Heartworm Grapples With the Trap of Nostalgia

Heartworm Grapples With the Trap of Nostalgia

Throughout history there has been a superstition among certain cultures that a camera has the power to capture the soul when it takes a photograph. In some ways it is an evolution of an older superstition held about mirrors, in which they would be covered after a person’s death in order to keep the recently departed spirit from being trapped. These fears that intertwine how we capture moments, how we reflect, and how we grieve are made real within the world of Heartworm.

From developer Vincent Adinolf and published by DreadXP (so you know it has the horror chops), Heartworm is the latest game to follow the retro-horror trend. Just as in recent genre darlings Signalis and Crow Country, Heartworm seeks to emulate the aesthetics, mechanics, and mood of the great titles from the original PlayStation—think early Resident Evil and Silent Hill. That means low-poly graphics, fixed camera angles, and (optional) tank controls. A more unique inspiration for Heartworm, however, is the PlayStation 2 horror title Fatal Frame. As in that 2001 title, the main “weapon” players have at their disposal with which to defend themselves is a camera.

This camera becomes the thematic and mechanical centerpiece of a twisted world that serves as a dark mirror of the reality protagonist Sam comes from. Although for her that reality is dark in its own way, considering she is dealing with depression surrounding the death of her grandfather (which brings up further past traumas). This grief leads her to a house rumored to be supernatural. In the opening minutes of Heartworm we explore this house only to pass through a door that takes us and Sam into the proverbial looking glass. 

Heartworm

As this is a survival horror game, monsters soon come out of the woodwork to chase down Sam. Heartworm presents these creatures as silhouettes filled in entirely by television static; what once was a person is now a faceless void of static noise. Taking pictures of these creatures with the camera kills them. To revisit those superstitions, it is almost as if Sam is capturing the souls that somehow still remain trapped in these twisted bodies.

Once she enters through the haunted house’s door, Heartworm takes Sam on a trip down memory lane. Old streets and homes she lived in, offices she worked at, hospitals she visited, and more make up the environment of horror the player must explore. Each area is stitched together in a dreamlike logic that doesn’t quite make sense. It resembles turning the page in a scrapbook. These are moments of Sam’s life captured in time and she is revisiting them. At every turn, Sam will comment upon how these places aren’t as she remembered them. This is the conundrum of memory versus record. 

Signs of physical record keeping are strewn about, like VHS tapes, notes, and photographs. They remind us that there has been some attempt by someone to preserve the moments and people around Sam. The fixed camera angles, a staple of retro-survival horror, only supports this reading by presenting the landscape as perfectly framed shots. Furthermore it brings into question if these landscapes themselves are more record than memory. It is possible that Sam’s memories of her past (both places and people) are more twisted than how the game’s environment presents itself to us. What happens when a person, in this case one dealing with grief and trauma, is confronted with a more accurate record of something that has been changed within their own memory?

Heartworm

Further nostalgia is found in the presentation of Heartworm itself. The journey Sam is going on is reflected in the retro stylings of the game’s homage to horror titles past. Games inspired by a bygone era of the medium have to deal with the same conundrum of memory versus record. You might remember the original Resident Evil one way only to return to the actual game and discover that your memory is wrong. This alone can spoil something for the player. The job of a retro-inspired title is to know what inspirations to take while also smoothing the edges in the same way our mind smoothes edges through memory. Heartworm accomplishes this with low-poly visuals prettier than an actual PS1 game and modern sensibilities like over the shoulder controls that don’t rely on the perceived finnickiness of tank controls (for the record this is a pro tank controls house, I just know not everyone agrees). The synergy between theme and presentation is one of Heartworm’s greatest strengths.

Over the course of Heartworm Sam has to confront how humans deal with mortality. There are notes and excerpts from books Sam can find that speak on the way art specifically can be used to preserve existence beyond death. Though for Sam, in the wake of her grandfather’s death, this leads to reflecting upon her own life and the worth that preserving it has. For Sam, it feels like a life filled with trauma and pain. At one point she comments on how it feels like happiness has slipped away and her life has passed her by. For this reason she constantly holds onto the idea of preserving the past rather than the present. Sam becomes the embodiment of superstitions around trapping souls in cameras or mirrors. She has trapped herself in recordings of the past due to a fear of what the future may bring. Though as the environments of the game make clear, preservation of the past is more of a trap that can perpetuate the pain Sam needs to escape.

The first thing you see in Heartworm is a clock ticking. This ticking recurs throughout the game. Despite efforts from Sam and other characters in the world, time ticks on. While grief plays a large part in why Sam particularly seeks to revisit and stay stuck in the past, Heartworm ultimately seeks to remind her and the player that acceptance is a vital step in moving on from any trauma. Preserving the past doesn’t have to be a trap, but that is only true for Sam if she learns to move forward into the future.


Willa Rowe is a queer games critic based in New York City whose writing has been featured in Digital TrendsKotakuInverse, and more. She also hosts the Girl Mode podcast. When she isn’t talking games she can be found on Bluesky rooting for the New York Mets. 

 
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