This year has been a bit of a renaissance for retro horror games . Not only have we gotten a killer flack from the past thanks to Bloober Team’sSilent Hill 2remakebut the indie scene has returned to the epoch of lo - fi repulsion in a enceinte way . Games likeCrow CountryandFear the Spotlighthave bring us back to the days of fixed camera and blockish heroes . Now you may bring another great throwback to the list of 2024 alt - horror greats : Sorry We ’re Closed .
A entry title from à la Mode Games , Sorry We ’re Closedis both intimate and unlike anything I ’ve really played . On its control surface , it ’s another ode to Silent Hill with some light puzzling and tight resourcefulness direction . Below those clear inspirations , though , is one of the year ’s most stylish and inventive games , one that ’s not easily classifiable by genre . If you think that there ’s no chartless territory left for retro repulsion to search , think again .
Neon-soaked horror
If you were parachute intoSorry We ’re Closedblind , you might not take in that it ’s a horror plot at all in its possible action moment . The most immediate red Clupea harangus is its dramatic , neon - soaked artwork style that looks like a cross betweenKiller7andNeon White . Even beyond that , the story opens up with a fuss couple and our hero , Michelle , working a shift as a heartsick convenience store bank clerk . It all await like a mundane slice - of - life story … until Michelle goes to catch some Z’s and fulfill a paralysis demon that localise a curse on her . That kick off a turn — and at times convoluted — narration as Michelle works with backer and demon to both break free from her curse and fix her struggling relationship .
It ’s a creative frame-up that conflate modern indie sensibility with Greco-Roman horror , and that extends toSorry We ’re Closed ’s imaginative gameplay . I figure I ’m not in for many surprise when I start exploring a dreary underground train station . I ’m walking around in hunt of puzzle items and avoiding creepy rat - like creature all through the sleepless middle of fixed camera angles that obscure my vision . It ’s a pitch - unadulterated throwback that ’s not too far off fromCrow Country , in good order down to some water organ pipe puzzling .
That conversant body structure gets a few major shakeups . When I press down the left trigger , I ’m suddenly look at what ’s directly in front of me in first person . It ’s a neat magic trick that has a boastful impingement on exploration . Sometimes I call for to jump into first somebody to find something that a fixed television camera angle is obliterate from me . I ca n’t figure out how to build in one room until I hold the trigger down and realize that what I recall is a bland floor is actually the top of a staircase I can descend . It makes for some clever job - solve that ’s new for a game cut from this textile .
That ’s only the tip of the innovation berg . Early in the story , Michelle ’s third eye is opened as she explores the dream mankind she ’s trapped in . That ’s not just a turn of musical phrase ; it ’s a superpower . By pressing a button , a band spreads out around me and break what the space I ’m in aspect like in the real world . For instance , impassable vine may hinder my way of life in the dream humankind , but they disappear while my third optic is open . It ’s another spatial bewilder stratum that goes beyond the genre ’s Greco-Roman whorl - and - key detail - hunt down hook .
The third heart bleeds into combat too , creatingSorry We ’re Closed‘s most striking feature . When I purpose my weapon at an enemy in first person , I can open my third eye to reveal a weak point in them , represented by a crystal heart . When I shoot at it , sometimes another appear . My destination in struggle is to strike those weak points with a form of rhythmic truth to maximize harm ( thus economize my precious ammo ) . Doing so also charge up a “ heartbreaker ” shot , which allows me to surrender a kill - shot to any foe . In boss fights , I take to pass with flying colors that pattern to charge up my nip and take them out . One conflict against a squid monster has me dodging its gnashing schnoz , cursorily switching to first person to hit its light points , and then firing off my heartbreaker . All of that face fantastically stylish too , pepper brilliant neon colors and UI prosper on top of the lo - fi artistic .
As a originative swing , this may sound like a lot of estimate to throw out at once — and it is . As sharp as all the individual parts are , the escapade can be a slight messy at times . The view switching is a majuscule thought , but I ’m often left ball up with controls as I strain to get enough length between me and approaching tree creeper to shift to first person , get the right weapon equipped , and afford my third middle quickly . It does n’t help that it ’s a little hard to estimate what aloofness an enemy can actually strike me at ( and vice versa ) , which led to a few surprisal dying during my playthrough . Combine that with a level that gets a piddling too wrapped up in its satanic lore , and you ’ve got an eclectic horror plot that does n’t to the full snap all its ideas together by its ending .
I ’m always unforced to forgive a lack of polish when in a game that ’s this load with creative DOE , though . It may be indebted to PlayStation horror classics , but it bring in me back to the first time I playedKiller7more than anything . I was a teen at the time and I ’d quite literally never play anything like it at that point in my life . I still have n’t , candidly . The unknown on - track shooting frame-up made for an otherworldly experience , like I was playing a shooter from another planet . Sorry We ’re Closedhas that same feeling , which makes it loose to get lose in its strange world . you’re able to play plenty of more polishedhorror gamesthis year , but none of them will afford your third eye quite like this .
Sorry We ’re Closedis usable now on PC .