Previews
[Game Preview] ‘The Church in the Darkness’ Worships at the Altar of Stealth and Suspense
Thomas Wilde investigates a religious cult in 1970’s South America in his hands-on preview of stealth action game The Church in the Darkness.
Usually, when a creepy eschatological cult shows up in a video game, it’s with a total lack of subtlety. They’re sacrificing people to demons, worshipping an elder god, or are all at least half tentacles by volume. The most low-key depiction of a cult that I can think of offhand, up to this point, is in Outlast 2 and you’re still forced to wade through a pile of their victims within the first fifteen minutes.
The Church in the Darkness, by comparison, is more about suspense and the slow build. Its director, Richard Rouse III (lead designer on the recently-rereleased The Suffering), told me at PAX West earlier this year, that it isn’t a game about the supernatural at all. It’s just about people, caught in a bad situation that’s slowly beginning to get worse.
It’s set in an isolated corner of South America in the late 1970s. Isaac (John Patrick Lowrie) and Rebecca Walker (Ellen McLain), the leaders of a populous cult that calls itself the Collective Justice Mission, have decided to ditch the United States and its society in favor of building their own village from scratch. The result is “Freedom Town,” a sprawling agrarian complex by the side of a river, miles from civilization. The Walkers preach that America is a fallen society, out to destroy those who think as they do, and it’s taught their flock that the best thing to do is shoot strangers on sight.
You play as Vic, a variable-gender, variable-race ex-cop whose nephew, Alex, joined the cult two years ago. Six months after the move to Freedom Town, Alex hasn’t written or called, and at your sister’s request, you track the cult down to find out what’s happened to Alex.

Church is a very stripped-down, lo-fi stealth/action game, where your resources are at a premium and almost everyone you run into is willing to shoot on sight. You have the option to go lethal and solve all your problems with violence, but there are a lot more cult members than bullets, and the game is built around multiple endings and manipulability. You may decide to wipe out the cult on general principle, but it’s not going to be easy, it’s definitely not going to do Alex any good, and it’s definitely going to cause problems when you end up having to get information out of the Walkers.
The first few minutes of the game are fairly typical stealth-action stuff, although it’s in such a low-tech, mundane location that it’s interesting again. You aren’t some high-tech assassin or soldier, fighting terrorists with top-of-the-line gadgets and drones. It’s 1977 in the middle of nowhere, so you have to muddle through with thrown rocks, improvised disguises, and the occasional chokehold.
There’s a certain paranoid thrill to the game once you get into Freedom Town proper. The guards are everywhere, they shoot on sight, and there aren’t any conspicuous holes in their patrol routines for you to exploit. Everywhere you go, you’re just one step ahead of being spotted and having to run for your life, while you frantically search for information and supplies.

Every idle document you run across, as well as the constant barrage of preaching and scripture over Freedom Town’s PA system, slowly paints a picture. The Collective Justice Mission may like to pretend that it’s a bunch of peace-loving hippies who’ve voluntarily withdrawn from society, but they’ve also armed half the cultists and charged them to stand watch over the other half. The Walkers are citing scripture and are nominally Christian, but at the same time, none of the cult’s iconography looks quite right. There’s obviously something wrong here, but there’s some ambiguity about what that something might be. Maybe the cult’s shaking itself apart due to personal pressures, or maybe it’s heading towards another Jonestown moment and you’ve got a front row seat.
The moment that’s going to stick with me for a while came on the PAX West show floor, when Rouse was playing the game and talking about its design. I’d begun to think that it was a little too “momcore” for me, to use John Rogers’s term. The cult was clearly up to no good, and we’d been given a quest to find inconvertible proof thereof, but for the first few minutes, it looked like the game was mostly about choking out angry hippies.
Then, at the same time as Isaac and Rebecca began to play a cheerful folk song about the values of prayer and hard work, sounding for all the world like an elderly couple on public radio, we stumbled across a clearing where the cultists were stoning someone to death. Whoever it was, they were wrapped in a sheet, tied to a post, and had been there for a while, in an area designated for the purpose. It was an effective, sharp little shock.

Back at PAX West, part of the news about The Church in the Darkness was that it had found a publisher, Fellow Traveler. Right now, you can put down US$30 to pick up the “True Believer Special Edition,” which gives you access to the game’s short alpha demo in advance of its official release, which is what I’ve been playing.
What’s interesting to me about The Church in the Darkness is that it’s explicitly a game about suspense, rather than terror or horror. There aren’t any shoggoths in the basement or rednecks with weaponized farm tools; in fact, the biggest monster in the game as it stands is potentially you, if you decide to murder your way through Freedom Town. It’s a stripped-down, back-to-basics slow-build stealth game without a single chainsaw massacre to be found, with just enough of a creepy atmosphere that I’m interested in seeing where it goes next.
Publisher: Fellow Traveler
Developer: Paranoid Productions
The Church in the Darkness PC alpha code provided by the publisher.
The Church in the Darkness will release on PC, PS4, and Xbox One in 2019.
Previews
‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror
The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.
Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.
It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.
As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.
Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background to “turn” on the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.
I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.
The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.
The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.
Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).
While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.
A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.
Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.
There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.
As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.
A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.
The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.
I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.
No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.
Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.
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