Tenebris Somnia is truly uncomfortable, and that’s a massive compliment

Tenebris Somnia is truly uncomfortable, and that’s a massive compliment

By  Callum Self - 1st Jan 1970
Tenebris Somnia is truly uncomfortable, and that’s a massive compliment

I’ve grown accustomed to horror games. There are very, very few that truly frighten me, and even fewer that make me uncomfortable. I’ve almost become desensitised, to the point that even the modern Resident Evil games feel more like cathartic monster-hunting trips than survival horror experiences. When I downloaded Tenebris Somnia, I was confident it would be more of the same. Come for the monsters, stay for the story, then move on to another game once the dust (and credits) has settled. Worth noting, there are some minor spoilers here for the opening sequence of the game.

That didn’t go to plan.

Look, I’ll be the first to admit that I underestimated Tenebris Somnia. Its 2D pixelated style, which emulates retro visuals, let my guard down. I’ve literally fought the giant baby in Resident Evil Village; I don’t think anything can top that fear factor. So, when I walked into the apartment complex, using Julia as my proxy in this strange world, I had a smile on my face. Easy as cake, as far as blood-filled, monster-gut-crunching cakes go.

With confidence emanating from me and a spring in my step, I tackled the game’s first puzzle. Blood splatters on the mirror? Whatever, it’s like five pixels. There was zero hesitation in my actions. It was as simple as figuring things out, committing to a solution, and unlocking the strange door in Julia’s ex-boyfriend’s apartment—which, admittedly, is a nightmare enough to be in. Why are you here, Julia? An ex is an ex for a reason.

I made a weird concoction and entered the sealed-off room to find an almost ritual-like setting. After a brief investigation, I left the room to discover that the entire world had changed. Not massively, but enough to make the little hairs on the back of my neck stand up. It was subtle, yet immediately noticeable. As I guided Julia towards the front door, leaving the apartment and effectively running from my problems in familiar Callum fashion, I got a taste of what makes Tenebris Somnia so distinct: its live-action sequences.

At this point, a haunting, movie-like cutscene appears, showing a frightened Julia (played by Clara Kovacic) witnessing a creature with two sets of eyes and a rather deformed head emerge from the darkness in the doorway before stumbling towards her with inhuman noises. Just as it does, the game switches back to the retro style I’ve become accustomed to, but this time, the transition feels truly jarring.

That mixture of retro gameplay and live-action sequences is so jarring that it works brilliantly to keep me uncomfortable—and it could do the same for you if you decide to buy it (you should). If the game's visuals were realistic throughout, the contrast wouldn't be nearly as unsettling. Instead, every moment when a monster rears its ugly head feels just as uncanny as the last, helping you connect with Julia's plight.

As someone who is constantly chasing that fear (virtually speaking; I’m not a daredevil), Tenebris Somnia scratched that itch far more effectively than many recent horror games. For that, it gets the Callum seal of approval for horror fanatics everywhere. And if you’re like me, don’t let the old-school cool visuals fool you—unless you want to be even more scared, of course.

Callum Self is a videogames journalist who has spent more than six years writing about games, from guides and gaming trends to the weird little details that make a game worth talking about. His bylines include GameSpot, Wargamer, PCGamesN, IGN, Gfinity, and Pocket Tactics. When he isn't writing about games, he's probably playing them, collecting Pokémon cards, or wondering why his backlog keeps getting bigger despite knowing full well he doesn't have time to play it.



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