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The garden or the forest, November 8, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

I’ve since moved away, but for a long time I lived just a few minutes away from the Huntington Gardens in Pasadena, CA. They’re a series of botanical gardens with various theme – there’s a rose garden, one with native plants, some woodier areas, a Japanese garden – plus a library, art museum, and conservatory, all based on the collection and estate of a railroad magnate who was a great philanthropist (but definitely did some shady stuff to make his money). It’s a lovely peaceful place, and I visited it a whole bunch when I leaved nearby, taking friends or family members when they were in town or just going to hang out on a lazy Sunday, in those pre-kid days when lazy Sundays were a thing.

So when I tell you that The Secrets of Sylvan Gardens is a game about spending a bunch of time at a magic version of the Huntington and solving some riddles and mysteries while building friendships and/or romance with a quartet of appealing characters, let there be no doubt that this is extremely my jam. Like, check this:

"A handful of visitors mill around, chatting and strolling. A half-elven couple and their toddler feed breadcrumbs to a flock of birds. A boy sits on a bench, absorbed in a book. The connected structures of the central villa, the library building to the East, and the glass conservatory to the West bound this area on three sides. An engraved bronze plaque identifies your location as 'NAIADS POOL.'"

There are things to do here: the reason you wind up at the Sylvan Gardens is that you’re afflicted by a strange sleepwalking malady that seems to keep drawing you to its grounds, so you’ve decided to investigate in your waking hours. And after you meet the aforementioned characters, they turn out to have their own problems that relate to your own, and running down these interconnected mysteries involves deciphering mythological references, brewing potions, and solving some similar gentle puzzles. These are all engaging enough, but for me the draw is just that this is a very nice place to spend time. There are follies! Two separate characters want to have tea with you upon first meeting them! There are bucolic graphics and a nice little map! The lady who founded this place was named Ploutossina Pecunia, which is a funny Dickensian name and also proof that this is one of those fantasy worlds that definitely had a Rome!

The characters are very nice too. As with the other game of the author’s that I’ve played in this Comp (Path of Totality), they’re all wholesome and down to earth; some of the early sequences hinge on whether you want to tell them all about your predicament or be more cagey, but they’re all so ingenuous I’d be surprised if many players took the latter route. There’s a child-prodigy librarian, a dedicated botanist, an easygoing gardener, a hermit who knows more than he’s letting on… you can choose to romance one of them, but that doesn’t stand in the way of just strengthening your friendships with the others, which are rewarding in themselves: you can go hiking or stargazing or eat a homecooked meal while getting to know them and helping them with their problems. Those problems aren’t exactly subtle – they’re each suffering from a different malady that mirrors your own, and which have thematic resonance with emotional challenges they’re experiencing as well; these are perhaps a bit on the nose, but allow the gameplay bits where you’re trying to lift the curses mirror the relationship dynamics sketched out via dialogue, which I think is a worthwhile trade.

There’s a lot of game here – I think it took me about three hours to get to the end – and I was engaged the whole time, as the game is paced well to make sure you’re always making progress; once I got through the initial setup I was worried that matters with all four characters would progress at the same rate, but actually you’re able to resolve some of their problems reasonably quickly while others linger into the endgame. And there’s one thread that initially seems to be just a bit of backstory on the same level as many others, but which takes on unexpected weight as you head into the endgame: (Spoiler - click to show)I’m talking, of course, of what to do about the mass killing of the dryads, which isn’t just part of the setup for one of the characters’ arcs, but winds up being the major question posed in the endgame: do you try to reverse the impacts of the genocide if it means potentially destroying this lovely place and the town that depends on it for its prosperity?

This dilemma is more pointed than I was expecting from the otherwise cozy vibe, and the game doesn’t make it too easy on the player (Spoiler - click to show)(taking the morally correct option of maximally repopulating the dryads does lead to some downer consequences as everyone moves away and the town dies). And that’s all to the good: I’ve used “nice” a whole bunch in this review and in my notes, but this element shows Secrets of Sylvan Gardens has more than just pleasant vibes to offer. So it’s maybe apt that the game’s postscript doesn’t list the Huntington as one of its real-world inspirations, but it does mention the Boboli Gardens in Florence, which I’ve also been to. They’re likewise a beautiful, manicured collection of landscapes, with cypress trees and Italianate sculpture and all the rest. But unlike the SoCal facsimile of European elegance, there’s weirder stuff too – my wife and I still talk about the strange grotto we stumbled across there, where after peering through an arch decorated by overgrow, cancerous stucco we glimpsed a bizarre altar resting under sculptures depicting putti, a goat’s head, and a pregnant she-goat with swollen teats. There’s nothing quite so disturbing in the Sylvan Gardens, thankfully, but neither is it an entirely manicured experience.

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