INSERTCOINS.press
Silver Pines: a detective, a vanished musician, and a town that opens up as you gear up
Previews
Preview

Silver Pines: a detective, a vanished musician, and a town that opens up as you gear up

Team17 publishes a love letter to classic survival horror. Locked doors, counted resources, and a black hole in the middle.

A

Alexandrosse

·6 min read

"Find Eddie Velvet."

That is the first line on the Steam page, and it is a good first line. It gives you a name, an objective and a worry, in three words.

Silver Pines, the half-abandoned town

The game is out late this afternoon, at 22.49 euros, published by Team17. No score today.

The setup

You are Red Walker, private investigator. You arrive in Silver Pines, a place half abandoned and half forgotten, in the middle of nowhere, to track down a musician who has vanished.

And then the case starts digging up a dark past, and Walker slips into a nightmarish descent beyond his control.

It is a model that has proved itself and that we do not see enough: horror through investigation. Not a survivor fleeing, but somebody whose job is asking questions, who ends up asking the wrong ones.

The structure, and that is what interests me

Wych Elm describes its game as a love letter to classic survival horror. You fight or you avoid, you scavenge for resources, and you solve the puzzles blocking your way.

But here is the sentence that genuinely matters: the town is full of locked doors and hidden paths, and with better tools and weapons more and more of the town becomes accessible.

In other words, Silver Pines is not a corridor. It is an enclosed space you unlock progressively, where progression is not a run of chapters but a map that grows inside your head.

That is exactly the structure of the best survival horror games, the one that turns a mansion or a police station into a place you know by heart by the end. And it is very hard to pull off, because you have to design an entire town that works in both directions, when you first enter and when you come back.

Silver Pines, a dark corridor

What I am watching

Fight or avoid. The studio offers both. That is easy to write and very hard to balance: if avoiding is always more efficient, combat becomes decorative; if fighting pays too well, the fear is gone by the third enemy.

Resource management. That is the other half of the survival horror contract. A bullet has to be a decision, not a statistic. In the games that get this wrong, you finish with a full inventory you never dared spend.

And the writing. A game that opens on a proper noun and a disappearance is a game promising a resolution. The shift from crime story to nightmare is where these games are won or lost: too early and the investigation stops mattering, too late and the horror arrives as an addendum.

Silver Pines, Red Walker

The publisher's name

Team17 is not nothing, and it helps to know what it implies.

This is a house that built its catalogue by spotting small studios and letting them make games with strong personalities. They do not publish only successes, far from it, but they have a record of deliberate editorial choices rather than calibrated products.

Seeing their name on a survival horror game by a studio nobody knows yet is an indicator. Not a guarantee. An indicator.

Silver Pines, an encounter in the dark

What I already like is the restraint of the pitch. No revolutionary mechanic announced, no open world promised, no co-op mode bolted on. A town, a detective, a missing man, and doors you cannot open yet.

There have been a lot of horror games this year, and a lot that confused horror with a jump. This one looks like it knows fear starts with not being able to get in somewhere.

We will come back with a score once we have found Eddie Velvet.

Got a horror game town whose layout you still remember by heart? That is the highest compliment available, say so on the InsertCoins Discord.

Community

--/100

Your rating

Comments

Loading comments...