Platforms:
Xbox One, PS4, PC, Nintendo Switch, PS5, Xbox Series X|S
Released:
January 23, 2025
Publishers:
Retrofiction Games, eastasiasoft
Developers:
Retrofiction Games, eastasiasoft
Dead of Darkness is a 2D-pixel art survival horror game with an intriguing story, that is held back by tedious combat and time-consuming puzzling—while failing to be particularly scary.
In Dead of Darkness, you play private investigator Miles Windham, who heads to the mysterious Velvet Island as part of an investigation into the death of his wife and child years earlier. Upon reaching the island, it is clear that not everything is as it seems, and things quickly spiral out of control.
Tall Tales
After a content warning, the game opens to an extensive story setup. It takes until you reach Graham Manor, after just under an hour of dialogue, for the game to truly begin mechanically. Unfortunately, at this point, the story grinds to a halt for an extended period, which is a shame given that it later becomes a highlight. While the game is primarily pixel art, dialogue sections feature well-drawn character portraits reminiscent of visual novels, as well as fully voice-acted dialogue.
Thankfully, given how long this initial setup takes, voice talent is broadly strong in Dead of Darkness. In particular, the voice actors for Miles’ & fellow visitor to the island Olivia, give strong performances across the game’s 10-15 hour runtime. However, a primary villain gives a hammy performance that is shockingly out of place, impacting their menace and the story significantly.
As mentioned after the initial setup, the narrative takes a while to come back into focus. You likely won’t be blown away, and many of the twists are predictable, but what is here is well-told and competently written. There are some awkward lines and weird phrasing in the dialogue, but nothing so baffling as to be specifically noteworthy. Some conversations and collectable text documentation are overly long and drag the pacing, but overall I enjoyed the story told in Dead of Darkness. Something else I feel the need to note however is the cast of characters is overwhelmingly white, which is not realistically representative of 1985 England.
You’ve seen it before, but it’s brand new
Early on, Dead of Darkness makes it clear that it will be sticking close to classic survival horror genre staples. If you’ve played a Resident Evil game before, specifically the earlier entries, you’ll understand Dead of Darkness’ core gameplay loop: Fighting off enemies while you solve environmental puzzles that progressively open up a labyrinthian overlapping space with limited resources. Alongside the typical combination of a green key with a green door, there are some more involved puzzles in Dead of Darkness.
“If you’ve played a Resident Evil game before, specifically the earlier entries, you’ll understand Dead of Darkness’ core gameplay loop”
Solving these puzzles was also a strong point. While there are a fair few easy solutions, many of the best are just the right difficulty, and they require some consideration but do not completely stump you. In particular, I enjoyed a mechanic where you combine a ‘clue’ gained from reading a document with an item to alter it—an early memorable example involving annotating sheet music to progress. To help you with these puzzles and finding resources in the environment, you can use a scan ability that shows interactable objects, although I found this was inconsistent and didn’t always highlight everything properly.
You’ll spend a lot of time looting resources, and inventory size quickly became a major pain point for me in Dead of Darkness. With only eight slots it forces a lot of backtracking to save rooms to carry the necessary items to solve various puzzles. From a design perspective, a limited inventory size prevents players from carrying absolutely everything, but with how often it meant tediously shuttling myself back and forth to save rooms because I couldn’t carry puzzle essentials it feels like an overly harsh limit. Towards the middle of the game, it meant I was spending significant periods knowing the solution to puzzles but being forced to repeatedly slowly traipse back to save rooms to manage inventory and enact those solutions.
Alongside this, the objective design in Dead of Darkness is strictly old school. There is no quest log and there aren’t any markers pointing you in the right direction. Besides the map showing you when you have completed a room, you are left to your own devices. This lack of direction may be an issue for some, so if you’re expecting a more directed experience you may be disappointed.
Point and Shoot
Combat is another major issue in Dead of Darkness. Whether you’re fighting the most basic ghoul enemy or one of the various bosses, there are functionally two options available: Either stop moving to shoot at the enemy, or move away and kite the enemy. The lack of depth here means that the vast majority of combat encounters are solved by running backward and stopping to make an attack when you have enough distance. Given that you can only aim in eight directions, it is also basically impossible to miss your target. This means most combat is an exercise in managing distance, so long as you have enough ammo to kill whatever enemy you’re facing.
Initially, any tension found in that combat was not helped by how available ammunition was. Dead of Darkness showers you with resources in the early game. Bullets were so plentiful on the normal difficulty that I was firing a handful of them into the wall to make space for critical items. But later, after a midgame boss fight, I was suddenly so lacking in healing and ammunition I thought I had softlocked the game. To proceed I needed to cross an extended gauntlet of enemies peppered across Velvet Island which was so challenging I was forced to turn the difficulty down to survive. Given there is no smart way to avoid combat or method to skilfully engage the enemies with more limited resources, I simply couldn’t proceed otherwise.
This combat system would be fine if there was less emphasis on it, but Dead of Darkness has a lot of combat. It was rare I would go more than a few minutes without engaging at least an enemy or two, there are entire combat gauntlets, and quite a few boss battles. Because of the amount of time you spend doing it, the limitations are put on full display—and it becomes difficult to ignore how little meat there is on the bone for such a major mechanic.
One Thousand Miles, and One Thousand More
If you intend on playing Dead of Darkness, I would recommend playing on a lower difficulty. Once I turned the difficulty down I was far less frustrated by combat that had quickly become a nuisance or the time-sink of the bullet sponge bosses and could engage more fully with the story. Unfortunately, turning down the difficulty does not change one hit kill enemies and traps which still caused me to lose significant time due to infrequent save rooms that forced a lot of repetition. Because of this, an early section referred to as the ‘Path of Faith’ was an exercise in extreme frustration.
“… combat that had quickly become a nuisance or the time-sink of the bullet sponge bosses…”
Technically Dead of Darkness should be commended given that Retrofiction Games is a single developer. Sound design, music, and voice acting are all high quality. I experienced only one hard crash while playing, and no noticeable bugs. It is worth noting that Dead of Darkness has a limited options menu, and while you can remap key bindings, it recommends using a controller—which you cannot remap. Additionally, the visual novel portraits are well implemented and evocative—in particular for the boss enemies—and have a distinct style that adds immeasurably to the narrative.
Unfortunately, after all of this, Dead of Darkness also commits the cardinal sin of a horror game. It is fundamentally just not scary. While the narrative deals with horrific things, the game never imparted a sense of dread or terror in me as a player. There are some, largely toothless, attempts at scares when enemies spawn unexpectedly—but these merely preluded combat that had already become rote.
6
Decent
Positive:
- Solid puzzle design with a rewarding difficulty curve
- Voice acting and character design are evocative
- Strong technical performance
Negative:
- Long dialogue sections drag when trying to communicate crucial narrative information
- Combat is dull, lacks skill expression, and quickly becomes tedious
- Frustrating inventory management that forces repeated backtracking
- For a horror game, it lacks any meaningful scares
A lot of love for the survival horror genre has been put into Dead of Darkness, which shows in every aspect of the design. However, repetitive combat, constant inventory management, and frequent backtracking undercut the competent puzzle design and solid narrative. As a game so beholden to genre tropes and classic design, Dead of Darkness feels like it never quite knows how to play into its strengths. If you are a die-hard survival horror fan you might get some enjoyment over the throwback vibes—but otherwise, it may be better left in the dark.