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‘Crow Country’ Masterfully Replicates PS1-Era Survival Horror [Review]

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I’m always amazed that during the original PlayStation era, we were graced with a pair of survival horror games that would be two very different tonal blueprints for the genre going forward. Resident Evil became the model for the more B-movie route, with gory thrills and eerie mysteries, while Silent Hill would show us something a bit more in the vein of David Lynch, featuring more surrealism and introspection. We’ve had some really excellent Silent Hill-esque ones in the last few years, with standouts like Signalis and Homebody, but I personally haven’t been as grabbed by the ones that try to do Resident Evil.

Crow Country, from the small team at SFB Games, changed that for me.

Crow Country is set in 1990 and casts you as Mara Forest, a young woman investigating the titular amusement park, which mysteriously closed two years prior. Obviously, something sinister is afoot, and Mara slowly uncovers the mystery of the owner’s disappearance as the park becomes increasingly dangerous. It’s a classic setup that plays around with a lot of tropes right from the start, but its compelling combination of graphic style and gameplay makes for something that’s more unique than it lets on.

While there are tons of PS1-style horror games out there, I can’t think of one that looks quite like Crow Country. There’s a softer look to the characters, looking more like big chunky JRPG characters rather than your more blocky but slender traditional survival horror protagonist. It’s an interesting juxtaposition that gives the game an almost more playful tone on top of the sinister aspects, which works perfectly for the chosen setting. As with a lot of these PS1 style games, the lack of detail in the models makes so many of the monsters all the more scary, without losing any sense of the art direction they were going for.

One of my absolute favorite aspects of video games as a medium is the act of learning more about a world through exploration, letting the level design and lore notes create a sense of place. Crow Country excels at that with a well thought-out setting that informs every part of the presentation. Much like a real theme park, the game is separated out into different zones, such as “Fairytale Town” and “Haunted Hilltop,” giving it variety even within the theme park aesthetic. Like many survival horror games, you’ll be doing a lot of backtracking, and this visual distinction helps you with identifying where you are without having to open the map. The documents you find in the game also feel very believable in-fiction, often taking the form of staff memos or notes between workers talking about the weirdness going on or why a certain section is closed down.

The puzzles in the game are universally clever, rarely just taking the form of “find the key and do the thing.” I remember being impressed at an early one involving a graveyard and a compass, which set the tone for the level of problem solving the game would ask of me. A few of them even had me taking notes and calling over my wife to help me talk out the solution. Once again, the game frames these well in-universe. Some of them are presented as fun challenges for the park guests, some of them are about repairing broken down rides, and others are about secrets purposefully obscured by sinister forces in the park trying to cover things up. It’s all so impressively cohesive, taking the outlandish style of puzzles the genre is known for and making them make more logical sense. There’s even a fortune teller machine that acts as an in-game hint system to point you where you need to go or nudge you towards the solution to a puzzle you’re stuck on.

I wish the game had the same amount of cohesion with its monster design, which has some standouts but mostly falls into the fleshy weirdo category. Maybe the theme park setting made me expect monsters a bit more like Five Nights at Freddy’s rather than Resident Evil experiments, so that could be on me. There is one particular design that freaked me out with its wonderful combination of visual and audio design, but most of them felt just like obstacles that I either take out or just dodge around.

Like Signalis, Crow Country does not use the traditional fixed camera survival horror perspective, but instead shows the action from an isometric point of view. One thing that surprised me though was that it gives you the ability to control the camera freely with the right analog stick. Getting a full view of the room is important, as often time notes or clues to puzzles are hidden at an angle that you may not have seen when you entered. You’re given the option of doing tank controls or a more modern control setup by using either the directional pad or analog stick respectively, which is a nice touch to playability while still paying homage to its genre roots.

Combat in the game is a bit clunky, but it feels like it’s intentionally so, and the encounters are designed around it. When you draw your gun, you’re stuck in place, and you can adjust your reticle to try to aim for the head on the approaching fiend. The aiming itself feels a little floaty, but the enemies and environments are laid out with this in mind, so that tension of aiming adds to your decision making when you’re contemplating fight or flight. In traditional survival horror fashion, you’ll have to ration your ammo wisely, as the amount of creatures you run into will exceed the bullets you have for your various guns. Deciding which areas are worth spending your precious shotgun shells to clear out is all part of the fun.

The narrative of the game was surprisingly fun to uncover. Accidents at a theme park. Corporate greed. Sinister coverups. It’s nothing we haven’t seen before, but the way it all comes together is extremely well done, with a great cast of characters that all have their own personality that shines through in their dialog, even without voice acting. The breadcrumbs of the mystery are doled out at a great pace, making you always eager to run into the next character interaction or lore note. It all comes to a dramatic conclusion that was simultaneously expansive for the lore of the game and focused squarely on the character dynamics. While my tastes usually go more towards the Silent Hill spectrum narratively, I thoroughly enjoyed the more Resident Evil style tale that Crow Country weaved.

