Review: Uncanny Valley - A Commendable Take On Old-School Horror Let Down By Its Own Design

Who watches the (night)watchmen?

Horror, when done right, can be a truly wonderful thing to behold - especially in the interactive realm of video games. Find the right mechanics, marry them to a setup that sells its dark heart, and find a balance that doesn’t undersell or dilute its scares and building sense of dread. Uncanny Valley comes close in so many ways to nailing this formula, but its nightmarish potential is often undone by some odd design decisions.

Things start off well. Too well, perhaps. You’re Tom, a man looking to put a little distance between himself and his past. With the added need to gather some much-needed cash, Tom decides to kill two pixel art birds with one pixel art stone by taking a security job looking after the site of a robotics firm in the middle of nowhere. But Tom is haunted by some rather eldritch dreams, where he explores a seemingly empty city while being shadowed by creatures of pure shadow.

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