I don’t usually
play horror games. As a regular sufferer of anxiety attacks, if I want to be scared,
I just need someone to drop round unexpectedly. However, there was something
about Silver Chains, a horror game developed by Cracked Heads Games that
appealed to me. On the outset it appeared to have everything I go for in the
genre, but how did it fare? Is it a unique terror filled experience or were the
only scary things going on, the omissions from the developers? Read our review
to find out?
Silver
Chains tells the tale of Peter, who after crashing his car heads to the rather
foreboding old and decrepit house in front of him. As he approaches, he blacks
out and wakes up in of the house’s rooms. How did he get there and just what
happened to the residents of the house?
These are
the two questions posing the player. Without giving two much away it’s a story that
features some fairly typical tropes of the genre. Including child abuse. So, if
you are of slightly more delicate sensibilities you might not particularly go
for the main story. It’s fairly clear what’s happening within the early part of
the game, though the semi-twist at the end takes the storyline off-track a
little. The storyline didn’t bowl me over with originality but figured there
would still be enough in the game to easily compensate for any storyline shortcomings.
Cracked
Head Games have compared Silver Chain with classic horror games such as
Resident Evil and Silent Hill, but from a gameplay perspective apart from the
fact it’s a horror game the similarities weren’t immediately obvious to me. There’s
also only around 4-5 hours of gameplay, which for it’s price tag I would want a
little more.
The basic
gameplay premise is to investigate a room, once you have investigated the
object the game wants you to, a scripted event opens another door or gives you
a jump scare, or someone to run away and hide from. There are a few genuine
puzzles in there, but most ‘puzzles’ are simply finding an object so the path
unlocks. You’re given a couple of items the first being a lantern, which
thankfully does not need fuel and a monocle which allows you to investigate
areas more closely. It’s not overly possible to run with your monocle out and
you can’t use it in conjunction with your lantern, so things can be a little
dark sometimes.
The main
antagonist is a ghostly apparition of a women, who when she appears will chase
you. If she catches you, she instantly kills you and you have to start again
from your last auto-save. (Yep, no manual saves here, so any death will have
you going back to before the encounter and doing it again.) If you see here
then you need to run and ideally hide in one of the many armoires and cupboards
littered about the house. Firstly, she never checks inside them, and you can’t
move inside them either, so rather than peeking out to see when she’s going,
you just have to wait until the suspenseful music stops.
I would
have also like to see a bit more interaction and some fleshing out of the game world.
There are very few items you can interact with, except for the items that
progress you through the game and diary pages strewn about to provide more
background and historical context. Even things like photographs are blurry. Would
it have hurt them to throw some family photos in there, it all helps to add to
the story. Throw in a few things to interact with, that aren’t important to the
story. Allow Peter to sit on couches, look at paintings etc. Ultimately make
the game world feel more real.
The final challenge
was also a little flat and I found myself being more out of breath out of frustration
rather than fear, and took many attempts. It’s impossible to solve on your
first try as it requires prior knowledge of the area. Plus, trying to do what
you need to, with the antagonist chasing you. Proved frustratingly tricky and
difficult to complete, though the rest of the game chugged along at a fairly
decent speed with very few challenging things to impede my progress.
I was a little
disappointed with the gameplay to be honest. I felt we could have been given a
lot more than we did. What we did get was a fairly generic and often far-too-scripted
walking sim-like experience. There are a few genuine jump scares in there which
help but unfortunately not enough.
Let’s park the
negatives now and go on to something a little more positive, and that’s how
Silver Chain looks and sounds. The abandoned and falling down house looks
great. The cracked walls, broken furniture and dust and mold damaged furniture
sets the tone very well indeed. Sure, you could argue that sometimes the furniture
looks a little copy and pasted and a reflective mirror wouldn’t go amiss
sometimes, but generally visually everything’s good. Mind you I’m a sucker for
all those doll and dummy cliché’s like hanging doll limbs and ventriloquist’s dummies.
The sound
also does a good job of bringing everything together. The ghostly voices,
thunderstorms, creaking floorboards, and slamming doors all pad out the
experience. Maybe, those sounds are a little clichéd as well, but I can’t deny
the effect they had on the experience for me. My only complaint would be that
the weather effects become a constant rotation rather than an engaging feature,
so a little variation in those sounds would have made a better impact.
Silver
Chain has 16 achievements for you to collect whilst you’re playing the game.
However, the collecting of these achievements is probably not going to mean
that many people will play the game for a second time, and for a £20 price tag
I would expect there to be a bit more of a reason to come back. Alternate
endings, or maybe even an extra difficulty mode.
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Jim Franklin
Jim Franklin is a freelance writer, living in Derby UK with his wife and his player 3. When time allows he likes nothing more than losing himself in a multi-hour gaming session. He likes most games and will play anything but prefers MMO's, and sandbox RPG's.