#19: Betrayer

Colonial survival horror from former FEAR devs

june gloom
4 min readJun 1, 2022

This review was originally posted to Twitter on December 27, 2018.

Initial release: 2014
Developer: Blackpowder Games
Platform: PC

In the months and years following the release of the mod version of DayZ, a number of open world survival horror games would be churned out, of varying quality and styles. Betrayer is at least one of the more visually striking ones. The black and white and red all over visuals have been done before, with the more-funny-than-brilliant Wii slashemup Madworld, but that doesn’t take away from the game’s overall atmosphere, as the two games are doing different things with different goals in mind.

Developed by several ex-Monolith staff, Betrayer stands as one of a throng of attempts to redefine how survival horror games are designed; gone are the narrow mazes and tightly-wound gameplay, instead you are dropped at the foot of an open world and told to survive. What this shakes out to is you attempting to manage your ammo stock while dealing with roaming monsters dotting the wilderness. For the most part, you can expect things to change very little from start to finish — unfortunate, but at least the game is relatively short.

In 1604, you wake up shipwrecked on the shores of colonial Virginia. The nearby colony is deserted, and monstrous, red-eyed Spanish conquistadors and the burning, charred corpses of the native tribes roam the countryside. Your only companion is a mysterious woman in a red cloak.

Of course, the spectre of the disappeared Roanoke colony looms large over anyone who knows their American history; it’s one of the enduring mysteries in the mythology of the early colonial period, though of course these days we have a better idea of what may have happened.

While Roanoke’s fate may have been as simple as the colonists integrating with the local tribes for survival, nothing so mundane has happened with this colony.Ppast the obvious question of why Spanish conquistadors, undead or not, are in Virginia, there are plenty of ghosts.

Where Betrayer falls short is that it’s a very visually busy game, and it can often be hard to differentiate objects in the foreground or background. Most items and enemies are painted a stark red to help draw the eye, but ultimately the player is better served using color. That’s not to say that a bright, colorful image is the only other option. How much color, and how washed out it is, is entirely adjustable; reminded, aesthetically at least, of films like The Seventh Seal, I chose a washed out, desaturated look reminiscent of 40s and 50s films. Using a bit of color will also help differentiate from a major gameplay element where the game forces the black and white regardless of your color options: the “otherworld,” accessible by ringing large bells found throughout the seven (or eight, counting the tutorial) large areas the game is broken up into. Here, skeletons and be-skulled dark spirits roam around. You can swap between the two at will using the bells, and you’ll need to do so in order to advance in the game’s other major element: piecing together the narrative. You’ll have to play detective, hunting down clues and speaking to the ghosts associated with all manner of woe.

Unfortunately the game relies on some serious padding; short of the small villages and wide places in the road, there really isn’t much to see. So most of your time will be spent chasing down map icons out in the wilderness, mostly chests with money or items in them. You’ll also be bartering that money with an absent shopkeeper (who insists that you’re on the “honor system”) to maintain your arsenal and supplies. Unfortunately the economy is such that you spend most of the game desperately poor, and then suddenly too rich for money to matter. However, careful management of your resources will make combat relatively smooth, provided that you’re good with the bows. The guns are true to history, requiring lengthy manual reloads after every shot; my typical setup was to use the musket at medium range, then follow up with the pistol at short range if needed.

The sound design is probably one of the more subtly done examples I’ve seen lately. The only music is at the title screen and during the credits; the rest of the time, you’re left with only the wind and your footsteps. What’s brilliant is the way the stealth system uses wind to cover the sound of your footsteps. This makes up somewhat for the semi-clairvoyant AI… somewhat. You’ll still be having enemies charge at you because they saw you before you saw them.

All in all, Betrayer is a valiant attempt to live up to the horror legacy of Monolith’s Blood, F.E.A.R., and Condemned, but beyond its visual gimmick, annoying otherworld mechanic, and historic weapons, it doesn’t really have much to offer fans of horror, Monolith or otherwise.

-june❤

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june gloom
june gloom

Written by june gloom

Media critic, retired streamer, furry. I love you.

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