Edward's come to a motel near Dormont to meet his estranged wife. She's not there, and someone steals his car. Ed follows on foot, and finds things are very off. Everywhere he looks, people stand in the shadows. Their eyes glow like electric arcs as they watch him, silent and unmoving. All of them hold weapons, but as long as he stays in the light, he's safe. They disappear in the light. Managing that while trying to figure out what's happening and escape Dormont is easier said than done.
That's what you face in Those Who Remain. Mostly, it's puzzles of how to get Ed from Point A to Point B without walking into darkness. If you start getting too close, your screen will get wobbly, and if you don't back up, one of the shadow beings will insta-kill you.
Given how easy it was to get too close, I was irritated how far you had to inch into most rooms to be able to tell if there was a light switch in reach. We know we have to use them, make them more readily visible!
There's no penalty to death, besides starting back at your last save (the game autosaves.) You don't have an inventory of items to lose. At most, you're carrying one or two things you need to solve how to get around a problem. There's a door in this house with heavy chains over it. You need bolt cutters. You find them, you use them, you leave them behind. The things you need pulse a dull neon green, though you'll still need to dig through boxes, drawers and cabinets to find them. The people of Dormont need more storage units, because they all have too much crap in their houses.
Sometimes to progress you have to pass through glowing doors, moving into a distorted version of where you were. But the shadow beings are absent, offering more freedom of movement. Sometimes you find an item you need. Sometimes you're able to enter a room you couldn't back in the world and manipulate something to help you once you go back.
At times, the doors take you into strange places nothing like Dormont. A series of gorges where massive creatures cross the sky, or a maze of stone walls. It still boils down to puzzles, whether you're figuring out how to activate a switch long enough to make a platform drop to your level, but not stay there, or looking for statues of dogs to drag to an altar.
I've been watching a lot of Backrooms-related stuff on Youtube the last few months, and some settings in here reminded me of that, with the repeating identical rooms. Halls that just loop around and around without taking you anywhere. Doors there one moment, but you look away and they're gone when you look back. That sense you are very much treading in someone else's domain.
Most of the time, there's no ticking clock. You can roam around and keep checking room until you figure it out. Not always, though. There's a creature. Unlike the shadow beings, it isn't hampered by light, nor is it content to wait for you to get close. It roams, with a spotlight for a face, tires and metal protruding from its body like the creature from The Thing had been impersonating a car until seconds ago. It catches up to you, you die. It's not really stealth gameplay; the game has no crouch function, you just try to keep objects between it and you, though I wasn't always clear on how far it could see. You do have a sprint button, so if there's room to run, you may be able to escape temporarily that way.
(Ed figures out what the creature is and why it's after him fairly late in the game, the same point when you learn what he's so guilty about. But when the creature appears two more times later, his dialogue makes it seem he's forgotten his revelation. He's moaning, 'Why is it still chasing me?', and I'm muttering, "We covered that 30 minutes ago, dipstick.")
There's also a sobbing, screaming woman. Her neck is broken, head dangling down her back. No subterfuge will help with her. She shows up, you run and hope you find the right door in time. She catches you, you die. Dormont is not a place to try a trust fall. I nearly gave up during one chase where furniture keeps shifting to bar your path. I kept dying at the point where a bunch of chairs stack up in the way. Rather than go around, you must grab them one at a time and toss them aside. It's not easy to focus on doing that while she's wailing behind you.
The meat of the story is her grief, and Ed's. She and her daughter moved to Dormont, and her daughter was soon the target of three boys' bullying. The boys tampered with Annika's bike and she went off a cliff while fleeing them. The boys' families covered it up. The police chief ruled it suicide to protect his kid. The postmaster made sure all the mom's letters to the capitol got "lost" to protect a nephew. On and on. Many of the places you end up are the boys' rooms or their parents' offices, where Ed finds evidence of the cover-ups.
But Annika's ghost also implores you to understand more, keep searching. One boy is lashing out after his older brother's death, while another chafes under his father's expectations he'll join the military. The fire chief fears he wasn't there for his son because of his work, and is trying to make up for it. For each person, you are given a choice by a dapper-dressed fellow with a metal theater mask for a face. Forgive, or condemn?
(The wailing lady showed up after I condemned the first kid, so I initially thought she was his mom, and this was one of those consequences of your choices the game warned of. Nope.)
There are other points where Ed encounters scattered survivors, and you decide whether to help them or not. Here's a guy in a police car. He needs the keys from inside the station. If you get them, he'll use the headlights to make you a path. But maybe he killed the cop on the ground nearby. The foreman of the lumber yard wouldn't let you in, and even shot at you. Now he needs a light to stay fixed on him to survive. But you need that light to get through, unless you can find another way around. This lady promised to use a postal van to ferry others, then bailed, condemning them to death.
I condemned all the people related to Annika's murder, but tried to save the randos I met along the way. I figured they weren't part of this particular madness, so why let them get it in the neck? Except I couldn't find the right glowing tool to bring down the fence and save the foreman. Eventually I got impatient, and he was shit outta luck. The ending you get depends on those choices, and it really wants you to pick forgiveness, considering I apparently got the "Nightmare" ending. I'm not sure the game was prepared for my approach to decision-making, because Metal Face, while lecturing me on my judgemental actions, made it sound like I killed a couple of people I absolutely did not.
I could try again for a different ending, but I probably won't.










