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The Séance of Blake Manor Review

The Séance of Blake Manor Review

Death is a facet that seldom fails to fascinate the living, though it’s only natural to ponder what comes after we leave this mortal coil. Others, however, try to tap into the great beyond not for closure or research, but for magical power and forbidden knowledge. Such is the force that has brought together a cadre of practitioners to witness a so-called true summoning of spirits in Spooky Doorway’s latest title, The Séance of Blake Manor.

Set in 1897, a few days before Halloween, the game follows private investigator Declan Ward as he enters the titular manor in search of a missing woman, one Evelyn Deane. Oddly, the inhabitants of the home-turned-hotel seem oblivious to the disappearance and are only focused on the séance, which will occur on All Hallows’ Eve. Left with little evidence, Ward is tasked with getting to the bottom of the many mysteries of the staff, the guests, and Miss Deane herself.

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This would be all well and good in itself, but since it is almost Halloween in the home of said holiday, Blake Manor adds a supernatural twist to the setting, and it’s not exactly subtle; within moments of arriving, an apparition appears in front of him, disappearing into a murder of crows moments later. This is the first of many spooky events the manor has to offer, including strange symbols, ghostly visages, and moving statues.

The core mechanics under the hood of Blake Manor are investigation, time management, and puzzle-solving. Upon gathering more evidence and meeting the people surrounding the case, new dialogue options or threads to follow will be unlocked. The task is not as simple as going through dialogue trees, however, as Ward will often be forced to solve one issue to gain traction in another: a guest at the hotel will help only if you find her missing key and so on.

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The trail is not linear either. Though there are some very clear hints on where to go and what to do, Ward is free to roam the halls of Blake Manor at his leisure, allowing the player to make their own way and discoveries. The building even has a library where key subjects can be investigated, which I really appreciated.

However, with the glory of freedom also comes its price: you can accidentally solve some puzzles ahead of time, which can feel slightly less rewarding. For example, one character had wandered the halls in a daze, knocking paintings and furniture askew on their meander. The player is supposed to follow this trail of feng shui devastation to find clues. I, being one of a clouded mind and short attention span, managed to forget about the trail, only to discover its end several in-game hours later while snooping in the bushes.

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If you aren’t a fan of lengthy dialogues, Blake Manor may be slightly wordy at times. While never overly long or cumbersome, there are a few sections where the characters can drone on (much like in real life). Being restless at the best of times, I did skip some sections, though I happily sat through most of the content, even if it took a minute.

Speaking of time, managing its use is a core concept in Blake Manor. You see, each character has an agenda and a schedule, meaning they will move around the building at certain intervals, possibly leaving their room unguarded or finally being available for a chat. Each “major” action in the game takes up time (measured in minutes), ranging from analysing a person based on their appearance to reading a document. Once a full hour is up, the characters will move on to their next item of business.

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As the player is told how much time each action takes, it's easy to plan out a few steps ahead. However, there are usually quite a few things to investigate, and it’s not always clear what is or isn’t relevant (in a good way). Poking around a bedroom at five to eleven can be strangely exhilarating when you know the owner of the room will be back soon! The mechanic adds a nice bit of tension and strategy to the experience that I was not expecting.

Visually, Blake Manor has a very comicbook–esque feel to it, with strong ink outlines and slightly simplistic colours. While normally it may take away from the fear factor, the general colour scheme and style are very reminiscent of early Gothic horror, evoking vibes of notable icons, like Dr Jekyll and Mr Hyde or Dracula (not helped by Declan's sharp widow’s peak).

The unsettling ambience created by the visuals is further enhanced by the impressive audio design. Utilising a fair bit of silence mixed in with the small sounds of an old house, like creaking steps and groaning walls, Blake Manor manages to create an experience where each musical sting can cause you to flinch. The subtle atmosphere also feeds well into the player's own paranoia: “Was that statue facing me just now, or did I hear stone moving?”

Finally, my absolutely favourite aspect of Blake Manor is how it incorporates actual tidbits of both Irish folklore and language into the game. Be it in the form of a character wondering about seeing a bean sí or just having carved turnips decorate the halls, the game exudes interesting bits of the Irish culture that the player can interact with. Sure, most of it can be ignored, but just having it there can be enough to spark the interest of people like me.

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I have learned so much about Irish myth, and I need more.

If you’re looking for some detective gameplay with a dash of horror added in, The Séance of Blake Manor is a great game to pick up. While the puzzles themselves aren't always the hardest, the narrative is intriguing and the characters are memorable, making for a compelling whole. Considering the current price point of £16.75, it’s a hard game not to recommend.

9.50/10 9½

The Séance of Blake Manor (Reviewed on Windows)

Excellent. Look out for this one.

The Séance of Blake Manor is an intriguing detective game with a horror twist that makes every minute count (quite literally). Though it can be a bit wordy at times, it is definitely worth the price of admission.

This game was supplied by the publisher or relevant PR company for the purposes of review
Martin Heath

Martin Heath

Staff Writer

Professional Bungler

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