1 Moment of Time: Silentville, we should’ve left them to suffer like they did to us.

By the look of this hidden object game, it seemed fairly old, and I was fine with that, because old games have a sense of nostalgia–that is, if you’ve been a gamer long enough and have played some of the older PC or even console games Looking back on the actual release date, it’s not that old. (But my god does it feel like it.)

Aside from the looks and the actual blurb, I didn’t know what to expect.

But I delved right in regardless.


1 Moment of Time: Silentville

Who is this game for?


Explanation to Negative Feedback


Difficulty backtracking

This one is what I hate. You put your cursor near the lower section to get the arrow to go back, but no matter how many times you click, the game won’t respond to it. So you have to move the cursor around to find the sweet spot where it will let you backtrack.

Now, there is a map for fast travel, which is kind of a band-aid fix. Just…fix the actual problem.

Too much sound

They either grated on my nerves or just became over-the-top without much rhyme or reason.

Imagine doing your morning routine in the bathroom, standing in one spot, but if you move a little, the floor creaks. And of course, you can’t keep completely still. You’re going to shift your weight from foot to foot, which means the floor’s going to continue its creak. Your going to take a step to the right, left, back.

Creak, creak, creak.

That’s the sound the doors make in this game. And while it’s an intriguing addition, as it adds some context to this old town where things need fixing up, I don’t think the devs understood how many times your cursor may fly over a door.

A lot.


Explanation to Positive Feedback


Well-drawn scenes

I love the hand-drawn sketches they’ve used in different cinematic clips. It’s not your usual HoG way, in which others tend to use cinematic with slightly swaying characters and lip syncing that doesn’t quite match up to the words coming out of their mouth.

Not saying that’s a bad thing, but it’s consistent with damn near every HoG.


Links Worth Checking Out


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Gameplay


Achievements

43 Steam achievements

Plot

This is the story of Silentville – a town with no future, no past and no present. A town lost to forever – unless someone can solve the mystery and release Silentville from its cursed non-existence. But should that someone fail, they will be trapped in Silentville… forever!

Game Length

Around 5-6 hours

Replay Value

None

Genre(s)


1 Moment of Time: Silentville Review


There’s not much I liked with this game, and that’s a shame. I cringed at the thought of going through it a second time, because as someone with chronic migraines, the sound was some high quality torture.

I already touched base on the sound effects in the negative section, I’m also not a huge fan of the soundtrack.

It wouldn’t be so bad if the background music wasn’t stuck on repeat in areas where you spend a lot of time in. The tracks are on the shorter side as well, so it’s like listening to a thirty-second song, then having it restart, and restart, and restart. I mean, at least there’s something to listen to, but…it made me want to turn the volume off and listen to something on YouTube.

The narrator for the most part was decent–I think his voice was perfect for an older storyteller, but when it came to reading the lines, he read them maybe a little too fast and didn’t offer much of a pause when the scene changed. So basically his lines all ran together.

The one good thing this game came with was fast-travel.

Use it. Abuse it. Don’t be like me and constantly forget it’s there while I’m struggling to leave the current scene.

The hidden object portions become rough to deal with because there’s so many use one thing in a scene with another. Let me tell you, boy does it get tiresome when you’re in the same scene and you can’t find one thing to let you through.

I mean, yeah, it has a hint button, but sometimes you just want to search for things on your own.

1 Moment of Time: Silentville has a horrible habit of putting objects on the very bottom of the screen. Right above where you would get the arrow to leave. Who came up with the idea to put objects down there needs to not make hidden object games, because they’ve probably stressed out a thousand people who’ve played it.

Needless to say I’m one of them.