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Dead Take review — Looking for the leading role

Dead Take review — Looking for the leading role

This isn’t a game I would have expected from Surgent Studios. Sure, anyone can make anything, but a psychological horror game seems quite far away from a mythologically inspired Metroidvania (our Tales of Kenzera: ZAU review here). Still, some of the star power behind Dead Take warrants a look. After rolling the credits moments ago, I have quite a few thoughts.

Dead Take isn’t your classic walking simulator. The team frames this game as a Psychological Horror Escape Room, which is as good a description as you’ll find. Everything takes place in first-person, which is of course the most scary of all perspectives. If something feels like it’s happening to me, it’ll not only be more immersive, but more terrifying.

You play as an actor named Chase Lowry, who has followed his friend Vinny Monroe to producer Duke Cain’s mansion. Vinny hasn’t been heard from recently, and it’s up to you to find him after calling him numerous times with no response. After the opening sequence shows you the ropes of clicking around your environment and interacting with different objects, the gates open to the large house where you’ll spend the next several hours solving Vinny’s disappearance.

Psychological horror isn’t something you stumble into doing right. Surgent Studios has surprised me with their interpretation, because they don’t rely on the usual elements to creep you out. There are jump scares, with sudden static-y audio cues blended with fuzzy faces on the screen right after you’ll enter a random room, but these are curated, not randomly thrown at you.

Where this horror salad works is in what isn’t here. The mansion is somewhat messy from the party, but otherwise a largely spotless space. It’s like a cleaning crew came in, got most of the way done, and left leaving the trash bags behind. Walking through the hallways, I always felt tension with every step. Maybe it’s just the whole, “empty house at night” shtick, but it’s effective. There’s a dread that’s been harnessed, an empty feeling in the pit of your stomach every time you enter a room waiting for something more panic inducing. Anticipation is your enemy, one that kept me on edge at all times. Oh, and there are mannequins in this game, and they suck.

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