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Phil the Conquistadork | 2Dark | Review | 2Dark, 2Spooky, 2ChildMurdery @ElConquistadork | Uploaded June 2017 | Updated October 2024, 22 hours ago.
Lately, my kick has been indie horror games. Not the jump-scare heavy FNAF clones--I leave those games to the experts. No, I’ve been finding myself drawn to one atmospheric grimfest after another, and my most recent discovery is an indie stealth-adventure with the decidedly Prince-style title of 2Dark. And if 2Dark proved anything to me, it’s that I might need a break from the bleakness of the universe. Maybe just play something bright and rosy until I stop associating my computer monitor with the inevitability of a cruel, uncaring death.

2Dark is a horror-noir piece set in the creepy little town of Gloomywood during the 70’s. You play a grizzled detective who has lost his children, his wife, and possibly his mind, as he attempts to uncover the truth behind a string of child kidnappings that have been happening in the local area.

This involves a relatively clever combination of adventure item collection with a shadowy stealth system. Every level includes rooms full of clues and children to be saved. Similar to other stealth games, you receive a score based on the conditions of your level completion: did you kill anyone, did you save all the children, etc?

It’s actually a really promising premise. It’s not without problems, however. Let’s start with the graphics. Far be it from me to judge an indie game based on graphics--that seems pointless. But there’s no getting around it: 2Dark is bone ugly. And that lack of definition can be problematic for a couple of reasons: first, when you’re looking to find out which items can be picked up and used, the pixelated blobs that represent items will give little away as to whether or not they can be used. The best you get is an inquisitive grunt from your protagonist whenever you’re near something that can be picked up. And by that time, you might have snuck painstakingly from one shadow to another only to come up with diddly squat.

Secondly, the gameplay visuals of 2Dark are a glaring contrast to the art style you see in many of the game’s closeups. Newspaper clippings, photographs, etc: they’re done with in a deeply disturbing style. Think of a Tim Burton who absolutely despises children. For as grotesque as these illustrations tend to be, they’re quite well made, and there are a lot of them. And they stand out against the graininess of 2Dark’s gameplay in a way that almost makes it feel like you’re playing two different games.

That grotesque art direction, it turns out, is absolutely perfect for the story and overall tone of this game. 2Dark is… well… Dark. Perhaps even too dark. A general warning to viewers: if you prefer your horror without the graphic murder and mutilation of young children in various, psychotic ways, consider avoiding this game. The entire plot hinges around saving children, after all, and the designers aren’t particularly interested in letting up on that fact. By the end of 2Dark, I was thinking: “Please--aren’t there some old people or middle aged men who need saving? Please: kill someone old enough to vote, for Christ’s sake!” You save those children by leading them out of the level, or if engaging in some of the longest escort missions you’ve ever experienced doesn’t interest you, you can physically pick up the little bastards and lug them to safety. You also have the option to lure the kids to you with candy, which…. Okay, beyond the creepy, “Hey Aqualung” implications of such an action, I’d have to wonder about its effectiveness. I know that if I had just watched several of my friends get turned into catfood or a skin doll, I wouldn’t really give a shit about a fun sized Snickers bar. But what do I know? It’s been a long time since I was 6.

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