Disclaimer: This game depicts violence (specifically, animal abuse) explicitly.
Taghairm is a dark Twine game with a brutal, sparse way of words, which I liked. The writing is purposeful and builds atmosphere well - it implies a lot from very little. It suggests the ghost of a storyline: something (or somebody) has been lost, and this… this that you go to your cousin’s field to do, is the only way.
What moved this game from linguistic beauty to visceral horror, though, was the emotional stake. The game punishes the player at first for wanting to disagree with what the NPC is doing by not allowing the story to progress, and by having an NPC who dismisses your misgivings, trapping you firmly in the horror storyline.
There is a key decision-making point at a certain repeating routine which essentially allows you to choose what outcome you want. The more brutal path ends up showing the toll of the ritual on the PC and the NPC. It never returns to the context in the beginning, the reason why the PC did this in the first place, which made the story weaker than it could have been. Perhaps, in the search for your heart’s desire, you lose everything else, and you lose everything that made that desire so worthwhile in the first place.
I have mixed feelings about this one. On one hand, I found the visceral horror truly upsetting. On the other hand, though, the feeling of dread was weakened by the (Spoiler - click to show)repetitive sounds which lost its impact after a while because they were so predictable and the vagueness as to why the PC was doing that. This is a game which stayed with me.