having to run around picking up and dropping off items all of the time. Your weapon selection may be limited, but you’re going to have juggle that along with ammo and health pickups, which left me with only two open slots most of the time. And, because monsters can respawn or get swopped out for different ones in areas you’ve already cleared, you don’t want to be left short of ammo.

    Ammo is certainly in short supply. Not so much because there isn’t enough to pick up, but more because enemy damage seems to be randomised. When your regular flesh-eating zombie things can take between three to five pistol shots to go down, those seventy rounds of ammo you’ve picked up disappear pretty quickly. The shotgun, thankfully, packs a nice, meaty and disgusting punch, especially on the more common grunts that it turns into misty gibbets with ease. Weapons can be upgraded, but that random element means that I didn’t notice as much difference in stopping power as I would have liked. There are multiple difficulty settings to choose from but, honestly, I only noticed about a one bullet difference between normal and easy most of the time.

    The amount of back and forth does damage the games pacing as well. During a second playthrough, after a consistent and unavoidable crash was patched, I found the pacing more enjoyable as I already knew where to go and what to do, thus cutting the tiring backtracking. This did wonders for improving the pacing. While I admire the developers desire to make a truly retro experience, certain elements were best left in the past.

    One of the other aspects I enjoyed, even if it meant sacrificing an item slot, was the sanity meter. Every successful monster attack doesn’t only damage your health but your sanity. There are items to help restore it, but the game does throw in some cool insanity effects when it starts to get low, like creepy voices and the game seeming to “crash”. Beware though, if your sanity drains completely, you can die.

    Combat may divide players. As with classic games, you can’t move while shooting or reloading, so you have to use the environment to your advantage during combat and boss fights revolve around observing attack patterns. In general, combat just feels very basic. It’s effective but doesn’t get the blood pumping. And while there’s guts and gore galore, Dead of Darkness isn’t very scary at all, even with some insta-death sections that I could have done without. This may be a buzzkill for some, but the general overall enjoyment of the game goes a long way to making up for a lot of its flaws.

    Another potential issue for some will be the pixel art that, although nice to look at, is far less detailed than what we’ve come to expect from many indie games lately. It does a bit of disservice to the monster designs and animations but, like the combat, the visuals are serviceable.

    Overall, Retrofiction Games’ Dead of Darkness is an ambitious title in the 2D survival-horror genre. While the combat may be passable and the pacing could be better, it’s buoyed by a great story, good voice acting, and fun puzzles that mostly manage to capture the best parts of survival-horrors past.

    Pros:

    • Great story
    • Fun puzzles
    • Good voice acting

    Cons:

    • Pacing hampered by too much back and forth
    • Combat is just okay
    • Insta-death sections were painful

    Score: 7/10

    Dead of Darkness was reviewed on Nintendo Switch using a code provided to gameblur by the publisher. It is also available on PC, Xbox One/Series S|X, PS4/5, and Nintendo Switch 2.