Yep... another one.
I found out about this game The Mute House about a year after its release, after trying the demo for its spiritual sequel, Faithless Water (which was a decent time). The Mute House went on sale shortly after, it was cheap, so I bought it. Yet another indie survival horror, but why not. It's a very short game, and I've heard it described as "Resident Evil 1: hard mode" which sounds accurate to me. I have beaten it twice, once on its default difficulty, and again on the unlockable "Fury House" difficulty, and here is my short review of this short indie game.
Goods: If you like survival horror... it's more of that. This is an Unreal Engine 4 game mostly made by one dude, and it looks pretty good. The music is good, voices are decent, gunshots are punchy, and it has enough vibes of classic survival horror to keep it going. Some of the puzzles are nice and require some logic to solve. Overall the game runs okay. There is also a cat in every save room, and you can pet the cat. That is important.
Mehs: It really doesn't do anything special that other Resident Evil ripoffs haven't done already. You can run backwards, which is nice, but that's the only sort of dodge you get. Main character Emily Newsome, a small town cop, is a blank slate of a protagonist, she's there to rescue her sister and not much else happens in this barely-there plot. There is a small number of enemy types, mostly just zambambos and tankier zambambos, they are not fun to fight, they have magnetic grabs and huge collision boxes, making running past them almost impossible. There are only two guns (starting pistol and a shotgun, though you do unlock an infinite ammo pistol if you 100% the game), you get a laser-assisted free aim (...in fixed camera angles), and the zoomed-out camera makes headshots difficult. The game really does live up to the "Resident Evil: Hard Mode" reputation but not always in a good way. Item boxes are not connected (like "Real Survival" mode in the RE1 REmake) meaning more backtracking, and these item boxes are also only limited to 10 items. Emily starts with six item slots (can be increased to eight) but ammo takes up way too many spaces, each stack only contains enough for a full mag (8 pistol rounds or 6 shotgun shells); if you play decently enough and try for headshots, you can easily have way too much ammo to carry. While there are files that explain the lore, there is no in-game file viewer (more on this later). The game is also really short, while a first playthrough could take 6-8 hours or so (and most of it is backtracking), I finished my second playthrough on hard difficulty in about two hours (including backtracking for item shuttling). The price is good, though, so this is forgivable
Bads: Helps to have a map™. There is one puzzle towards the end of the game, a Fear Effect-esque floor trap with symbols on its tiles, requiring you to either backtrack to five areas in the game (with respawning enemies) to memorize a total of 20 symbols so you can cross the floor (with a single misstep equaling instant death) or just reference your Steam screenshots folder. It's not fun. This could have been solved if the player could view the clues in the in-game file viewer (and there isn't one) like in Ground Zero, but you can't. Bosses are also just huge bullet sponges, one can be killed with environmental damage but the rest are just mindless, boring bullet sponges. Also, the in-game menus are particularly awkward, the options menu shades options in similar colors so it is unnecessarily hard to see which one you are changing, while the in-game inventory is especially awful if you are using a controller, you move a fake mouse cursor at two speeds: left stick for "too slow" and right stick for "just slightly too fast", this will cause problems if you need to change weapons or heal during combat. And yes, it's yet another boring, bare bones RE Engine-esque menu. Oh well.
Overall though, I don't want to be too hard on this game, it is a decent game and the price is right (I paid about $9 for it, it's usually about $13 US and it's now 50% off on the Steam sale). It's not a bad game, and I'd rather see more passion projects like this than more "triple A" garbage. Also, the dev's upcoming game, Faithless Water, does take into account many of the criticisms of this game already (such as a usable map and the ability to kick zambambos), so I'm definitely looking forward to that one.
Not every game can be perfect, and that's okay. But... maybe that's what I need right now. Maybe I should play something... Perfect.


















