Indie Gothic Horror With A Musical Flair - Chloe's Requiem: Encore Review

Chloes-Requiem-encore_05-20-23-1024x576.jpg

Continuing with RPG Maker Horror, I bring to you another little gem, another game which was originally released back during the craze of the 2010s, like the previous one I covered, this one is quite underrated, unlike that one, this one is underrated on both East and West.

Chloe’s Requiem, was originally released (just like its contemporaries) as freeware back in 2013, even back then it was a quite niche game, being released with the games that will become either iconic, or cult-classics of the medium didn’t help either.

Still, Chloe’s Requiem followed the same trend of getting a remake for its 10th anniversary, which… Still shows how niche this game is, even with RPG Maker enthusiasts this is obscure, if anything, the fact it got an English translation back in the day was impressive, saving it from being even more obscure than it already is.

Yes, I have played the original before, there isn’t much to compare, but, as usual, it goes to the Final Thoughts section.

For this remake, the game itself is left as is, but, with a newer version of RPG Maker, improved graphics and sprites, the inclusion of The Ghost Ending (which was in the original, after a certain update), and the inclusion of Chloe’s Requiem Con Amore, a “sequel” spin-off which never got an English translation before.

BTW, first game I review after switching my main PC to Linux.

And, before we move on, in case the game catches your interest, here are is a trigger warning:

This game contains depictions of Child, and Animal abuse.​

Story & Setting​

Michel D’Alembert walks alone into the night, running away from home with reasons unknown, taking a stagecoach down the road, he asks to be taken anywhere.

Taken to an infamous mansion, he is left on his own, seemingly not a soul in sight, except for 1 girl, a stranger, yet strangely familiar to him, a girl who speaks of a curse, a curse brought upon by the evil of the mansion, a mansion which feeds on suffering and malice.

She begs Michel for help, only him can put an end to it.

This night, will be a special one, a night in which sins and dark secrets will be revealed, vengeful spirits will have their fill.

Having to face both himself and the Mansion’s many spirits, Michel will try his best to fulfill Chloe’s wishes.​

Presentation​

Presentation.webp

The game uses the typical mix of digital art for character stills (not all characters have stills), and images for puzzles, as well as pixel art for sprites.

The artstyle of the stills isn’t too iconic in comparison to other RPG Maker Horror games, but they go well with the 19th century setting the game is going for.

It does use a lot of stock RPG Maker assets to fill up the mansion, although, it does try to be creative on how to integrate them with the puzzles, and to maintain the atmosphere.

The game is also really dark, yes the themes of the story are dark, but also dark in the literal sense, which can get in the way of looking for items to solve puzzles.

There is a certain inconsistency on the way items are shown in the world, sometimes as shinnies, sometimes as their sprite, making it difficult to identify what’s interactable and what isn’t. In the inventory, items do use a sprite.

There are multiple instances in which it will have a black screen, to let the player’s imagination take over while reading, and getting context ques from the audio.

The way curses are portrayed is quite interesting, with the heavy used of monochrome accentuated with heavy use of red, which is also used in the moments which psychologically mess with the characters. And, even the inclusion of the screen going red to show areas and characters being taken over by negative emotions.

There are CGs, but, they are quite rare.

Visually, the game does suffer from lack of uniqueness, as, without the stills on screen, it simply looks like yet another RPG Maker Horror game.
Presentation 2.webp

Now, the real star of the show, the music.

One of the things that does make this game standout in the presentation department, is its use of mostly classical music as its soundtrack.

Beethoven, Chopin, Paganini, Schumann, etc. As well as original classical inspired music, which fits in with the rest quite well. There is also use of non-classical music, but its reserved for certain albeit rare occasions

What makes this game iconic among those who know of it, its how well it integrates the emotions of the music with the emotions of the character’s at any given moment.

Con Amore, expertly uses interpretation and context, to show how many different emotions a singular piece can evoke.

The use of music, very well makes up for the limitations in the graphics department, making the emotions attached to every story beat standout, as well as, making each area, and character in the game memorable, solely by which theme is attached to them/it.

For example, what you feel the first time you hear La Campanella, will be very different from how you feel when it last plays when the story its attached to ends. Or, when Etudes No. 3 finally plays, it really feels earned.

It clearly shows that the story was meant to go hand in hand with the soundtrack, which for such a music focused game, was an excellent idea, with a magnificent integration.

In the sound effects department, the game does have some voice acting, but, besides the screams and the crying, its actually quite easy to miss when there is the rare true voice acting moment. They aren’t really memorable, and are quite utilitarian.

A little detail I did find annoying, was how distracting footsteps are.​

Mechanics​

This is a quite standard RPG Maker game.

Most of the gameplay will be solving puzzles, and looking for things to progress.

In the main game you will be playing as Michel, sometimes switching to Chloe, in Con Amore, you will be playing as Noir the cat.

The game is quite short, but, playtime is heavily dependent on how good the player’s puzzle solving skills are.

