Gylt analysis, tequila in Silent Falls

Gylt analysis, tequila in Silent Falls

The Spanish studio opens in Stadia with a great tribute to ‘survival horror’, simple but charming.

Tequila Works has the privilege of being one of the few Spanish studios recognized worldwide. Since its premiere with Deadlight on Xbox Live, Tequila has been trying its luck with a multitude of genres and, the truth, they have always been successful. Like all studios they have better and worse games, but their new releases always arouse interest. The last one, Gylt, has the added morbidity of arriving exclusively at Stadia, the platform that serves Google as an entrance to video games (not counting the Chrome dinosaur when there is no internet), and finally we have been able to play it at home, in real conditions and quietly. We tell you how this Gylt has come out and, incidentally, how about Stadia.

Emily … Is that Emily?

Gylt is a third-person survival horror that combines stealth with some touches of action and even small puzzles. It is a survival horror more light than usual, which is designed to make the player enjoy the adventure rather than constantly suffer. This does not mean that we are not going to die on occasion, that we have to dose our “ammunition” (the batteries of the flashlight, then we explain it) or that we are even going to take some scare, but, in general, it is a simpler experience, where shortly we play with a head we will have the situation under control.

Even as great fans of the genre, we liked this approach; It could have included a difficult way for those looking for a greater challenge, but it doesn’t seem like a serious problem. There are many other titles to be really afraid of, while Gylt lets us enjoy the pillars of survival horror in a more relaxed way. And it has everything: from the appearance of the map when we open it in the menu to the structure of the levels, through the need to manage our resources and the feeling of being at a disadvantage. It also has everyone; the tributes and ideas he borrows from other games are obvious. The setting is pure Silent Hill. The game begins with us looking for a lost family member, and after an accident we end up in an abandoned mining town, with streets that end abruptly, and with a search that takes us to a school .


Alan Wake is another obvious reference, but more playable. Our main weapon is a flashlight that will be necessary to illuminate the environment, while alerting the enemies of our presence. We can concentrate a beam of light, which will drain the batteries of the flashlight, but impacting enemies in specific areas will kill them. In addition, we will need this ray to access new areas, some necessary to progress and other optional, deepening that management element. Other mechanics remind us more of The Evil Within or The Last of Us, how to throw objects to distract the creatures or even end them with a single blow (of light) from behind, at the cost of using a third of your batteries and with the risk of alerting other nearby enemies. Another alternative is to use the environment, attracting rivals to traps or simply going unnoticed. As we move forward we will unlock other objects to help us survive, such as a device that temporarily confuses rivals or a fire extinguisher to freeze them (and that we can also use with the environment), while we discover new types of enemies and dangers.

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