Reviews
[Review] ‘The Shrouded Isle’ Brings Wickedly Enjoyable Cult Management to the Switch
Take control of a cult, and try to appease a Lovecraftian deity before the end of the world. Find out if it’s worth the hassle in The Shrouded Isle review for the Nintendo Switch.
Morality in games can bring up grim dilemmas, and most times they’ll be sure to wrench your heart and mind as you decide fates. In Kitfox Games’ The Shrouded Isle, morality is already out of the window from the start. It’s instead, all about how you manipulate those around you without getting any vengeful splashback. You have to kill and abuse just to simply do your job well. You’ve just got to make sure you don’t do too much or too little of either.
In this, the first console version of last year’s PC game, you’re placed as the head of a cult just three years from doomsday, The Shrouded Isle is a management sim far darker than most. Everything you do is about appeasing the God Chernobog from under the sea (yes, it’s got a Lovecraftian theme) in time for the end of the world, where presumably, you’ll be held in its tentacley embrace for all of eternity.
To do this, you have to manage five clans, setting them various tasks that facilitate the continuation of the cult’s existence via followers ignorance long enough to get an invite for that apocalyptic afterparty. Each season, you’ll pick an advisor (all procedurally-generated from a sizeable pool of traits) from each of the five clans to carry out the tasks. You can pick only three of the five advisors to do the work each month, and depending on their traits, they’ll either help or hinder the general mood of the cult’s village.

Then, at the end of the season, you must sacrifice one of the advisors to Chernobog. The simple decision would surely be to chuck who you deem worst at their job into the gaping maw of an ancient deity, but while an advisor may have a negative effect in one way, their death may destabilize relations with their family, and ultimately, their clan, and if that happens? Well, you’re gonna be on the wrong end of a lynching. So here you have the tired old cliche of a ‘decide who dies’ choice, but now it isn’t about justice, revenge, or morality. It’s basically so you keep your job and appease the behemoth beneath the waves for another season. The Shrouded Isle‘s heart is dark and uncaring, and that’s what makes it such a deliciously compelling game when it’s at its best.
The spanner in the works is that advisors can have vices, and those vices can affect the overall harmony of the cult if these advisors get delegated a job that contradicts it on any given month. You can either leave them out, possibly upsetting the elder of their clan, or pop them alongside other advisors who can nullify the harm their vices cause. There’s plenty of juggling to do in this respect, and it can be effective or it can do little more to mask an obvious issue than a pack of chewing gum and half a can of body spray does for an employee heading into work the morning after a binge of beer and cigarettes.
Procedural content works best when it has hilarious and/or unexpected results, and there’s a dark humor to some of the situations these traits and vices can bring up. Throw in the occasional suggestions from Chernobog itself to go after certain individuals, and there’s a perverse pleasure in seeing all your good intentions rapidly crumble.
The game’s decision making isn’t the only striking thing about it. The Shrouded Isle‘s monochromatic visual style is simple, yet so very effective. The sickly green-yellow hue feels in keeping with the atmosphere of the game, and it jazzes up the rather majestic menus, text, and map screens you pore over. You will be staring at a lot of text too. The Shrouded Isle is stats and information heavy, which certainly adds to building its randomized cast of characters into something a little more meaningful in a short space of time.
The only real downside to that (unless you’re averse to reading lots of text in games of course) is that in the Switch’s handheld mode, it’s really difficult to make out all the relevant details on such a relatively small screen. For a game that is reliant on you being able to read and understand everything, and on a console that thrives because of its portability, this is a big deal. Yes, you can still read it, but it’s not that easy, and it negates perhaps the best reason to pick the game up on Switch over PC.

The Shrouded Isle also has a longevity issue despite its procedural nature. There’s a bit too much repetition far too soon. There’s still new situations and occurrences, but they begin to feel like a rarified treat after awhile. This is a game that is quite good at masking its limitations otherwise, but this is the one area that the mask gets peeled back.
I fully recommend The Shrouded Isle for anyone wanting an unconventional, horror-led take on the sim management genre. It really does go to some fucked up places if your imagination is willing to back up the writing. The caveat here is that it’s hard to recommend this Switch version if you’re planning on playing it on the go. It’s just about worth persevering with if that is your choice, but it’s an unfortunate oversight nonetheless.

The Shrouded Isle review code for Nintendo Switch provided by the publisher.
The Shrouded Isle is out now on Nintendo Switch and PC.
Reviews
‘Unhinged’ Review: Netflix’s Interactive Horror Thriller Is Short But Serviceable Gaming Fare
Netflix has such a strange history in gaming. I wouldn’t be surprised if most people don’t even know that there are free mobile games you can access through the service. Many of them are adaptations of their TV series, like “Too Hot to Handle” or “Squid Game”, while some are mobile versions of existing games, like Into the Breach or Hades.
In addition to mobile games, they’ve also created interactive movie experiences where you use your remote to select narrative options at branching points. Black Mirror: Bandersnatch was a fairly successful version of this, but my sentimental favorite was the one where WWE’s New Day had to escape a murder house boobytrapped by The Undertaker. Even if some of these made a bit of a splash, it seems it never really hit with mainstream audiences the way their shows do.
One of the studios they purchased while trying to break into the game space was Night School Studio, the creators of the spooky narrative series Oxenfree. This struck me as a particularly smart acquisition, as this type of narrative game seems like something that would feel at home under the Netflix umbrella. While they did release Oxenfree II while owned by the streaming giant, it was released on traditional platforms, which led me to wonder when their first Netflix exclusive would show up.
While they did produce a game called Thronglets, a mobile version of a plot element from an episode of “Black Mirror”, the recently released Unhinged seems to be one of the highest profile Netflix games in a long time.
Unhinged is a first-person, narrative-driven thriller starring Zoë Kravitz, Sadie Sink, and Troy Baker. This 30-minute experience, played on your TV through the standard Netflix app, is controlled by your phone, using some clever tricks to make the whole thing feel more immersive. It’s a neat variation on the “interactive movie” subgenre, with a tiny bit of point-and-click adventure game DNA thrown in for good measure, but it doesn’t exactly offer you as many options as something like Until Dawn.

