CLAIRE: EXTENDED CUT (VITA)
The success of 2012's Lone Survivor ushered in a period of mainstream recognition for pixel-art horror games. Few would have predict the subsequent popularity this once-fringe sub-genre would go on to enjoy, particularly amongst indie developers. Perhaps unsurprisingly, Claire was the brainchild of another smaller development team in Hailstorm Games, with its 2D survival horror based very firmly around the Silent Hill school of scares. In particular, the focus centres on the mental unravelling of its titular heroine, in a journey that can best be described as grimly impressive.
Claire is looking after her sick mother, and as the player assumes control, she’s sat in a hospital, whiling away the time. As she decides to go and grab a coffee, we soon discover that Claire really isn’t well either. It’s immediately clear that Claire channels Silent Hill’s modus operandi for scaring its players. Settings, which include a hospital, a school and an apartment block, will seem instantly familiar to fans of the genre. Claire tests your skills of navigation under pressure, with a sequence of nightmarish, labyrinthine layouts and off-map crawl spaces that build a sense of alarm and disorientation.
Claire seamlessly blends between the past and the present, granting the player an insight into her memories of growing up
On its two higher difficulty settings, Claire presents a very firm challenge. Without any means of attack, the player must be prepared to run (and hide) in order to evade foes and avoid racking up damage. Not every creature you’ll encounter poses a direct physical danger, but linger too long in the presence of unsightly beings and Claire will start to become agitated. Leaving her trauma unchecked will result in health damage, and thus, you’re left fighting a war on two fronts. Add to this the occasional, maddening game of run ‘n’ hide as you’re chased through the environs by the Glower, a reaper-like apparition, and the end result is a game that’s guaranteed to set your teeth on edge.
The game world looks fantastic. Hailstorm’s pixel-art is some of the finest, and most effective, to have graced a game of this kind. Environs and characters are are beautifully (and consistently) drawn, as they captures the calm-before-the-storm normality of each area, before the facades become darker, dingier, and ever-more oppressive by degrees. Its use of music, and indeed silence, is supreme as well. Claire knows when to push your buttons, cultivating a sense of unease and displacement, before dissipating the tension in small pockets, so as to project the finer narrative points at times when the player is most switched on.
The game world looks fantastic. Hailstorm’s pixel-art is some of the finest, and most effective, to have graced a game of this kind. Environs and characters are are beautifully (and consistently) drawn, as they captures the calm-before-the-storm normality of each area, before the facades become darker, dingier, and ever-more oppressive by degrees. Its use of music, and indeed silence, is supreme as well. Claire knows when to push your buttons, cultivating a sense of unease and displacement, before dissipating the tension in small pockets, so as to project the finer narrative points at times when the player is most switched on.
There’s a real, palpable atmosphere to it all. Limited inventory space prevents the stockpiling of first-aid items, meaning you’ve got to keep pushing forward. There’s a modest smattering of puzzles, though the game might perhaps have benefited from a few more. In the absence of combat, the onus is placed more on the survival elements. Lone Survivor dealt with this by encouraging the player to cook meals and partake in a range of relaxing activities in order to manage the protagonist’s mental conditioning. Claire’s approach is less elaborate. Established genre favourites, such as health drinks, notes, lockpicks and keys are, of course, all present and correct. However, the items don’t offer enough impact in terms of their role in the game, and their placement and usage feels a bit less considered than other aspects of the adventure.
Nevertheless, the journey carries such impact that you’ll care about, and empathise with, the central protagonist, though she says relatively little. The world around Claire, and the scenes that act as windows into her life growing up, tell the player more about her than any lengthy dialogues ever could. As the end draws near and her state of mind becomes ever-more macabre, Claire starts to vocally express her feeling unwell, as she struggles visibly to pay attention to the information that NPCs try to relay to her. It’s not often we see lead characters struggling in this manner, as we watch on from the other side of the screen, unsure as to whether we have a means of making things right. It’s extremely affecting.
Nevertheless, the journey carries such impact that you’ll care about, and empathise with, the central protagonist, though she says relatively little. The world around Claire, and the scenes that act as windows into her life growing up, tell the player more about her than any lengthy dialogues ever could. As the end draws near and her state of mind becomes ever-more macabre, Claire starts to vocally express her feeling unwell, as she struggles visibly to pay attention to the information that NPCs try to relay to her. It’s not often we see lead characters struggling in this manner, as we watch on from the other side of the screen, unsure as to whether we have a means of making things right. It’s extremely affecting.
Claire looks brilliant, and nevermore so than when things become nightmarish. Its style may look simple, but it's very atmospheric.
Influenced so significantly as it has been by the survival horror classics of generations passed, it’s perhaps no surprise to discover that Claire comes with a number of different endings. Which one you’ll finish with will depend on whether Claire can vanquish the spectre of the Glower, and how effectively (if at all) she chooses to aid the occasional NPCs you’ll encounter. Still not Silent Hill enough for you? There’s even a hidden, comedic dog ending for those who fancy a speedy playthrough.
Claire is a beautiful, suspenseful horror adventure that tells its chilling tale effectively thanks to fantastic visual design and smart, compact storytelling. Yes, there could perhaps have been a little more in the way of interactions and unique items in order to encourage longer-term play, as the additional endings alone don’t offer a huge incentive to return. But even if you just play it through once, Claire’s story is well worth experiencing. Horror aficionados and retro connoisseurs will find a lot to like here.
Claire is a beautiful, suspenseful horror adventure that tells its chilling tale effectively thanks to fantastic visual design and smart, compact storytelling. Yes, there could perhaps have been a little more in the way of interactions and unique items in order to encourage longer-term play, as the additional endings alone don’t offer a huge incentive to return. But even if you just play it through once, Claire’s story is well worth experiencing. Horror aficionados and retro connoisseurs will find a lot to like here.
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