Black Mirror

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Description

Black Mirror is a gothic horror adventure game set in the Scottish Highlands. Players assume the role of David Gordon, who returns to his ancestral home after his father’s mysterious death, only to uncover a dark family curse and a series of supernatural events. The game combines first-person and third-person perspectives, featuring puzzle-solving elements and a cinematic narrative set in a gloomy, atmospheric estate.

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imdb.com (20/100): Completely horrible game. I was lured in by the trailer… I really like RPG games, I love the Gothic setting, I Love H P Lovecraft. But this was painful.

Black Mirror (2017): A Flawed Reflection of Gothic Horror’s Past

Introduction

In the shadowy corridors of gothic horror gaming, few franchises carry the weight and legacy of The Black Mirror. Originally a cult classic point-and-click trilogy from the early 2000s, the series was rebooted in 2017 by German developer KING Art Games, known for their work on The Book of Unwritten Tales. This reimagining, simply titled Black Mirror, sought to modernize the franchise for a new generation, trading the traditional point-and-click interface for a more cinematic, exploration-driven experience. Set against the bleak backdrop of 1926 Scotland, the game plunges players into a tale of familial curses, occult mysteries, and psychological torment. However, despite its atmospheric ambitions and narrative depth, Black Mirror emerges as a flawed gem—a game haunted by technical shortcomings and design missteps that ultimately obscure its potential. This review will delve into the game’s development, narrative, mechanics, and legacy, offering a comprehensive analysis of its place in the pantheon of horror adventures.

Development History & Context

Black Mirror was developed by KING Art Games and published by THQ Nordic, released on November 28, 2017, for Windows, Linux, macOS, PlayStation 4, and Xbox One. The project was led by Creative Director Jan Theysen, with art direction by Alexander Conde and programming by Arne von Öhsen. Built on the Unity engine, the game aimed to reboot the original trilogy—developed by Czech studio Future Games—which had garnered a dedicated following, particularly in Germany, where it sold over 100,000 units and was celebrated for its oppressive atmosphere and complex storytelling.

The gaming landscape in 2017 was dominated by narrative-driven titles like Life is Strange and What Remains of Edith Finch, which emphasized player immersion and emotional engagement. KING Art sought to blend this modern sensibility with the gothic horror roots of the original Black Mirror, opting for a third-person perspective and direct control over the protagonist, David Gordon. However, the studio faced significant challenges: transitioning from point-and-click to a more dynamic control scheme, optimizing for multiple platforms, and living up to the expectations of longtime fans. Reviews from the time noted that the game suffered from technical issues, including long load times, glitches, and inconsistent performance—problems that hinted at a rushed development cycle or resource constraints. Despite these hurdles, KING Art’s ambition was clear: to create a psychologically intense experience inspired by the works of Edgar Allan Poe and H.P. Lovecraft, while introducing the franchise to a broader audience.

Narrative & Thematic Deep Dive

Set in 1926, Black Mirror follows David Gordon, a young man returning from the British Raj to his ancestral home in Scotland after the suicide of his father, John Gordon. The estate, known as Sgathan Dubh (Gaelic for “Black Mirror”), is a decaying mansion shrouded in secrets and supernatural phenomena. David’s investigation into his father’s death quickly unravels a dark history of curses, madness, and familial betrayal, involving characters like his stern grandmother Margaret, the enigmatic butler Angus, the blind gardener Rory, and Dr. Leah Farber, his father’s physician.

The narrative is steeped in gothic tropes: an ancient curse, haunted visions, and a protagonist grappling with inherited trauma. David experiences hallucinations—ghostly apparitions of his grandfather Edward, a mysterious boy, and his aunt Cecilia—that serve as interactive puzzles, revealing fragments of the past. These visions are not merely decorative; they are integral to the plot, exposing themes of guilt, repression, and the cyclical nature of violence. For example, the discovery of Rosemary, David’s great-grandmother, chained in the attic, underscores the family’s brutality and secrecy.

The story culminates in a confrontation with Andrew Harrison, a lawyer revealed to be Cecilia’s son and David’s cousin, who seeks to resurrect Edward’s spirit using the power of the Black Mirror—a metaphysical portal beneath the estate. The finale, set in a cavernous ritual space, ties together these threads, with David ultimately defeating Andrew and breaking the cycle of curse, though at great cost (the deaths of Rory, Margaret, and others).

Critics praised the narrative for its coherence and dark allure, noting influences from Poe and Lovecraft. However, some found the characters underdeveloped and the plot predictable, with Adventure Gamers calling it “a good story told in a good location” but criticizing its lack of originality. The voice acting, while generally strong—especially Rory’s Scottish dialect—was inconsistently delivered, with wooden performances detracting from emotional moments. Thematically, the game explores madness and legacy effectively, but its execution often feels hampered by technical issues that disrupt immersion.