Kravitz plays Ava, a woman who is hunkering down in her apartment complex during a dangerous hurricane. As she talks with her friend Claire, who lives in a neighboring building, about possibly leaving to find shelter elsewhere, she finds herself in a desperate chase with a crazed killer that stalks her through the halls of the building. It’s a decent setup for a very contained story, but I wish there was a little more meat on the bones. The voice acting is great, but there’s not really a ton of characterization for the two leads, and the killer was a bit “generic psycho” for my taste. There’s some implied backstory with other tenants in the building, but it’s not enough to make me feel like there’s a web of relationships that would give the story more emotional weight.
To play the game, you open up your Netflix app wherever you usually watch, then select the game. This will bring up a QR code, which you’ll scan on your phone, prompting you to download a controller app that will sync up to the game. The majority of the way you’ll interact is by pointing at the screen like a Wiimote, which selects on-screen options for Ava and shines her flashlight around the environment.
While this does give it the feel of an FMV game, Unhinged is rendered in a photorealistic graphics style, and while not quite to the level of something like P.T., it does the trick of drawing you into the action. You’re still put on a pretty strict path while moving around, which is done automatically when you select a direction, but moving your phone gives you the ability to look around your environment, even if only slightly.

The real immersive part of the game is the fact that your phone also acts as Ava’s phone. The plot is frequently moved forward by calls and text messages that you answer as you would on your own cellular device. As sound blasts out of your phone, it does put you in the shoes of the main character, momentarily worrying you that the sound of the call or text is going to alert your on-screen stalker. This part of Unhinged truly takes advantage of the format to draw you deeper into the story, though unfortunately it’s so effective that I wished the game found even more ways to use it.
There are a couple clever moments that make for unique ways of delivering twists or doing extremely light puzzle solving, but most of the time it’s just used to allow your friend to give you instructions on how to move the narrative forward.
All these mechanics come together to give the illusion of tension without actually fully delivering on it. When you get to a situation where you’re under pressure, a timer bar will appear on the top of the screen, indicating how long you have to get to safety. It’s a fine gimmick, but it comes off as a little hard to gauge. Since you don’t have direct control over your character, all your actions are very heavily animated, and sometimes your choice ends up taking longer than you think it will not because of the idea behind the choice, but because of the length of the animation. Fortunately, if you die, you’ll just pick back up at a checkpoint right before the choice, and you’ll even be treated with a voiceover discussion between police officers examining the crime scene, describing how you died.
So in theory, there is tension, counting down as the killer gets closer and closer to reaching you, but what you’re actually doing almost never feels like it’s testing you in any meaningful way. Actual choices come up very infrequently, making most of your interaction with the game world just scanning your pointer across the screen looking for an interaction point to progress, hoping the animation doesn’t take up too much time before the timer runs out. I didn’t hit a ton of friction points with it, and there’s even a Story Mode if you want to take out all possibility of death, but I found myself wishing there were more ways to affect the world around me. The phone calls and texts felt really fun and clever, but the rest of the gameplay just didn’t match that, making me wish there was more emphasis on the unique interaction model rather than the more traditional one.

Even though the mechanics aren’t necessarily pushing the tension as hard as they could be, the actual content of Unhinged’s story contains some pretty brutal situations. The villain isn’t the most unique or fleshed out, but he’s responsible for some gruesome moments that raised the stakes to make the game feel more intense. It makes your fight for survival feel that much more desperate, so even if you’re just highlighting icons on the screen, it feels more visceral thanks to what Ava is witnessing.
While I appreciate the game being lean and mean, I wish it was just a little bit longer. Thirty minutes is a pretty short runtime, and it doesn’t feel like the story for Unhinged has the time to come up with something that really sets it apart from other stories of its kind. The focus on the hurricane at the beginning made me think that was going to be more integral to the plot, but it didn’t really do much aside from explaining why the apartment complex was so empty. Thrillers like this live or die on how memorable their killer is, and there wasn’t anything really clever or unique about him. If this game doubled its runtime to the length of a standard Netflix show, it might have given them more room to build character relationships that made the action more meaningful, or at least given it a bit more personality of its own.
Night School Studio is on to something with the format of Unhinged. The combination of on screen and on phone prompts makes the game feel more immersive, drawing you in even when the narrative itself doesn’t feel fully formed or unique. The short runtime is both a help and a hindrance, keeping the pacing tight at the cost of adding any depth to the proceedings. This feels like a great first draft, and I hope that Night School is given the freedom to continue experimenting with the model, as the level of polish shown here was promising.
Even with its flaws, if you’ve already got a Netflix subscription, there’s no reason not to sit down for half an hour to check out Unhinged. If you can keep your expectations in check, it’s a nasty little thrillride that doesn’t overstay its welcome.
Unhinged is streaming now on Netflix.

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