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Review

Quiet alcoves and dark forces, July 28, 2024

Dark Communion’s most critical choice comes not at the end of the game, but at the beginning. You the player must define how the PC (a teenage girl) is related to Laina (another teenage girl), who is leading you into an abandoned church. Is she a younger sister you’re protecting/competing with, some girl that you kind of know from school but don’t really like, or a crush you’re trying to impress? In addition to affecting flavor text along the way, this choice affects how motivated you’ll be (and what options you’ll have) to help Laina when things unsurprisingly take a turn for the supernatural.

This game encourages exploration on multiple levels. There is the literal exploration of the “big, old, gothic church,” with its “racks of half-melted candles,” its rows of empty pews, “most of which have been nudged out of their neat rows, as if shuffled by the fingers of a giant hand,” and its fractured light, illuminating the faces of judgemental saints. I loved these brief yet evocative descriptions. Exploration in this sense creates a sense of mounting unease. In a particularly chilling sequence, (Spoiler - click to show)you can choose to ignore Laina’s calls from the balcony, and continue exploring on your own instead. A few turns later, you notice that “Laina is quiet now.”

You can also explore the game by replaying it. There’s an achievements screen that incentivizes you to explore different choices at the beginning, and throughout the game. Indeed, there is a lot more branching and variation than you might expect in such a short game.

What was most rewarding for me was shining my flashlight into the quiet alcoves of the church, and through that, exploring the PC’s relationship with her spirituality and her relationship with her sister/acquaintance/crush. I actually found this to be even more compelling than the final confrontation. It reminded me of one of the author’s EctoComp games, Loneliest House. In that game, the act of leisurely looking at the details of the house–and speculating about past and future human presence–was so captivating. It’s a game where the real story takes shape in the negative space–similar to what Tricks of light in the forest does, but on a much smaller scale. It made me wonder what Dark Communion would be like if it had developed this aspect a bit further.

All in all, great writing, tight story (even some humor!), and very replayable. I highly recommend this game!

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