[HERROR] Gas Station Case
Developer: [HERROR]
Publisher: [HERROR]
Platforms: PC
Review Key Provided: No
Release Date: Out now
So far this year, we've had gas station mayhem with Shift At Midnight and gas station boredom with Before Exit: Gas Station. Now, we've got Gas Station Case, and you don't have to be Sister Sage to work out we've got another gas station-set mystery on our hands.
The player is Daniel, recently laid off from the local nuclear plant, and desperate to put his life back together. Luckily, an opportunity arises: a new job as a gas station attendant. It may not be as glamorous as the uranium factory, but it pays the bills. Shortly after arriving for his first shift, things inevitably go weird. People start disappearing. Customers are not who they say they are. And there's something out in the woods that surrounds this rural convenience store.
Gas Station Case arrives under the umbrella of [HERROR], the first of a proposed series of games connected by a theme. Yes, it's more Fears To Fathoms-inspired horror, presented in the ubiquitous grainy VHS style so many developers seem to favour today. There's a slice of service chores to complete, but this is a fraction of the work required in, say, Shift At Midnight. Gas Station Case chiefly aims to tell its short story, an unoriginal doppelganger riff, and finish up, preferably without a messy demise for Daniel.
It's easily played, with plenty of hints and nods towards what Daniel should be doing. In fact, it’s a real spoonfeeder, constantly highlighting items and objects so you’re never in any doubt as to what to do next. There are some jump scares (which you can turn off should you wish) and the forest outside the station is suitably dark and imposing. As the story develops, Dan learns more about the Uranium plant, and how and why he was framed for stealing some of the nuclear material. No one seems concerned about where the uranium is, only who's behind its mysterious theft.
The answer is mildly surprising as Gas Station Case builds to its abrupt ending. It just about hangs together, but a little more depth and lore could have helped make it even creepier. Sadly, by the end, approximately 90 minutes in, you'll be thinking 'is that it?' as the enemies reveal themselves and their plan, with Daniel no doubt by now wishing he'd taken that job at McDonald's instead.
CONCLUSION
Another short FTF horror that's easy to play and digest but lacks the individuality and depth to stand out. Solid jump scares and an eerie vibe drag it up to an above-average score.