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Huntsman offers a horror experience centered on exploration, atmosphere, and story fragments rather than gore or combat. Set inside the abandoned Grimhaven Orphanage, the game puts the player in a first-person view and encourages quiet observation. You’re not armed, and you’re not supposed to fight. Instead, you move through rooms and outdoor paths, collecting clues tied to the disappearance of twelve children. The game unfolds through personal narratives, echoing through the dark halls, voiced by a diverse cast.
Each of the missing orphans left behind an item—an object loaded with memory and significance. The player’s goal is to locate these mementos and return them to the correct graves hidden deep within a hedge maze. These grave markers are not easy to find, and the maze itself is a central part of the tension. Solving the puzzle isn’t just about memory; it’s also about timing and movement. With each correct match, a fragment of the larger mystery is unlocked, pulling the player closer to understanding the night everything went wrong.
Unlike many horror games, Huntsman removes combat and leaves you vulnerable. The title character is always nearby—heard, sensed, and occasionally seen, but never fought. His presence builds dread without relying on blood or sudden shocks. The fear comes from the awareness that you’re being followed, but never knowing when or where he might appear. Movement must be cautious. Listening closely becomes a survival tactic, especially in tight spaces like the orphanage basement or within the ever-shifting hedge maze.
What makes Huntsman stand apart is its use of emotion instead of aggression. The orphans’ stories are quiet, often tragic, and delivered with voices that sound personal rather than scripted.
The game doesn’t want to scare you with loud noises or flashing screens. It asks you to listen, to piece things together, and to navigate fear with patience instead of power. For players who prefer tension built through storytelling, this title offers a space to think and feel, while something waits just out of view.
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