Supernatural crimes? Turn-based tactics? A detective main character who sounds like when he says he wants a whiskey on the rocks, he means jagged shards of gravel? Gee, Witch House, it seems an awful lot like youâre trying to get my attention.
Witch House takes place in the prohibition era. More specifically, itâs set in 1926 in Miskatonic Valley, New England. The place is, of course, haunted, because come on: itâs called Miskatonic Valley. Hello there, Lovecraft throwback.
Anyway, a lot of bad stuff is going down. Thatâs where you come in:
âThe stars are aligning, hastening the arrival of a dark hour that thins the veil between worlds. Mad scientists toil to open trans-dimensional portals, while sinister cults conduct occult rituals to unleash horrors from another space and time.â
âAgents of the Armitage paranormal investigation agency have been recalled to Arkham, from fields diverse as exorcists, magicians and mobsters, in a bid to unravel the coalescing forces threatening the stability of our civilisation.â
Youâll lead teams of paranormal investigators on missions through spooky mansions, ancient ruins, and Beyond (whatever Beyond is, it will probably involve a proliferation of tentacles) in an effort to foil countless dark schemes a-brewinâ. You can fight, sneak, or do some combination of the two. Itâs your call.
In the process, youâll build up characters of different types, acquiring not only new skills and abilities, but also âpersonality traits and secret histories.â INTRIGUE.
Witch House is on Steam Greenlight right now, but if all goes according to plan, itâll enter Early Access later this year. Iâm glad that the developers seem to be taking things nice and slow, because âXCOM meets X-Files meets Darkest Dungeonâ is a pretty killer idea, but itâs still looking a little janky right now. Hereâs hoping time and maybe a few dark rituals get it into proper sleuthing shape.
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