I've been waiting for another solid indie horror in this vein for too long. For me, the last decent ones were Nightmare of Decay and Night at the Gates of Hell. Lost in Vivo and The Lacerator I put in a league of their own. I tried plenty of demos recently and came to the conclusion that most games of the current "PSX" (i.e. lo-fi) trend are poorly made and have no direction, taking their trashy roots too literally. Despite the trend, good indie horrors are more rare than meets the eye. Cry of Fear 2 ain't happening, not during this wave. I didn't hope for it, although, Iron Blight has broken the upsetting combo of mediocrity using an offbeat approach. Let me explain why I think these 7 hours were worthwhile. Presentation The story is minimalist. The prologue shows our main guy having a loving wife. Everyone knows you're not allowed to have a loving wife after an apocalypse kicks in. That it does. She might still be alive, though, so the goal is to find her by fighting your way through hordes of zombies infesting a post-apocalyptic Muhosransk. I call it that derogatory term as a joke, a provincial town in Russia can't be that tidy no matter the season. Oily sludge or black snow, there gotta be some substance covering the streets. And air conditioners? Yeah, right. It's an idealistic model reminiscent of something like Saint Petersburg, with its scenic promenades and low-rise architecture. I've been there once when I was 17... Such a cultured place! A couple of locals smashed a guitar over my head and broke my nose after mistaking me for a gopnik. They weren't wrong, we all looked like one where I'm from. Ah, the memories. Speaking of appearances, Iron Blight is extremely neat. Maybe too much so, the gore could be messier. I'd settle for a darker, thicker blood. But it's not like this game tries to be disturbing by these means, opting for a cartoony comicbook look. At that, it's like well-laid parquet or a wall painted by perfectionists. Not a single spot missed, no place to stick in an inconsistency across a refined artistry of this rock-solid arrangement. As far as low-poly stylisations go, this one is executed diligently. The same prostrates to sound design. Shooting is fine, damage feedback could use some additional oomph, but it's a nitpick. Background soundscapes steal the show. Screams and moans echo in the halls, working in tandem with the weather, and ghostly whispers coming from behind a locked door keep you guessing. It rains. Through the rain, you can hear a storm drain pouring. Look for the sound source - it's exactly there, not just background noise. That attention to detail is admirable. Exploration Eventually Iron Blight's world opens up, which I didn't expect to see. I thought the action would always take place in cramped spaces, maybe a set of alleys, but then you're given a town to explore. It's an abridged miniature, however, even that abstraction is extra compared to the usual scope of garage horrors. In spite of an ambition way grand for the budget, the feature was competently implemented. Nothing broke on my watch, nothing felt half-assed, the brutal simplicity of the scenery worked in Iron Blight's favour. And hey, you can ride a bicycle to travel faster! It has peculiar physics, too. They didn't have to do this, yet they did. This is a trend with this game. Environments get better and better as you go, I particularly appreciated the haunted gigapanelka. Getting creepier by the minute, that's where the game surpassed its cheesy premise for a moment, stepping into the big boy psychological horror territory with bits of environmental storytelling and apocalyptic vistas. Exploration goes strong and has a good flow, not least thanks to being separated into big seamless segments free of loadings between interiors and exteriors. It really helps with immersion. You mostly look for tools to open doors to get to other tools, etc. It's a natural part of your typical Rezzy agenda, on par with light puzzles and resource scarcity. The latter is expressed in temporary droughts rather than a constant struggle. To drip-feed a player right is a balancing act. Playing on Hardcore, every other smack I took half of my health, teaching me to value my loot... kinda. I like bigger difficulties in horror games, they give your finds more meaning, making exploration hit harder. That said, here scarcity was done fine for the most part, until the game gave up closer to the end. Pity. Anyway, you look for food, ammo, backpack upgrades, even gun mods are present. Laser sight, longer barrel, all that good stuff. Most of the mods are hidden away from the main path, so being thorough is encouraged. To boot, Iron Blight consistently dispenses imaginative little features and artistic strokes that improve on everything. Take fine detail like having to physically pull out your map or have space to put down your bag and rummage in it, all in real time. Seeing your body is always a nice touch pertaining to tangibility, seeing how our man's arms start trembling when things get heated without the game ruining the moment by trying to explain it away is even nicer. He just gets scared sometimes, is all. A horror game can always use some of that flavour and an odd ripe trope, sometimes barely noticeable things create suspense that keeps you on your toes. Like when you see a zombie's shadow behind a corner or them banging on the door and eventually breaking it down when you shut it in their face to catch a breather. Your flashlight blinks for a second - just enough to distract you. Subtle and effective. Combat Combat got the same treatment, being enhanced by fun features and a big arsenal, which includes a pistol and a magnum, 2 shotguns (one you gotta pump manually and it's the best thing ever), 3 machine guns, a rifle, several disposable melee weapons. When all else fails, you've got a janky kick to rely on. For enemies you have nasty spitting zombies, leaping gopnik zombies, tall zombies, hulking blind zombies. I also met a couple of fat megazombies who were supposed to be my stalkers at one point, but sneaking here is inconsistent, so I killed both. And I appreciated being allowed to. As for encounter design, Iron Blight is a one trick pony. Aside from rare interesting sequences, it mostly relies on unleashing overwhelming hordes on your ass. You'd think those would leave you no choice but to wrap up and run. Nope, often you actually have to fight those, it seems as if the game knows it's too generous and this is its way to enforce ammo sinks. Thankfully, you can run through enemies. It's a necessary concession, constantly getting cornered would be very annoying otherwise. While I thought the hordes were WAY overused and soon lost their appeal as a suspense device, I still didn't mind since combat mechanics shined during massive encounters. As a difficulty option, you realistically drop a magazine with remaining ammo while reloading, which you can then pick back up from the ground (if you could find it). I recommend turning it on, it makes you sweat. A gun can also jam in the middle of a scuffle, and these moments of panic are simply priceless. Bullet casings realistically roll downhill, heads go splat, and weapon drawing animations are a song. This is how you elevate an otherwise average combat system. When all the features come together, it becomes more than the sum of its parts. That can be said about Iron Blight as a whole. I didn't see the appeal before it started to bloom after the first chapter, then it grabbed me firmly. There's nothing innovative or particularly impressive technically, none of the things it does is a revelation on its own. Regardless, resourceful people from Ronesans Interactive managed to combine mundane bits and bobs lying around their garage into a tank engine of a game. I hope to see more from these guys. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh