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I love waking simulators. And I love weird creepy things that aren’t jumpscares. So I really really love Connor Sherlock.

I’ve been following and supporting Sherlock on Patreon for over a year now and it’s a great way to drop five dollars. (Almost) every month you get a new walking simulator. Lately they seem to be a little more abstract than his previous work, more speculative fiction, more brutalist architecture. Eileen Kestler is an older piece, a collaboration with Cameron Kunzelman from around 2016 or 2017. It serves as a prologue to their larger game Marginalia, which I have yet to play.

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Eileen Kestler starts off in a pitch-black valley, with the player in front of a burning house, which, if you enter, will kill you instantly and show you what basically constitutes the end credits. I know this because it’s the first thing I tried. And in my defense, entering a burning house in a game like this definitely is not a guaranteed way to die, and in most of the games like this you really can’t die.

Turns out you can in this one. So don’t go in the house.

After reloading I realized there’s a path of lit torches leading away from the house into the woods and later into the mountains. As you walk a woman talks about her love of the ocean, some cryptic poetry and sets a basic tone of loss and emptiness. I’ll be honest and admit I didn’t listen to it too closely as I leaned forward struggling to see in the darkness. This game is just a little too dark to enjoy casually, at least for my old eyes.

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After a while the torches stop, or at least I lost track of them and just started wandering in the woods, waiting for something to appear while the simple droning soundtrack crept behind me. If the intention was to give me a little anxiety about being lost in the woods it worked well, but some further direction to assure me I wasn’t wasting my time would have been nice. After a while in my play through there was a pleasantly abrupt, wonderful glitchy end that made the woods seem less remote but also more intimidating. Sherlock generally doesn’t do any jumpscares but this games was intentionally spooky whereas his other work is generally more alien and bizarre, so I was on edge the entire time, which should tell you how wonderfully the atmosphere of this game works.

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The woman talks again once those credits start to roll, recounting the early tragedy of a family from the ninteenth century. It reminded me a lot of The Witch (2016), which I watched recently. A family shunned and cursed in a hostile wilderness that’s likely hiding threats more personal and human than the wildlife.

I like the tone of this work a lot, and the graphics were very nice along with the minimalist soundtrack. I would have liked some more direction on where toward the end, but I think I was supposed to get lost, and nervous, and if that’s the case it delivers wonderfully and is totally worth your 10 minutes.