6.8

Horror Game Eclipsium Can’t Quite Escape the Shadow of More Consistent Peers

Horror Game Eclipsium Can’t Quite Escape the Shadow of More Consistent Peers

An abandoned village beset by decay and raining fish. Elaborate caves full of writhing, worm-like monsters that fear the light. Industrial hellscapes of swaying poultry on meat hooks and raging furnaces. An eye, unwavering.

These are just a few of the surreal sights that await in Eclipsium, a first-person horror game from publisher Critical Reflex (Mouthwashing, Buckshot Roulette) and freshman studio Housefire, where you navigate an unknowable world in pursuit of Her. At its best, the game’s dreamlike sights and shifting cosmic horror strike a chord. At its worst, you’re inner meathead will desperately wish there was a sprint button so you could speed up some of its more tedious puzzles.

Events begin with little to no explanation, so I’ll keep it short: your unnamed character wakes up in a hospital. After a bit of preamble, they unhesitantly cut out their tongue with scissors—it’s gnarly!— as an offering to escape this place. Exiting through a magic door, they find themselves in a cruel, dying world where a giant tower crowned by a beating heart scrapes the sky. As you journey deeper, seemingly in pursuit of a mysterious woman, you give up more and more pieces of yourself while exploring a putrescent landscape.

As for what that entails from the player, the answer is mostly wandering around, at least at first. Similar to games like Dear Esther, the opening has you traversing in first person before you eventually come across a few sequences that require some brain power (and weirdly enough, a bit of platforming).

That said, this is definitely a vibe-oriented experience about walking around, one that channels surrealist art as you make your way through nightmarish sights. Overall, the main appeal here is how it encourages you to wonder, “What weird and/or upsetting thing am I going to see next?”

Eclipsium review

There are stretches that entirely deliver on this curiosity, and my personal favorite is an abandoned city full of smoke stacks and pigs transferred via meat hooks for some unknown purpose, a concentrated vision of post-industrial waste and suffering. Similarly effective are the handful of scenes where it fully leans into the horror billing, like one particularly ingenious sequence that makes great use of this world’s unsettling fixation on eyeballs. Sometimes you’ll approach a crack in a wall, only to be sucked in, the space around you shifting until you’re little more than a line being sucked through a concrete crevice. At one point, there’s what feels like a fairly blatant riff on 2001: A Space Odyssey and the ethereal chanting that surrounds its black monolith—it’s that kind of game.

The ambiguity of these sights is further driven home by an art style that takes a pixelated filter to 3D surroundings, resulting in hazy, impressionistic sights that communicate the incorporeality of this place.. There are areas that strike that perfect zone between amorphous and defined, much like how David Lynch’s works can end up meaning different things to different people, but regardless, they still undeniably mean something, thanks to consistent symbolism—some recurring motifs here are self-inflicted body horror and those damn, creepy eyeballs. And while I think it being billed as a horror game is a bit misleading, given how rare genuine frights are, this experience is definitely at its best when leaning into making you uncomfortable.

Unfortunately, though, not everything is this evocative. There are definitely stretches that are either surprisingly dull, like a section near the beginning that involves navigating wooden scaffolding and then a mine, or lean too hard into a broad type of “psychedelic” imagery that doesn’t evoke much more than “whoa, that’s trippy, man.”

And at risk of sounding like a real meathead, like a real ignoramus, there’s a big problem that exacerbates this: your character walks so damn slow. I’m aware this is the same complaint lobbed at lots of genuinely interesting games like Gone Home or What Remains of Edith Finch, and is basically where the deeply stupid term “Walking Sim” came from, but in those cases, you’re almost always listening to either a narrator, internal dialogue, or some form of audio log, like a podcast keeping you company during a stroll. By contrast, this game has absolutely no dialogue, so when its visuals aren’t popping and you’re moving at the speed of someone who needs a hip replacement, things can get a bit dull.

Eclipsium review

This slow movement speed also leads to the game’s biggest problem, which is that some of the puzzles are a real chore. Now, not all of these situations are bad; there is a cool adventure game-style stretch where you have to find items in a dilapidated fishing village, or a nested sequence that involves entering a series of painted worlds in a clever order. You also get some disquieting self-mutilating powers, like a blade arm, which opens up a few additional ways to interact with the world more than just picking up and moving things.

But in the handful of sequences where the puzzles are either overly obtuse or simply involve a lot of walking from point A to point B, the glacial movement speed grinds the pacing to a halt—this isn’t a long game, about three to four hours, but it would be a lot faster if you could move at a reasonable pace for some of these sections.

Granted, there are plenty of times when this deliberate walk speed feels like the right choice, like when sightseeing in hellish canyons and abandoned cityscapes. Unfortunately, though, there are some dry stretches where the vistas aren’t quite this exciting. Much of this would be a bit more forgivable if this experience drove to a memorable conclusion that tied together its disparate imagery, and although there is an arc to its abstract “story,” it’s not particularly powerful or illuminating.

While at its best, Eclipsium is dream logic in playable form, its high points are dragged down by lackluster puzzles and some far less interesting treks through dry landscapes. In the end, it’s the kind of game that will probably play best in short clips on social media, where its eye-catching art style and occasional clever turns will more or less have the same power they do in the context. Instead of coming across as consistently evocative, the game’s terseness can make it feel like it doesn’t have a great deal to say.


Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.

 
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