Most of the puzzles fall withing 4 categories, fetch-quests, memorization, observation, and logic puzzles. All self-explanatory, the more fun ones, have to be the logic puzzles, my favorite one being the instrument murder case.

The game is very generous with hints, and, expects the player to be observant, as, even what is seemingly obtuse, actually isn’t, and its just that the player didn’t pay enough attention.
Mechanics.webp

You have an unlimited inventory, but, in order to use an item on something, you must have it equipped in your hands… Or mouth (Con Amore). Although, some key items will be used automatically when needed.

The typical RPG Maker chase sequences are also included, most of the time, if you are caught, it will result in a game over.

Michel also has a sanity bar, represented as hearts, with some events in the game damaging it, there are many instances in which it is impossible to avoid taking sanity damage, in order to recover sanity, all you have to do, is to chat with Chloe.

There are some instances in which Michel can kill either Chloe or the cats, which ends in a game over. Specially a moment in which Michel sees red and will kill/destroy anything he interacts with.

The only differences gameplay wise between Michel and Noir, is the limitations and advantages Noir has as a cat, as the rest of the game is pretty much the same, Noir doesn’t use sanity, and their objective is different.

The main gameplay loop in the main game, is to slowly lift the curse of the mansion floor by floor, by solving puzzles, and watching flashbacks. Con Amore, is all about finding the music of others, and soothing their hearts with love (you can access the music world to rewatch scenes, at any point).

The game also has some boss fights, which are glorified chase sequences.

In the main game, you save by interacting with open books around the mansion, in Con Amore, you can save whenever. In Con Amore, the game gives you the opportunity to save before a chase, in the main game, you get a suspiciously placed save point to warn you something is up.

The main game has 4 endings, 2 bad ones (which give you a game over), a good ending, and the ghost ending. In order to unlock Con Amore, you have to get either the good or ghost ending.

Con Amore only has 1 ending.

Gameplay wise, that’s pretty much it.
Mechanics 2.webp

Final Thoughts​

There isn’t much to compare with the original, the main game and puzzles are the same 1 to 1, the only change is graphical, even the music and soundeffects is similar.

Do I like the new art? Its alright, the new still don’t change the game much, as I said before, the main stars are the music and story.

The only new thing for me, was Con Amore, which takes place synchronous to the main game, recontextualizing some moments, as well as giving more characterization to all important characters, including Blanc and Noir.

I did like Con Amore, and found the story quite bittersweet (which is a word I can use to describe the main game as well).

The story is quite notably inspired by Poe, and its a very good example of of Gothic horror, haunted mansion, noble families, ghosts, curses, etc. Although it can be a bit slow at times, and how long you take with the puzzles can kill the pacing, its still a pretty interesting take on sins, suffering, and redemption.

Con Amore maintains the Gothic horror, but, it opts to be a more uplifting bittersweet story, about love and forgiveness, I quite liked how much it recontextualizes some characters, and I found its overall message quite endearing.

I did notice a lot of typos, text-boxes with cut text, and some weird use of words.

All in all, although Chloe’s Requiem may look like yet another RPG Maker game, it offers a pretty good gothic horror story, together with a magnificent integration of classical music to enhance said story, if it sounds interesting to you, its quite worth checking out, specially with its short playtime.
Con Amore.webp
 
Pros
  • + Very good example of Gothic Horror.
  • + Beautiful integration of great classical music with the story.
  • + Very nice and endearing message.
Cons
  • - Uses a lock of stock RPG Maker assets.
  • - Very generic artstyle.
6
Gameplay
Its as simple and standard as RPG Maker games get, the puzzles are fun yes, but the game barely does anything new, nor that makes it standout from other games in the same engine.
6
Graphics
It uses far too many stock assets, and the artsyle for both sprites and stills is very forgettable, making the game look like yet another RPG Maker game, harming it a lot.
8
Story
It is a very good and enjoyable story, it ain't no Wuthering Heights, but it has many nuanced characters, thought provoking moments, and a quite endearing message.
9
Sound
The use of classical music is magnificent, and it enhances the story immensely, its only problem comes, from the annoying footsteps, and the easy to miss and limited voice acting.
2
Replayability
There is no actual reason to do it, its left to player's discretion.
7.5
out of 10
Overall
Chloe's Requiem is a very good example of Gothic horror, with a beautiful integration of a nuanced and thought provoking story, with an amazing soundstrack consisting mostly of classical and classical inspired music, although its artstyle is generic and uses a lot of stock assets, it doesn't stop it from telling a compelling story, with some fun puzzles. Although it doesn't look like much, much like a book, don't judge it by its cover, the themes and message of this game, together with its extra chapter Con Amore, are very well worth experiencing. If you are an RPG Maker enthusiast, like gothic horror, and/or classical music, can't go wrong with this one.

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Game Cover

Game Info

  • Game: Chloe's Requiem: Encore
  • Publisher: Annulus Inc.
  • Developer: buriki clock
  • Genres: Horror, Graphic Adventure
  • Release: 2023

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