Unholy Is Promising but Rough Around the Edges

The demo for Unholy, an upcoming survival horror game from Polish developer Duality Games, focuses on Dorothea, a mother whose son Gabriel recently passed away. The game isn’t clear about what exactly happened to him, but you get the clear sense of some sort of injustice, as Dorothea rages against faux-sympathetic obituaries and local moms gossip about her “sins.” Whatever the cause, there seems to be some connection to “The Spring,” a local cult.
We haven’t seen much of Unholy since its reveal at last year’s Tokyo Game Show, and while the demo, which will be released to the public soon, does have a few screens to provide context and info to prevent you from being completely lost, it seems fairly comfortable keeping its story cryptic as to what is actually going on. The demo is split into three chunks, three separate moments extracted from the early game with the plot threads connecting them left intentionally vague. Cutscenes and dialogue are sparse, leaving you to examine your environment to glean the majority of what information is available on the world around you.
This works fairly well at getting you interested in that world. Your first snippet of gameplay involves exploring your father’s apartment, which a mysterious old woman told you hides clues to what happened to Gabriel. The apartment, and the complex leading up to it, are loaded with small pieces of environmental storytelling—your dad’s neighbor’s door is surrounded by empty bottles, workers are removing graffiti promoting resistance against something or other, and the apartment itself is full of little oddities like a record collection and a brush made out of Gabriel’s hair. Admittedly, in a genre where this kind of storytelling is very common, the sheer amount of it and its execution during this early section do border a bit on ham-fistedness, but it still works for what it is.
One of the main things I noticed even in this fairly mundane section was the strikingly good sound direction. You get a real sense of the vibes of the area—machinery drones, the sounds of chores or arguments emanate from different doors, and the apartment soundscape perfectly captures that eerie almost-silence of an unoccupied domicile (until you turn on the record player, that is).
Exploring the apartment will be familiar to anyone who’s played point-and-click adventure games or other similar horror games like Silent Hill; you’re looking around, interacting with objects to flesh out the personality of the area, and trying to find clues and keys to progress to different parts. It’s very simple, but one would imagine the areas ramp up in complexity later down the line.
For the second snippet, you find yourself in a dark, mirror version of the apartment complex, in what the developers call “The In-between, a surreal passage between realities.” Here the actual gameplay is much more straightforward; you’re essentially following a linear path through the complex after what appears to be your son (though horror tropes might naturally lead you to question that), eventually running into the old woman again so she can give you some items you need to progress. While there isn’t a ton going on here gameplay-wise, and the visuals aren’t really much to write home about (we’ve definitely seen “creepy version of the building you were just in” before), this section is where the sound design really shines.