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Songs of Silence: A ‘Heroes’ Outside the Chorus
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Songs of Silence: A ‘Heroes’ Outside the Chorus

 

Dear readers, nice to see you. First, I want to highlight the pun that stands out in this review's title: Songs<-->Coro… Does it ring a bell? No? Well, it’s clear you’re not engineers. But let’s get on with the bands and jump straight into the review you’re here for.

Occasionally, the indie scene delivers unexpected gems, titles that manage to blend fun gameplay mechanics with a unique artistic style. “Songs of Silence” is exactly one of these: it’s a game that combines elements of real-time strategy (RTS) with a strong narrative focus, all framed by a visual style that seems plucked from an illustrated fairy tale book in the “Art Nouveau” style.

 

 

The title was released on 13 November of this unfortunate 2024 and was developed for PC (reviewed version), Playstation 5 and Xbox Series X and S by the Monacens (i.e. of Bavarian Monaco) Chimera Entertainment and published by H2 Interactive for Korea and Japan and by the same Chimera Entertainment worldwide.

Oh, and just to give a little nudge to our Belpaese: Songs of Silence was funded for €952,180.00 with German government funds. I don’t want to say anything, but when does the Italian government spend a few euros on artistic video game projects?

 

A Symphony of Mechanics

 

Songs<-->Sinfonia… Nothing? My goodness, what a tough audience!

Songs of Silence (from now on abbreviated as SoS) stands out for its courage in presenting itself as a hybrid formula between a “Heroes of Might and Magic” and a strategic RTS. Map exploration and city management recall, in fact, a HoMM (although they do not replicate it exactly), while the core structure of battles is that of a simplified RTS, where units move autonomously across the battlefield and are at most influenced by certain cards that you can play once they are activated after a specific time lapse.

 

 

The strategic depth is not lacking thanks to “strategy” cards that can be used outside of battle. Each deck represents the unique abilities of the leader you choose to impersonate, which can be enhanced or expanded depending on the player’s decisions, giving each match a distinct flavour.

 

 

The game’s pace is excellently balanced: the strategic phase is intense but never oppressive, while battles—though simpler than classic RTS titles—retain a challenge level that encourages careful planning of every move. The decision to streamline the mechanics may be debatable, but it makes the game accessible even to n00bz without compromising the appeal for genre veterans.

 

A World That Enchanting

 

Right, I’ve ripped that laugh out of you, admit it!

What truly captures attention in SoS is its art direction. Every screen seems like a living painting, with vibrant colours and design drawing heavily from fantasy imagination. Characters, units, and environments are rendered with a care that’s hard not to appreciate, and they successfully convey a unique personality. Even the soundtrack by Hitoshi Sakimoto (also composer for Final Fantasy Tactics and Valkyria Chronicles) contributes, accompanying gameplay phases with evocative melodies ranging from melancholic arias to more epic rhythms. Each track seems to tell its own story, creating an atmosphere that immerses the player in this world of conflict and mystery.

The narrative is another of SoS’s key pillars of SoS. The plot follows the journey of several protagonists fighting for survival in a world devastated by a mysterious plague known as the Silence (for us old-timers, a nod to “The Infinite Story” and the Nothing). The writing is solid, with well-constructed dialogue and a lore that unfolds gradually without descending into the banal.

To give the proverbial kick to the wheel and the barrel, though, it must be said that not everything is perfect: some narrative plot points feel predictable, and the story’s pace might seem too diluted, especially for those among you who are looking for constant action. For us, the slower crowd who get seasick at too much chaos, the narrative journey manages to move us, especially thanks to well-defined characters who make every choice feel more meaningful.

 

 

The glitches in the Song

 

Despite its many qualities, SoS might turn off some fan bases. Its hybrid nature might disappoint purists of the genres it attempts to blend: I mightandmagicchiani might complain about overly simplistic management features, RTS fans might find battles too uninteractive, while card game fans might wish for greater depth in deck-building.

Small disclaimer: although the title includes both a campaign mode and multiplayer, I focused on the former, as multiplayer in this type of game always feels a bit stale between wait times (SoS is a turn-based game) and gameplay often dictated by “meta” game tactics.

 

Conclusions

 

Songs of Silence is a title that dares to innovate, and for the most part succeeds in its intent. It offers a unique experience, where strategy intertwines with storytelling and the visual art creates a world that invites exploration. Despite a few limitations (especially the current price *coff coff* at €29.99 on Steam), the game deserves to be tried, certainly especially by those seeking something different from the usual RTS (which is boring, that’s what Sandra Vianello said… If you don’t know who she is, go googlare!).

If you’re looking for a title that combines deep strategic gameplay, an engaging narrative, and a visually impressive artistic presentation, SoS is the game for you.

… and now SILENZIO.

(but how cute is this Noldor?)

8.2/10
Overall score
Graphics
8.5/10
Gameplay
7.0/10
Optimisation
9.0/10
Review sourceProvided by the publisher

Average: 8.2/10 based on 3 ratings

About the Author

Noldor

Biography

- Vice Direttore di KotaWorld.it
Noldor, also known as Commodore (long story, but for those who don't want to read the next 3 lines, let's say that Commodore rhymes with Noldóro), was born in a torrid August of '84. Fast-forward on childhood, at X years old (go remember how many!) he is woken up at night by his father who takes him to the dining room, where on a 13-inch black and white he sees Tetris loaded on a Commodore64 for the first time (understood now, right?).

 

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