Sights & Sounds Sketchbooks and synthesizers [*] Mundaun makes some excellent artistic choices with its visual design that manage to make even the mundane, sunlit parts of this horror adventure scary [*] The main choice benefiting the atmosphere is the pencil sketch visuals. In the light, you can plainly see that most environments and characters are slightly crooked, smudged, or otherwise just a little bit "off" [*] It can look quite scenic as well. The game takes place in a rural Alpine town after all, so it's worth taking in all the pretty mountain views [*] At night, though, the general darkness hides some of the imperfections and makes creatures and monsters seem more alive. It's like your mind infers something about the shadows to startle you more [*] Despite plenty of the game taking place at night, most of Mundaun occurs when the sun is up. Don't know if that makes it qualify as daytime horror, but it's definitely a brighter game than I'm used to seeing in the genre [*] I can't really comment on the quality of voice acting in Mundaun; this is probably the first time I've ever heard Romansh spoken [*] The soundtrack is a perfect match for the visuals: predominantly moody and dark owing to the creeping tempo, murky synth and sparse percussion, but with glimpses of beauty courtesy of a dash of strings and piano Story & Vibes The sins of the father... [*] Generational horror is one of those tropes that deserves more attention. It's hard to imagine a piece of media pulling it off as well as a movie like Hereditary , but Mundaun makes a valiant effort [*] Horror archetypes usually feature protagonists being disproportionately punished for sins they've committed, whether their misdeeds were willful or unintentional. Generational horror ramps that concept up by visiting misfortune upon someone because their grandpa killed too many virgins in his secret murder cult or something [*] In that way, the genre as a whole features something like a perverted sense of justice and grace. Generational/Inherited horror gives those sins a lineage. In a way, it's scarier; you don't even have to do anything wrong before the demons begin showing up [*] Even though I haven't told you a single thing about Mundaun's plot yet, you should now have all the context you need [*] All I'm going to reveal is that you take the role of Curdin, an otherwise normal Swiss man who receives a letter from his grandfather's priest informing him of his death. The priest also tells Curdin that he'll handle the burial and that he should in no way come to visit [*] It would be a very short game if Curdin decided to simply shrug it off, so naturally, he makes his way to Mundaun to figure out what happened to his grandfather. He winds up finding a little more than he bargained for, so to speak [*] I'll leave the remaining details for the player to discover. The plot is a well-paced slow burn if you're of the opinion that slow burns can be well-paced. In all, it's a motivating story full of intrigue, dread, secrets, heresy, and desperation [*] My understanding is that there's multiple endings that depend on choices made during two key plot points, so the overall message can change depending on your judgement [*] The game doesn't present a ton of new ideas as far as horror plots go, but it's still effective at creating that unsettling air of dread and uncertainty you'd hope for in a narrative like this Playability & Replayability Boilerplate [*] Maybe it's appropriate that headquarters for the International Organization for Standardization are located in Switzerland. Mundaun 's gameplay mechanics feel like they were trying to meet a set of criteria without evolving beyond them [*] Survival horror veterans will be completely familiar with everything Mundaun throws at them, particularly the navigation, combat, and puzzle mechanics [*] It wouldn't be a horror game without mysterious locked doors, right? Most navigation in the game requires you to be observant while you're exploring in order to spot keys, codes, or other techniques for unlocking them [*] Keys and codes aren't all you'll find. You'll occasionally find useable items like matches and ammunition lying around. Be sure to ration these resources wisely due to their limited quantities [*] You'll also find stat-boosting items like bread (for health), rifle manuals (for aim), and coffee (for fear resistance). You actually have to prepare the coffee at a stove, so keep an eye out for water sources and try to keep a pot in your inventory [*] The puzzles aren't all that complicated but can get a little obtuse. There's one involving a meat locker that took me longer than I care to admit to solve [*] Monsters aren't difficult to dispatch either. You'll occasionally find pitchforks for melee combat and a rifle for range, but your best option is almost always going to be stealth or running to a building and slamming the door. Not only is it usually quicker, but pitchforks break after three hits and ammo is scarce [*] Gameplay sound pretty standard? I assure you it is. It's effective even if it's uninspiring, though. However, even with the multiple endings, I'm having a hard time selling myself on a replay. It's a good game, but it lacks that spark that makes me want to revisit it Overall Impressions & Performance One for the beginners [*] After playing Mundaun , I was left with the impression that it would be a good title to suggest to people wanting an introduction to horror games but find them either scary or daunting [*] The mechanics are easy to understand and emblematic of survival horror games as a whole. It's more creepy than scary, so it shouldn't overly frighten anyone with a weak constitution. The narrative is both overt and slow enough to be easily understood, but still leaves enough unanswered questions to be compelling. Finally, the subject matter doesn't lean into shock topics for those who sensitive to such things [*] It also performed perfectly on the Steam Deck, which is another thing to appreciate about it Final Verdict [*] 7.0/10 . Is Mundaun a truly excellent horror game? Not really. But it's still very well-conceived and well-composed. If you've spent a lot of time in the genre, it won't impress you, but you'll probably find a lot of things to appreciate about its straightforward design, smart presentation, and interesting plot
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