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Silt review: there are plenty of fish in the sea but they’re all trying to kill youWater this hostile needs more checkpoints

Water this hostile needs more checkpoints

The diver in Silt at the centre of a glowing sigil underwater

Has anyone coined the term Limbolike yet? 2D side-scrolling platformers that are a bit Tim Burton-y, and possibly in monochrome. Y’know the ones?Siltis a Limbolike, only it’sLimbounder the sea. Other free-wheeling associations I have made includeMinute Of Islandsand, most weirdly, Gormenghast. But having mentioned the later, and because people who like Gormenghastreallybloody like Gormenghast (a reasonable position), and respond to its evocation like Chekhov’s dogs let loose at the eleventh annual Ringing World National Youth Championship competition, I’m now going to have to temper expectations back down.

SILT - Release Date Trailer [ESRB]Watch on YouTube

SILT - Release Date Trailer [ESRB]

Cover image for YouTube video

Those are but a three, and often you have to chain posession into several animals in succession to solve a puzzle. Warp into a long, fast fish to speed through the gauntlet of snapping anemone-like things, then into a school of tiny fish that you then dunk in poison and use as bait. Or into a crab to get past a gauntlet of blades, then a teleporting skate to get into a room of electric eels, then into an eel to power on an engine. Each area introduces one or two new concepts and fishies, and you are then put to the test in a boss fight against a very large creature, but where the boss fight is another multi-step puzzle (use hammer-head fish to break rocks in a certain order, etc.). It’s a gradual increase in the complexity and difficulty. You’ve played games before.

The diver in Silt exploring a huge cavern filled with discarded metal scrap. They are very small on a big screen, and it is dark

The Minute Of Islands association comes from the biomechanical weirdness. Each boss is possibly a giant animal, but possibly also a giant machine, and the opening of the game is a weird little poem telling you to steal the power from these goliaths; steal it from theireyes. Each time you do you are returned to a strange void world where you enter an underwater machine that is simultaneously advanced and ancient. As in MOI’s uncomfortable melding of metal and flesh, Silt’s carefully drawn world is disconcerting and strange (though it is perhaps easier to have that effect in black and white than it is in Minute Of Islands' riot of colour). There are some properly cool bits where you swim out of the jaws of a huge dead monster, or into a big suspicious void, and the camera pulls back to emphasise how weak and tiny you are.

This is you sending your soul out to look for something to possess. You can possess some inanimate objects, too, like levers.

The diver in Silt possessing a fish

Thus Silt cultivates a proper weird atmosphere much better than many comparable games. I like the world well enough, but my issue is that when I interact with the puzzles in Silt it’s not quite tight enough with its systems or generous enough with its player to be more enjoyable than frustrating. You’ve not got enough leeway to screw up even slightly with a puzzle’s solution, but things like the pathfinding on the fish (who will usually attack you if you’re not possessing them) leave a lot of room for screw ups to happen. This is a one-hit-death situation, and if, say, you have to use a skate to teleport through various bits, dying as the skate means not only repeating all the teleporting, but also the bit where you find and possess the skate. This is not as annoying as if you, the diver, died, but actually there are a lot of times when that will happen too.

It’s one of those games where you’ll work out three steps in a puzzle and then know basically what you need for step four, but if you mess up step four even slightly you have to go back to the start - not because you don’t know what to do, but because you didn’t do it how the game wants you to. If this happens a few times in a row you start trying to speed through the first three stages, and then you bugger up stage 2 and have to start again again, and at that point you’re very cross and you want a custard cream. Some puzzles even require that you experiment at stage four to establish what’s actually going on and what tools are at your disposal, which is bloody annoying. There were a few times I just thought “Well I can’t be arsed to do all that again,” and turned the game off.

The diver in Silt follows a lure light down an underwater tunnel

Silt is a fairly short game, though, and playing it over a few days meant I usually figured out a puzzle the next time I came back to it. I’m just not entirely sure that coming back to Silt is the ideal state of affairs. Really the question is: are the vibes good enough to make up for the want of a nicer checkpoint system? I’m not sure they are, both because of Silt’s comparative brevity and because it’s not as if it’sDark Souls, here. The stopping and starting and reloading felt a bit at odds with the dreamy and/or nightmarish floating in any case. On the other hand, the addition of more checkpoints would proabably be all it needs, so your mileage, especially under water, may vary.