Gameplay Mechanics & Systems

Black Mirror abandons the point-and-click mechanics of its predecessors in favor of a third-person adventure style reminiscent of Sherlock Holmes games or The Sinking City. Players control David Gordon directly, exploring environments, interacting with hotspots, and solving puzzles. The core loop involves:
Exploration: Navigating the mansion and its grounds, with new areas unlocking as the story progresses.
Puzzle-solving: Combining inventory items, deciphering codes, and manipulating objects (e.g., aligning a key’s teeth to fit a lock).
Vision sequences: Interactive hallucinations where players must approach ghostly figures to trigger events, but avoid lingering too long lest they die—a mechanic that received mixed reviews for its clunky execution.

The control scheme was a major point of criticism. Movement is awkward, with David often feeling “drunk” or unresponsive, as noted by reviewers. Camera angles are fixed in some scenes, leading to disorientation, and the transition between areas involves frequent loading screens (5-7 seconds per room), which disrupt pacing. The UI is functional but minimal, with a context-sensitive cursor highlighting interactable objects only when close.

Puzzles range from intuitive (e.g., finding a hidden passage) to frustrating (e.g., micro-managing David during vision sequences). Quick-time events (QTEs) and balance minigames—where players must keep a cursor within a circle—feel out of place and were panned as “superficial” additions. Inventory management is straightforward, but items must sometimes be examined from multiple angles to progress.

Technical flaws further marred the experience: characters getting stuck, unresponsive hotspots, and crashes were commonly reported. The game’s length—around 5-7 hours—was also criticized for being too short, especially compared to the original trilogy. Despite these issues, some puzzles were praised for their creativity, such as deciphering runes or uncovering secrets in desks, but overall, the gameplay was seen as a step backward from KING Art’s previous titles like The Book of Unwritten Tales.

World-Building, Art & Sound

Black Mirror excels in atmosphere. The setting—a rain-swept Scottish manor surrounded by misty graveyards and desolate islands—is impeccably crafted. The art direction, led by Alexander Conde, emphasizes gothic dread: dimly lit corridors, flickering candles, and oppressive shadows create a sense of unease. Visual highlights include the detailed woodwork of the mansion, the eerie glow of visions, and the stark contrast between indoor gloom and outdoor bleakness. However, character models are uneven; faces appear wooden and animations stiff, undermining emotional scenes.

Sound design is a standout feature. Benny Oschmann’s score is somber and haunting, using strings and piano to heighten tension. Ambient sounds—howling wind, creaking floorboards, distant whispers—are expertly layered to immerse players. Voice acting is generally strong, with Rory’s gravelly Scottish brogue and Margaret’s icy demeanor adding depth, though some side characters fall flat.

The game’s world-building leverages its 1920s setting effectively, incorporating period-appropriate dialogue and occult themes. The Black Mirror itself—a metaphysical concept rather than a physical object—is intriguingly vague, symbolizing the family’s distorted reflections of guilt and madness. However, technical issues like texture pop-in and long load times occasionally break the immersion, reminding players they’re in a game world rather than a living nightmare.

Reception & Legacy

Upon release, Black Mirror received mixed reviews. On Metacritic, it holds scores of 60/100 (PC), 54/100 (PS4), and 57/100 (Xbox One). Critics praised its story and atmosphere but lambasted its technical problems. Publications like Digitally Downloaded (80%) highlighted its “strong atmosphere and good plot,” while GameWatcher (75%) called it “a suspenseful horror adventure.” However, outlets like Gamekult (40%) and Hey Poor Player (40%) criticized its clunky controls and lack of polish.

Commercially, the game underperformed, especially compared to the original trilogy’s success in Germany. It was frequently discounted post-launch, reflecting its niche appeal. The legacy of Black Mirror is complex: it failed to revitalize the franchise as hoped, but it remains a curiosity for horror adventure fans. Its influence is minimal, though it exemplifies the challenges of rebooting classic series for modern audiences. In 2024, a prequel, Death Messenger: Blood Bond, was announced, suggesting the franchise still holds interest, but the 2017 reboot is largely remembered as a missed opportunity.

Conclusion

Black Mirror (2017) is a game of contrasts—a narrative-rich, atmospherically dense experience undermined by technical flaws and outdated design. Its story, rooted in gothic tradition, is compelling, and its sound design is exemplary, but clumsy controls, frequent loading, and short length prevent it from achieving greatness. For players patient enough to overlook its shortcomings, it offers a chilling, if flawed, journey into madness. However, as a reboot, it struggles to honor the legacy of its predecessors or innovate meaningfully for the genre. In the annals of video game history, Black Mirror stands as a cautionary tale—a reflection of what could have been, clouded by the imperfections of its execution.

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