22.3 hours played
Written 1 month and 4 days ago
[h1] A short observation, post-1.0 [/h1]
This game is unfinished, and has had some development controversy in the lead up to its launch and apparent abandonment which are probably good enough reasons to pass on it at its current price. Nonetheless, I wanted to make a short observation about the game conceptually that makes it hard to recommend, disregarding its development history.
World of Horror is, above all other descriptors, a deeply stylish experience. It's crunchy 2-bit graphics, indulgent j-horror pastiche, and an overload of audio-visual elements for a game that could've been text-based are central to its identity as a project. I think this contributed a lot to the game's momentum in early-access. It had an ethos of fan-service intersecting through the horror, anime, and adventure game (Mac compatibility and all) communities which gave this project's ultralight rogue-like foundations an outsized magnetism. World of Horror doesn't put style over substance, style [i] is [/i] the substance.
That said the game's rogue-like loop isn't really compatible with creating an effective horror experience in its current state. There's a lot of repetition after the first few runs which left me mashing through repeated scenes, flicking through the grotesque images which made my skin crawl on first exposure. All of the threads you can follow are neatly listed for your perusal in the achievements screen. After the five hour mark it seems the cryptic details that feel the most genuinely thrilling do so because it's literally unfinished content. The game's diminishing shock value that endeared it to me in the first place, and the mounting familiarity conventional to rogue-like progression gave me this bizarre, oil-and-water vibe throughout my playthroughs.
That isn't to say the project's creative interests are incompatible, but they are certainly dissonant. This dissonance could be mustered into a really imaginative, or at least quirky experience, but the game isn't really interested in building on that sort of tension. Retrospectively, it's strange to see the universal praise this game received only two years ago, in a couple of mainstream media outlets, even. Maybe when the game was a little cheaper, smaller, and getting a lot of press it was easy to forget that time kills tension, and a long-form "World of Horror-style" experience is actually a pretty daunting task that even a strong demo can't really capture for its audience. There's something here for others to mine at least, but its a shame development tapered out on the project.