Trying not to crop myself.
He walked into the woods and never looked back.
Knight stayed in that Maine wilderness in America for 27 years, never uttering a word even to himself.
“Hi” was apparently all he said upon encountering some hikers.
He’d consider it, but he never did let himself go.
It was one of the weirder games on show, for sure.
“I kinda envied him in some ways.”
We Harvest Shadows, he says, is a game “borne of pure self-hatred and desperation”.
It’s personal, it’s dark, and it fascinates me.
I’ve never seen a farming sim welded to a horror game concept before.
Let’s back up a bit.
Wanting to escape the human world, Garrett buys it, and this is where your farming story begins.
The place is a dump.
Downstairs is no better - the house is borderline derelict.
During the day, it’s idyllic.
But as the sun dips and the gentle piano accompaniment sours, uncertainty and foreboding creep in.
You know, because this is a horror game, something is coming.
But what will it manifest as?
Animals howl and the old house creaks as you wait.
A door slams as a window somehow opens.
Upstairs, a wardrobe rattles and shakes.
Your torch flickers and loses its potency.
A locked door shudders and you hear voices behind it.
There’s always a sense something scary is near.
As a solo-developed game, it’s a bit janky in places.
As a blend of genres, though, it’s surprisingly effective.
You start with no information so you hunger for more.
It’s the sort of thing only a solo-developed game can do, and I applaud it.
Spooky though it is, I’m eager to see more.