Silver Pines
Developer: Wych Elm
Publisher: Team 17
Platforms: Xbox Series X/S (tested), PC, PlayStation 5, Nintendo Switch 2
Review Key Provided: Yes
Release Date: Out Now
I spent my late teenage years obsessed with weird TV shows such as The X-Files and Twin Peaks. The former in particular struck a chord, its otherworldly themes not then diluted by the onslaught of online disinformation, rumours and conspiracy theories that we get today. Twin Peaks was more cerebral, and watching it back then, I always felt I never quite knew what was going on. In a way, that was a large part of the attraction of the David Lynch show, and this side-on game from Scandinavian developer Wych Elm and publisher Team 17 evokes the spirit of both these TV series, mixed with a large dollop of Alan Wake (ew).
The player is private investigator Red Walker. Walker's been called to the mysterious town of Silver Pines, a half-abandoned and mostly forgotten rag-tag collection of unloved buildings deep in the American nowhere. The PI communicates with his client through the town's many payphones, and the case is clear: find Eddie Velvet, a musician who's vanished, along with a local lass. Meanwhile, a storm of the century is closing in, wind and rain buffeting the fragile town, as if the elements themselves are raging against Silver Pines and its few remaining denizens.
Across the town (including the outskirts, downtown, and a church district), Walker travels the 2D environment, picking up items and managing inventory while solving the many puzzles that litter the area. The game's enemies, shuffling ghost-like monstrosities, relentlessly stalk Walker, but fortunately he can wield both melee weapons (initially a box cutter, then a baseball bat, crowbar and, finally, sledgehammer) and guns, the latter requiring much scouring of the environment for ammunition. The enemies upgrade throughout, with the latter ones able to fling poisonous globs at the player or slither along the ground before leaping up at the detective. It becomes clear that there's much more to this case than first appears, with Walker tightly embroiled both physically and mentally with the singer-songwriter he's so diligently pursuing.
While many commentators call it a Metroidvania—a somewhat lazy, catch-all term—fans of platform classics such as Prince Of Persia and Flashback will approve of some of Silver Pines' more athletic moments. Walker belies his languid gait by leaping around, grabbing ledges and hauling himself onto roofs and over walls. But don't worry if that isn't your thing. The nucleus of Silver Pines is its story, puzzles and mystery. Written notes reveal clues, and Walker can take photos of locations which are then automatically assigned to the map, helping navigation for when you're wondering just where you saw that key.
Inventory management is another feature, the player constantly juggling items within that familiar cellular box. Hip pouches extend capacity, some weapons can be upgraded, and you can buy ammo, repair kits, med kits, and more from vending machines. There's no levelling up, but Walker can collect special items that, when worn, give him a passive boost, such as a damage bonus or stamina boost.
Traversing Silver Pines' districts is simple enough and reminds me of even older games, such as the ZX Spectrum classics Tir Na Nog and Dun Darach. Combat is clumsy, but probably designed so, frantic and violent interludes to the relatively relaxing exploration of the gloomy environment. The game constantly nods to both the aforementioned TV shows and more recent videogames (drinking coffee increases Walker's stamina, and there are killer crows, as in several of the Resident Evil games), and its art style is beautiful, including a rotoscoped lead character that inspires both a determined and world-weary spirit. The vocals are also well done, and help set the despondent scene.
As Silver Pines edges toward its emotional conclusion, I realised the depth of poignancy, regret, and sorrow at the game's core. It isn't a groundbreakingly revelatory denouement, but it's delivered in a mature, thoughtful way that made me think back at many of the events—and my actions—throughout the game. What I didn't look back at quite so fondly was the continual traipsing around, searching for an item or door that I'd forgotten to snap, enemies already beaten, leaving nothing but walking. But aside from this niggle, Silver Pines boasts a strong emotional heart, wrapped in a lovingly designed yet desolate neo-noir world, and it's sure to keep you engaged for a while with its collectable extras, multiple endings, and hidden locations.
CONCLUSION
An intelligently designed homage to Twin Peaks and more. A damn fine game, you might say.