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About the StoryAnother cold, rainy Stygian afternoon.
Rainy, anyway. That much you can observe. Cold is a different matter; the dead are insensate to things like ambient temperature. For better or worse. But everything sure fucking looks cold, the way a day-old corpse looks after being pulled out of a river, pale and slick.
You tip your head back and wipe brackish water from your brow. The black skyline crawls with movement and shimmers with the criss-crossing mesh of mile-long gossamer webs; the loathespiders are out in force.
Rock Paper Shotgun
Scare the living for fun and profit
Stygia offers certain victories and satisfactions while dangling ominous, intriguing details that pave the way for further stories. I hope to see more of this macabre, well-realized universe.
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Stygia throws players straight into the action with a well-defined mission sequence (Spoiler - click to show) -- a contractual haunting, including some playfully sadistic options, before segueing into a colorful exploration of the title setting. It has plenty of familiar narrative elements, seemingly influenced by adventure games (Grim Fandango), film (Beetlejuice), TV (American Horror Story), and comics (Mike Carey's Lucifer). But it plays with these tropes uniquely enough to feel like a novel experience.
The whole effort is well-suited to the text-heavy, hyperlinked Twine format -- the descriptions set the mood effectively, while allowing your imagination to fill in the blanks.
The replay value seems a bit limited -- the whole thing feels like a self-contained 'pilot episode', with variable hows all leading up to the same what. But i'm willing to overlook that: merely experiencing the game's setting is so compelling that it doesn't need multiple playthroughs to satisfy.
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This is version 4 of this page, edited by Leon Arnott on 18 December 2013 at 3:56am. - View Update History - Edit This Page - Add a News Item