One of the best horror games you’ve never heard of! – A Lethe: Episode One Review
( I mage Credit: Koukou Studios - Via Steam ) Around two years ago I let’s played Lethe: Episode One, a horror game set on a Greek island as part of my thesis work for university, I recently played the game to see if it holds up to this day and with all honesty; I am deeply surprised about the lack of publicity this game had received. Despite its praises from the likes of Markiplier and John Wo...


(Image Credit: Koukou Studios - Via Steam)
Around two years ago I let’s played Lethe: Episode One, a horror game set on a Greek island as part of my thesis work for university, I recently played the game to see if it holds up to this day and with all honesty; I am deeply surprised about the lack of publicity this game had received. Despite its praises from the likes of Markiplier and John Wolfe, it seems as if not enough gamers know of this underrated horror classic and, hidden gem amongst the days of Steam Greenlight. Now, I am not one to digress from its flaws, because throughout Lethe, there are plenty; however, it is worth mentioning what a great job KouKou Studios did at blending Greek Mythology with gothic horror elements similar to that of Frictional Games’, Amnesia the Dark Descent.
Like with Amnesia, KouKou Studios begins with In Media Res, introducing the player with characterisation, both from the main character and the environment that surrounds him; Pathetic Fallacy is at play as Robert Dawn, the main character, opens with a bit of dialogue on the screen while a storm brews at sea, explaining how he was supposedly “…born in London,” but according to a letter found in his recently deceased father’s attic, revealed how he “…wasn’t even born in London, but somewhere far from [England]”. Now it is worth mentioning that the title in its own right is a reference to the Greek mythological river of forgetfulness, and one of the many that leads into Hades, and I was particularly amazed, by how the beginning sets mood and overall tone for the game, how Robert, was supposedly, crossing the river Lethe, before being washed upon a beach shore, from there, Lethe, really has a chance to shine on what it’s made of.


Down from the level design to the environment, I cannot praise KouKou Studios enough for the sheer depth of storytelling, despite the studio’s quantity. Waking up on the beach, Greek mythology is once again present, as the player is beheld with a mechanical cylinder topped with a face eerily resembling the Greek god, Zeus; instantly capturing my attention as it emits an electric blue colour and raising lots of questions. Who put the cylinder there? Why is it there to begin with, and who or what manufactured it? All very mysterious, but nonetheless the theme centred around Lethe, is horror, and we are reminded of this as Robert, looks to his hand to pull out a wooden shard lodged into his palm shortly before exploring the docks. Now compared to Poppy Playtime chapter four, a game, I had reviewed previously, where a foreboding atmosphere is already present, Lethe, tends to ease us into the atmosphere, and instead builds upon tension through the environment and natural hazards. Additionally, Lethe, does have it fair shares of jump scares, whereas unlike the mascot horror where once caught or if the player gets his enough times to trigger a jump scare, Lethe, uses bear traps, a cheap, but effective method to keep the player alert of their surroundings.


Right from the get-go, there is no doubt in my mind that Lethe is well-made, and the developers spared no short in surprises once the player entered the mines. soon after entering the next level, again I cannot give enough praise to KouKou Studios, as they were once again able to build up tension through the environment, as the player is transitioned from what was an open and spaced-out level, to suddenly a restrictive and claustrophobic environment setting the stakes incredibly high as a body bag can be found hanging beneath an ominous light; meanwhile, the sound design is used for great effect, as The Worker, our first monster, alerts the player of its presence, by indicating a shattered light bulb followed shortly with an ear piercing shriek as much like Poppy Playtime, teases the player by not directly confronting the player, but past them shortly before vanishing and reappearing further on.


(Image Credit: Koukou Studios - Via Steam)
However let’s not get carried away, because like anything Lethe does have its weak points. Much like Amnesia, Lethe prides its backstory with notes and documents scattered across the map, and while the story started off strong in the beginning, I couldn’t help but feel it to be disjointed the more you progress. On one hand you have the main character searching about the secrets of his past, on the other, you have notes speaking of “a fourteen year old boy…” witnessing “His father murdered… in front of his eyes” barely adding up to the final few notes later on, once the player encounters the final monster. Moreover on the subject of monsters, the enemy A.I. itself as best put it a bit bumbly. Say what you will about how compariable the game is to Amnesia, I can’t draw the comparison when the A.I. doesn’t turn its head to notice the protagonist crouching behind a box all the while still following its patrol routes even after tossing an object to distract it.
Nonetheless, these flaws are hard to notice, especially once the player travels down a minecart, and lands in a mysterious white substance granting Robert the power of Telekenesis. Again, I have to commend Koukou studios for not only shaking up the gameplay by giving the player a brand new ability to problem solve, but also a consequence if used one too many times, draining their health. It is also worth a mention how absolutley astonishing the soundtrack was composed for Lethe, Joanna Pena, composer of Lethe, helped emody the horror and atmosphere through each level and though not exactly horror esque, a personal favourite of mine ‘Telekenisis’ really took my breathe away with an explosive crusendo as Robert lifted vasious object around him testing his new powers.


