The eponymous setting of Lake Ridden sounds like the perfect place for a backwoods vacation: tranquil, green, and full of great hiking trails and camping spots. There's just one teensy problem – children have been going missing, one of whom happens to be your younger sister. Tracking her down through the misty moonlight takes you on a strange journey through an abandoned estate and into the strange and tragic lives of its former inhabitants. It's by turns elegiac, beautiful, horrifying, and creepy, heavy on atmosphere and puzzle boxes but lighter on clear answers. The game relies a bit too much on horror tropes and formulaic puzzles at times, but it's an undeniably haunting and affecting experience.
You play as Marie, reflecting on the events of a trip she took with her sister Sophie in 1988. Were the strange and mysterious events she experienced real, or just a dream? It all starts off innocently enough, if a little worryingly: Sophie has wandered off, somehow managing to wind up on the other side of a broken-down bridge. You can see her right in front of you, and call out for her to stay where she is until you can find a way across. Except, by the time you get there (by tiptoeing your way across a fallen tree trunk) she's gone. It really doesn't help when, shortly after, you stumble across first a cabin and then a cheerily-lit campsite, one with a diary about some guy's missing brother, the other with a letter from a girl whose boyfriend disappeared. Lake Ridden's clearly not all it appears, and Sophie might really be in trouble.
Wandering deeper into the woods, things get steadily creepier, with glowing rune stones and messages about an ancient evil trapped nearby. And then there's Nora. She sounds like a harmless little girl, but she's out in the middle of nowhere at night, and she's invisible. "Sometimes," she says, "when I wake up no-one can see me all day. This must be one of those days." This mix of seemingly-innocent whimsy with an undercurrent of darkness is one of Lake Ridden's hallmarks, immediately reinforced by your next stop in the garden of an old house on a hill. Once elegant and beautiful but now overgrown and tumbledown, it's still full of abandoned teddies and rickety swings. Not that Nora seems to mind; she just wants to play a game of riddles with you, giggling with glee.
From there, you go on to investigate the once-grand house and nearby village, eventually wending your way down to the shore of Lake Ridden itself. Although it's immediately obvious nobody's lived in these parts for years, the whole area's chock-full of letters, diary entries and other notes that paint a vivid picture of life there. You can probably see where this is going: through steady exploration, you open up more and more of the house and town, getting scattered glimpses of past events and people, eventually reaching the shocking heart of the mystery.
It would be easy to sum up Lake Ridden as just a mix of Gone Home's environmental storytelling, Myst-style puzzles and more than a dash of H.P. Lovecraft, but that's not quite the whole story, for two reasons. First, there's the powerful atmosphere that pervades the place: everything's carefully crafted and detailed, and when you add in mist, moonlight, and an air of genteel decay, it becomes the kind of setting that invades your dreams. Second, the characters you read about, while somewhat cartoonish, really grow on you over the course of the game, starting to feel like real (if often distinctly odd) people, by turns tragic and humorous.
The mood is really helped along by lovely 3D graphics. The wooded areas, in particular, are stunning, with gnarled trees, grasses swaying in the breeze, and a natural landscape full of bumps and rocks. There are small details everywhere, like patches of flowers, flitting butterflies, and motes of dust illuminated by shafts of moonlight. The buildings also look good, with rickety furniture, peeling wallpaper, and a general air of faded elegance, but they (fittingly) can't match the outdoor scenery. However, while the environments do their best to display variation, going from a tent lit by fairy lights in the woods to the remains of a refined drawing room and on to a root cellar and a pumping station, there's no getting away from the fact that you spend the whole game in one relatively small area.
Another distinctive feature is the lights. There are candles, lanterns, and oil lamps everywhere, all of which can be lit. There's no real need to do so (things aren't usually that dark), but I found there was something heartening about going through each locale, banishing the cold moonlight with their warm glow. (Not to mention the fact that they helped me navigate through a couple of maze-like areas!)
The music and effects build on this foundation by mixing suitably eerie wind, creaking and hooting owls with gentle string and piano-based melodies that really add to the sense of serene sadness and only rarely step out of the background at times of tension. The voice acting is serviceable, though less stellar. There are only two main parts, Marie and Nora, and while they sound reasonably natural, they don't show a lot of dramatic range. That's somewhat understandable, given that Marie spends much of her time narrating and reflecting on events from thirty years ago and is thus (presumably) feeling a lot calmer than she was at the time, but it does come across as a little flat in consequence.
The free-roaming control scheme is fairly straightforward: WASD to move around, mouse to look, and left-click to interact with hotspots indicated by the smart cursor when centred on the screen. You can pick up a lot of background objects (enlarging them in close-ups in the middle of the screen), rotate them with a right-click, then throw them back, but that's generally just for fun. Although there is an inventory (accessed via simple keystroke), it's only rarely used; instead you spend most of your time directly manipulating objects in the world.Continued on the next page...