Kraven Manor is a first-person survival horror. While
it is not a very long experience, as it was originally created for a student
project, what it packs into the short amount of time is impressive, fun, and
all-round horrific. From the minute you are forced to take shelter from a storm
in the grand lobby of Kraven Manor, your night takes a turn for the worse. I
know what you’re thinking: already soaking and probably coming down with
pneumonia – how much worse can it get? Well, quite a bit worse, as it happens.
The first thing I noticed was how great the game looks.
The lobby stretched out before me in all of its dusty glory, and large
chandeliers, pillars and pieces of art showed the vast wealth that must have
flowed through this house before something much more sinister took its place.
Given nothing more than the controls needed to move and interact with various
objects, I began searching the house for any signs of life. All I found was a
smear of blood at the bottom of the stai… Did that statue just look at me?
It seems we have different opinions of 'art'.
During the first power-cut in the lobby I was
prompted to turn on my torch, and I immediately shone my light in the direction
of the bronze statue that stood watch over the lobby from the landing, afraid
to let it out of my sight. Then I saw - or rather, didn’t see - something that
set the tone for the entirety of this gut-wrenching experience. The statue was
gone.
After frantically scanning the darkness for a sign
of bronze gleaming in the darkness, I realised that for now, I was alone. There
was no other choice than to explore the rest of the rooms. Hidden throughout
the manor are small models of the areas you will be forced to whimper your way through.
Each area has its own thought-provoking puzzles to solve, and scares to suffer,
but only by persevering can you bring the next area back to the lobby where you
can attach it to a model of the manor. When you attach these models you can
then visit these parts of the house, uncovering the twisted mystery of Kraven
Manor as you go.
Decide which side of the manor you'd like to die.
A nice touch is that you can place these areas where
you like, and can swap them around at your leisure. For example, the door to
the left may initially lead to the wine cellar, but if you put the library in
its place the manor will shift around, and the same door will now lead
somewhere new. It is an interesting mechanic, and one that keeps the setting
both mystical and disorientating. Due to this feature, there is also the
inclusion of a ghostly GPS which guides you from one room to the next. While I
understand that this was probably included to account for any confusion created
by the moving rooms, I felt that it pulled me out of the game slightly by
reminding me that it was just that; a game, and one with objectives that I was
being lead to.
Though I won’t explain every part of the manor, my personal
favourite area was the library, which I also found to be the most terrifying
section of the entire playthrough. We’re here for the scares, after all. This area
evoked my always-present fears of Doctor Who’s Weeping Angels, which in my mind
is one of the best and most disturbing creatures to have ever been created. The
Weeping Angels are a creature that is biologically unable to move while you are
watching it, but as soon as you look away, it comes for you. Fast. If you don’t
know what I’m talking about...
You're looking at the statue.
Everything is fine.
You're looking at the statue.
Everything is fine.
As I entered the library, wondering if there’d be
any Stephen King that I could take to a safer, well-lit room in the manor (if
such a room exists), it appeared. The statue. I can only assume it must have
had the same idea, and from there the Doctor’s advice in Blink, the episode
featuring the Weeping Angels, crept from the corners of my memory.
“Your
life could depend on this. Don’t blink. Don’t even blink. Blink and you’re
dead. They are fast. Faster than you can believe. Don’t turn your back, don’t
look away, and don’t blink. Good luck.”
As scary as I
always thought it would be to be in this situation, it’s much, much worse. I
can’t think of the last time a game had me as tense as this part of Kraven
Manor did. Attempting to solve the room’s puzzle while always keeping the
statue in view proves to be both torture, and impossible. Whether you like it
or not, you will have to look away from the statue in order to complete the
puzzle, and in doing so will feel completely vulnerable. Expect to be on the
very edge of your seat as you realise that last creak of rusty metal came from
right behind you, and to fall off it when you spin around to be find the
emotionless stare of bronze inches from your own face.
I've told you not to come into my room.
With such tension, it can be hard to fight the urge
to rush through each room, but if you manage it there are numerous diaries,
newspaper clippings and notes dotted around that give the terror an unsettling
depth. Without spoiling it for you, the context involves the master of the
house being obsessed with the idea of immortality, and appearing to have no
reservations about experimenting on his own staff. Talk about perks of the job.
Kraven Manor has great pacing, and manages to
provide the world of horror with new heights of fear along with an interesting
backstory, fun puzzles, and impressive visuals. Though the conclusion of the
game felt a little jarring for me, as it ditches the slow build of dread in
favour of a fast-paced action ending, I would recommend this game to anyone who
has even the slightest interest in horror, or in deadly ornaments.
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