Positives first: the writing is largely polished, the art style is neat, the photo backgrounds add a lot of personality to the setting, and I like the UI. I would call Silverstone a solid package on the whole, even if there's much to nitpick and the opening doesn't quite sell the VN yet.
First of all, as mentioned, the UI is really good. The sort-of-retro skeuomorphic vibes are fun, and the layout of the main screen is unconventional but functional. Don't really have anything else to note – I understand that the sprites will be getting more expressions, but them being static does sap a lot of energy out of the experience. As a singular bug report, the "Menu" and "Help" buttons work strangely if the settings are accessed via the title screen.
Just in terms of surface-level writing errors, there are occasional problems with syntax, sentence structure, and punctuation. For example: "Gasping for air as my body vaults out of the tide, the ocean breeze entering my lungs makes my organs feel crisp and raw" – is the ocean breeze gasping? There's also an extra comma sometimes: "all a stupid, goddamn dream", "an itch in the back of my brain, that..." It's noticeable, but nothing too serious.
More generally, I think my main advice would be: tighten, tighten, tighten, both in the big picture and on sentence level. Some character beats, like the Kelsey/Jake feud and Zeke not remembering stuff, are reiterated too many times. There are individual lines that feel too wordy: "She points down with her eyes when I look at her, drawing my attention to what both of them were beaming at." (I think just "She points down with her eyes" would convey the exact same amount of information.)
The game also just has a tendency to overuse narration. Often, the subtext of a character interaction or what Zeke is currently feeling is spelled out even if the implication is already clear. When the "meet the cast" part of the story is this long – the material is not uncompelling, but you do feel the word count – I think it's fine to trust the reader and let them get an impression of who everyone is over time. Not every moment or piece of dialogue needs to be emphasized, even if that risks someone not getting the point.
Comparisons to a certain other VN are probably inevitable, given both works are horror games revolving around a group of friends reuniting in a run-down town amidst spooky happenings. Silverstone is not derivative enough for that to really bother, but I think contrasting the two would be helpful in illustrating a couple of things I thought were lacking here. While pre-route split is not my favorite part of Echo, I think it does get a couple of crucial things right, allowing it to smoothen out the slow opening segment.
Namely: I think the structure feels way more propulsive over there. Chase's project provides the game both a sense of direction and a good excuse to deliver some mood-setting exposition in the early stages. In contrast, Silverstone slows down to a halt when the group arrives at the titular town, since the characters don't really have an overarching goal beyond hanging out and visiting a couple of places. Even worse, the chapter structure is really weak – both the prologue and the first chapter fail to end on a truly interesting point or a stinger that would make you want to continue reading. If you removed the title cards, I would be willing to believe that we're still in the first chunk of the story.
I also think that being more economical with how the supernatural themes and mechanics are revealed ultimately works in Echo's favor. Its brief but evocative dream sequences are enough to set up a couple of big things and keep you wondering while not taking too much attention away from the interpersonal dynamics of the cast. Sometimes less is more – Silverstone tells you a lot, but its descriptions feel self-aware and telegraphed in a way that distanced me from the horror. Is it necessary to call the nightmare world Zeke finds himself in both "liminal" and "non-Euclidean", or to lay out so much about the nature of the antagonist?
I would maybe switch it around and divulge a bit more plot stuff and add a couple of extra hints about Zeke's backstory while keeping the Stranger fully mysterious. I don't think knowing that they're some kind of immortal being adds anything at this point; if they're an intriguing presence in the narrative, it's because of what we see them do. The game feels kind of too SCP-adjacent in a sense, too eager to clarify and contextualize and catalogue.
All in all, releasing this much story content at once was definitely the right move, because the first 25 000 words feel kind of meandering and lacking in payoffs. What we get is more explicit than needed in some places and too vague in others. There is ultimately no big hook yet, beyond promises of lore and backstory and some kind of series of events happening in the future. It's not just quite specific enough to really arouse interest – the evacuation of the town is a fantastic mystery, but we don't learn much about it yet.
The comparison to Echo hurts not because Silverstone feels like a ripoff but because it could afford to be as tight with its writing and as precise with its setups. While I'm interested in reading more, I do hope the game will be a more compelling experience after all the big introductory stuff is over and the plot kicks off for real.
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