Playtime:
190 minutes
Barrow Hill is missing something, in a broad sense. Maybe it's the unskippable radio programs; maybe it's the unskippable phone calls; maybe it's the unskippable 12 (or more) times you have to listen to someone ominously reciting two sentences. Maybe it's the way the written materials are almost entirely about the plot at hand - to the point that near the end of the game, when you unlock an entire new area long since abandoned and left to rot, you get absolutely no context on why it was abandoned at all. Maybe it's the little quality-of-life moments, like doors having to be unlocked each time you approach them or not being able to move while on the phone. Maybe it's just my personal issue with the nitty gritty of the plot.
I understand and respect that this was essentially one person's passion project, so I really don't mean to sound harsh. That new area I mentioned above has a great atmosphere, and there are some musical stings that really stabbed me with dread at times. I wouldn't say the voice acting was as poor as others call it. The opening and closing cutscenes being real-life (low-res) video was quaint and, speaking specifically of the opening, set a great tone before I really started playing. And there are some moments where you can skip to the end of a puzzle without having triggered it by viewing or doing something else, which I always appreciate. (I usually will use a walkthrough for these kinds of adventure games that leave you on your own, so it's nice to be able to cheat a puzzle.)
But again, something is missing. I'm a sucker for historical mysteries, weird supernatural occurrences, and the unearthing of ruins, but this plot held no fascination for me at all. I wasn't invested in the characters we meet, I wasn't afraid of the entity/ies potentially on the prowl, and by my 8th time hearing "THE ANCIENT. MAN. HAS AWOKEN." I was downright over it.
Someone elsewhere in the reviews compared this to Rhiannon: Curse of the Four Branches, and I will say that I was independently reminded of that game as well when playing, particularly when completing the last extended puzzle sequence. In my view, Rhiannon does a lot right that Barrow Hill does wrong. It can be clunky and occasionally cheesy, but it absolutely nails an atmosphere that Barrow Hill (despite being set in a creepy forest at night, for crying out loud) somehow misses, and presents captivating lore through a set of varying written materials and recordings. Thinking of Barrow Hill's written logs vs Rhiannon's, I find myself hard-pressed to really distinguish any traits of the former's characters via their writing, and that's a fatal error for a game so intent on telling its story that way. (To put it differently, they seemed to exist to tell the story of the game, not to be real people who found themselves plopped into a horror movie setting.)
If the developer is ever inclined, I think Barrow Hill deserves a remake. The graphics and voice acting need not be perfect, but some rewriting, reworking of mechanics such as the phone calls, and a shakedown of the controls for easier freedom of movement would work wonders. It's got a solid something at its core that needs to be polished up a bit. But as it stands, I was actively rushing through to say I'd finished it, which is not a great feeling.
👍 : 0 |
😃 : 0