Of course as hair-raising as it was, none of it seemed to have made the character any smarter. Robert, as investigative as he is, character wise he was a bit of oblivious to what’s happening around him. Again, comparing to Amnesia, the game loads the next section with a bit of dialogue from the main character explaining what he had just witnessed and or what he could have done, but rather than acknowledge what’s happening around him, Robert comes across as a bit of dork; for example the player picks up a couple of diaries of the Affliction, makes their way to the next level, while loading Robert then speaks of how “…he can move things without touching them!... Is this what happened to everyone? Did they lose their minds?” completely disregarding the fact that there was disease outbreak prior to arrival. Sure it can be questioned why he continued to disacknowledge such details, however the gameplay once again overshadows such lack of story telling as the player enters the labs.


(Image Credit: Koukou Studios - Via Steam)
Much like the beginning, Pathetic Fallacy is at play once again as the game is given a chance once to show off its environmental story telling; the pitter patters of rain sets the mood, as Robert discovers a dead body resting in the centre of a laboratoury, inviting us to a scene decorated with blood splatters all over desolated walls, shortly before introducing the next monster, The Doctor, with a growl as it marches slowly through the halls from beyond a glass window. While on the subject of The Doctor, its worth a mention how interesting I found his design, a personal feature I liked was how there was a perfect blend between steampunk and that of a post-human scientist; The Doctor would be wearing a torn lab coat, a typical detail, but more than anything, a tank, strapped to his back emmiting a red flow, presumably as a show of life support while his mouth is concealed by a metal mask. However, Lethe, in typical Lethe fashion, was able to take away that fear, with its bumbly A.I. The Doctor, much like The Worker, followed its patrol routes, only to not turn its head at all to see me hiding in plain sight, let alone near the light. Not that the main character was any smarter, once reactivating the doors to the exit and the Robert makes his way to freedom, a cutscene plays for Robot to hear something coming up from behind, stops just before the doors and then gets knocked out.


In all seriousness, how stupid do you have to be, not to leap at your chance for freedom? If the developers, had his hand reach for the door handle, then turn to see his assailant would make more sense, but it makes no sense to stop before the doors, to then suddenly get knocked out. Which ofcourse, finally leads us to the final levels, the dungeons, and I have to say, it was a rather interesting design. Comparable as Lethe was to Amnesia, the resemblance of the last three levels are just uncanny, gates, castle like walls lit with torches and candles. This time however the objective of the level is much more simple, to reach the way out. Of course, you’d expect an objective as simple as that would not be so simple, and ironically, it isn’t too hard to reach. Other than a scripted chase sequence, where the player is pursued by the worker to reach freedom, there wasn’t much else to say about the first dungeon level. I was however more impressed with the sudden level transition from what were cold blue corridors to suddenly a hellish red as Robert descends into the last two levels, Hades Halls.


(Image Credit: Koukou Studios - Via Steam)
To re-iterate the idea of the mythological tale of Lethe, being one of the rivers leading to Hades, it can easily be perceived as Robert, travelling by boat to cross the river Lethe while the mine itself is a metaphor for Hades. Likewise in Lethe for whenever Robert tried to leave, he is immediately thrown deeper, unable to escape, leading him to meet the third and final monster, The Mother. And my goodness, was she a sight to behold! Up until now, I thought Lethe was not too scary, but The Mother, by design was just horrifying; from the bloodied sack covering her head to the noose strapped around her neck, a particular detail I wish to pick out involves her round belly, once indicating that she had a child, prior to mutlation. I also wish to re-iterate how perfectly done Koukou Studios handled the sound design surrounding the monster; first introducing herself weeping within a cage, but whenever encountering the player, an ear-piercing scream would echo down the hall shortly before giving chase. Yes the A.I is just as bumbly as the previous monsters, but I have to give Koukou studios my utmost respect for giving us such a scary scenario, with such a scary monster.


Which of course leads us to Lethe: Episode One’s ending, and the story told up until that point. Now as much as I can critique the disjointed story, with each note telling a completely different tale, the last few notes were perhaps the ones that made most sense. I have already praised Koukou Studios, for their sheer depth of environmental story telling and I cannot praise them enough with their show and not tell, as Robert comes across a note describing “… her broken jaw… reveal[ing] an unspeakable horror of broken teeth and twisted flesh…” indicating to who The Mother may have been, before her husband Jacob “… started pouring the hot oil” over her face. It’s also an interesting fact of how it changes perspective of what the company’s true motives were, what started off as a mining operation to suddenly this cult, attempting to unlock the secret to opening the doorway into Lethe as described by a note previously and by Doctor Rosenburg; giving us a clear hint of who The Doctor may have been before becoming a monster. Likewise, with regards to environmental storytelling and sound design, Koukou studios had undoubtfully made a masterpiece of a game, ending with a cliffhanger as Robert enters into light of the doorway.


As stated before, Lethe was one of those rare gems during the days of Steam Greenlight, and in my opnion, underrated and under-publicised with the sheer depth of atmosphere, music, environmental storytelling and sound design Koukou studios went to make this gothic horror. And though they were able to fix an issue regarding the save mechanic, a big complaint I might add on release, the story itself certainly needed its tweaks and the A.I. needed to be slightly more smarter before I can call it truly scary. Needless the game certainly left a lot to make for a sequel, and with cliffhanger like that, it definitely left me wanting more.