Had I played this as a kid, I would never have slept again.

And notes are important.

So, you walk.

This could be a scene from a Japanese horror film, except it looks like a scene from an old adventure game. It’s painted in two colours, one a kind of brown for the environment, and one in purple showing a hunched over girl holding the end of a bed, hair obscuring her face. She is out to get you.

You trudge through a forest one screen after another as you attempt to work out where to go.

And every so often, you hold up your cross to reveal another note.

But then, screech!

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The effect is complete: now, you’re on edge.

Now you know the game has teeth.

This is Faith in a nutshell: stillness and nothing, then screech!

A very simple screen showing an outlined, top-down room, drawn in one colour against a black background. There’s a blue blob that’s the character, and then there’s a dialogue box that reads, “She’s here.'

and something coming at you, and quick.

And it’s effective - more effective because there’s nothing else going on.

Why didn’t more games do this in the 80s (did they?

A creepy image. The outline of a humanoid creature with red eyes and blood dripping from its mouth, turning to the viewer. It is on its hands and knees eating a body. An eyeball sits on the floor nearby.

I might have been too young to know)?

I suspect the answer is partly because they couldn’t.

Faith, you see, is sneaky.

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And they shake the player around a bit more.

One presentation works really well to reinforce the other.

Whether any of this is technically 8-bit, I don’t know.

You don’t expect a game to be able to do this, but it can.

That plus some tiresome traipsing around are my main drawbacks in the game.

But save points are usually close so you don’t have to redo much progress.

Soon, you’ll realise it’s all connected, the story and characters.

That’s Faith: smarter than it looks, deeper than it looks, scarier than it looks.

It’s a game that deliberately uses a little to achieve a lot, and disarms you.