![]() If you want to see more reviews of great indie games, please consider backing this project. I’m so pleased that Scarlet Hollow has maintained every aspect that made it my favourite game last year, and can’t wait to play it through again.Īll Buried Treasure articles are funded by Patreon backers. The fourth chapter is aiming to come out by the end of this year, so we’re also in this for the long haul. To promote Scarlet Hollow and grow its popularity, use the embed code provided on your homepage, blog, forums and elsewhere you desire. This is the third of a planned seven chapters, each portraying one day of your time in the Hollow, so we’re not even halfway yet. Scarlet Hollow is an immersive horror-mystery with sharp writing, impactful choices, and meticulously hand-drawn art from award-winning graphic novelist Abby Howard. How hard you poke at any aspect of it is up to you. ![]() All is held in such delicate tension, and any feels like it could break at any moment. There is so much going on here, so many unspoken stories, personality conflicts, kept secrets, lifelong feuds. ![]() But as ever, the writing shines above it all. And a shout must go out to the aural approach, with some guttural moans and wails that were quite the thing. The art remains as fantastic as before, vast numbers of elaborately detailed hand-drawn scenes, this time embellished by some genuinely unsettling mixed-media shenanigans. But then, argh, which is my One True Experience?! And of course, by having picked that, I was missing out on the plot consequences of so many other approaches. I yet again found it impossible to imagine how Chapter 3 might play out if I didn’t have the Talks To Animals trait, despite replaying the first two just to find out. Fortunately, as the plot started racing forward, I was absorbed back into it, and spent far less of my time split-headed over the alternative possibilities.Īll of this means it’s a game that begs to be replayed. And if I let myself start thinking about this too much, I find I get some sort of empathy-crisis, the whole thought of constructing it all feeling too overwhelming!Ĭlearly all the main beats are the same – you will go to someone’s house, you will go on a ghost hunt – but it’s quite remarkable how differently these events can be experienced. Except in the other universe I’ve created, his dad’s with him, and they’re talking to me about problems with their neighbour. So when I bump into Duke’s adult son in the teashop, he’s on his own, asking where his dad’s body might be, leaving me with the dilemma of whether to tell him the location and thus risk his own life. Plus those personality traits from the very start, different in each of my saves, that affect so much of what you see and say. And that’s just the biggest events, alongside the many interpersonal relationships, and other choices I’ve made along the way. In one save I’ve got two kids still trapped in a collapsed mine, in the other, they all got out, but one girl suffered terribly. In one version of reality, old man Duke is dead, in another, alive. Honestly, I find that a struggle, having played the first two chapters through so differently, and realising just how much Episode 3 has to juggle. The most important thing when playing Scarlet Hollow is to not let yourself start thinking about the complexity of its creation.
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