While the game is about five to six hours in length, there’s good reasons to revisit. It’s a fun, breezy experience that still feels like you’re stretching your brain with both the puzzles and the resource management, and there are plenty of hidden secrets to find. I only uncovered about half of them in my playthrough, which included things like improving weapons or discovering better ones, and the ones I did find were very satisfying to come across. After completing it, you’ll be given a rating screen, and depending on your grade you’ll unlock some extra fun weapons for subsequent playthroughs. If you just want to play through it and focus fully on the puzzles, there’s also an “Exploration Mode” where you don’t have to deal with the enemies, which could be perfect for a run through the game focused entirely on digging for secrets.

Sometimes it’s challenging to review a game like this, because it feels like everything about it is custom built to appeal to me. Gorgeous PS1 aesthetics, classic survival horror puzzles, and a spooky amusement park setting all are right up my alley, but there’s something special about the game that I think would appeal to any fan of the genre. It’s clear that Crow Country is made by people who not only love the classic survival horror genre, but also understand what makes it tick, allowing them to capture that feeling without shamelessly mimicking it. This subgenre is one of my favorites, and I definitely can see myself walking back through the gates of Crow Country any time I need to scratch a throwback itch.

Review code provided by the publisher.

Crow Country is available on the PlayStation 5, Xbox Series and PC via Steam.

4 out of 5 skulls

Game Designer, Tabletop RPG GM, and comic book aficionado.

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‘The Strangers: Chapter 1’ Review – New Trilogy Kicks Off with a Familiar Start

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The Strangers Chapter 1 review

Rebooting and expanding upon Bryan Bertino’s chilling 2008 horror film in a brand new trilogy, all installments already shot as part of one continuous, overarching story, makes for one of the more ambitious horror endeavors as of late. It also means that The Strangers: Chapter 1 is only the opening act of a three-part saga. Considering it’s the entry most committed to recreating the familiar beats of Bertino’s film, Chapter 1 makes for a tricky-to-gauge, overly familiar introduction to this new expansion.  

The Strangers: Chapter 1 introduces happy couple Maya (Madelaine Petsch) and Ryan (Froy Gutierrez) on their way to starting a new life together in the Pacific Northwest. Car troubles leave them stranded in the quirky small town of Venus, Oregon, where they’re forced to stay the night in a cozy but remote cabin in the woods.

Naturally, the deeply in love couple soon find themselves in a desperate bid to survive the night when three masked strangers come knocking.

The Strangers Clip Madelaine Petsch

Madelaine Petsch as Maya in The Strangers. Photo Credit: John Armour

Director Renny Harlin, working from a 289-page screenplay by Alan R. Cohen & Alan Freedland that was broken into three movies, keeps Chapter 1 mostly self-contained to recapture the spirit of the original film. The core remains the same in that it’s reliant on the eerie stalking and escalating violence that builds toward a familiar conclusion, but Harlin mixes it up a bit through details and set pieces that hint toward the larger story around Venus itself. The early introductory scenes establishing both the protagonists and their setting offer the biggest clues toward the subsequent chapters, with the bustling diner giving glimpses of potential allies or foes yet to come- like the silent, lurking Sheriff Rotter (Richard Brake). 

One downside to announcing this as a trilogy is that we already know that the successive chapters will continue Maya’s story, robbing more suspense from a film that liberally leans into its predecessor for scares. The good news is that Madelaine Petsch brings enough layers to Maya to pique curiosity and instill rooting interest to carry into Chapter 2. Maya begins as the gentler, more polite half of the young couple in love, but there’s a defiance that creeps through the more she’s terrorized. On that front, Petsch makes Maya’s visceral fear tangible, visibly quaking and quivering through her abject terror as she attempts to evade her relentless attackers.

The Strangers – Chapter 1. Photo Credit: John Armour

It’s her subtle emotional arc and quiet visual hints toward the bigger picture that tantalize most in an introductory chapter meant to entice younger audiences unfamiliar with the 2008 originator. The jolts will have a harder time landing for fans of Bertino’s film, however, even when Harlin stretches beyond the cabin for stunt-heavy chase sequences or gory bursts of violence. It’s worth noting that Harlin’s tenured experience and cinematographer José David Montero ensure we can grasp every intricate stunt or chase sequence with clarity; there’s no worry of squinting through the dark, hazy woods to make out what’s happening on screen. A more vibrant color palette also lends personality to Venus and its residents.

The Strangers: Chapter 1 exists in a unique place in that it’s the first 90 minutes of what will amount to a roughly 4.5-hour movie yet doesn’t give much away at all about what’s ahead, presenting only part of the whole picture. Chapter 1 does a sufficient job laying the groundwork and delivering horror thrills but with a caveat: the less familiar you are with The Strangers, the better. Harlin and crew get a bit too faithful in their bid to recreate Bertino’s effective scares, even when remixing them, and it dampens what works. The more significant departures from the source material won’t come until later, but look to a mid-credit tease that sets this up.

The Strangers: Chapter 1 doesn’t establish enough of its own identity to make it memorable or set it apart, but it’s just functional enough to raise curiosity for where we’re headed next.

The Strangers: Chapter 1 releases in theaters on May 17, 2024.

2.5 out of 5 skulls

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