Sept 17, 2007
What a fascinating game. And what a mess. It’s such a shame, as Vigil’s unique black and white appearance and twisted design could have created something splendid. As it is, it’s a greater test of patience than skill.
Little is explained as you start, letting you try to fathom the meaning of the game for yourself. You play one of four ancient creatures, the other three being dead. Exploring, you learn how they died as you pursue your sworn enemy, Evil. Each of the four is represented by an emblem, and such emblems, when on the floor, can be prayed upon, triggering responses. The entire thing is presented in barren, haunting black and white silhouette, viewed from obscure, high-angled perspectives.
Rather than a series of puzzles, the game claims to be one meta-puzzle, with clues discovered throughout. On a more mundane level, this boils down to finding pieces of paper with obfuscated hints for how to open the next door. But it’s all so pleasingly esoteric, there’s no way to get into the depths of such trite clichés. With the help of the dark ambient background chimes and a ferociously whispered unknown language, Vigil is a study in atmospheric angst.