Horses - 79.8/100

Horses - 79.8/100

Review date: August 12, 2026, Author: Swiper4ik

Review date: August 12, 2026, Author: Swiper4ik

It's a really tough game, and that's good.
I discovered Horses quite late, as more than a year has passed since its official release. However, this delay doesn't stop me from truly appreciating the developers' hard work even now. This indie horror title gained notoriety due to controversies with digital stores and the creator's loud, eccentric statements on the official website. I can summarize my primary expectation of the project in a single phrase, and it was completely justified: a short, intense, and deeply unsettling 2-3 hour experience. Yet, a classic critic's dilemma arises here: should we judge a game based on our personal expectations or by the developer's own words? If we look at the project through the lens of the director's strict intent, it doesn't entirely live up to his bold claims. But I chose to evaluate this experience strictly from my own perspective.

It's a really tough game, and that's good.
I discovered Horses quite late, as more than a year has passed since its official release. However, this delay doesn't stop me from truly appreciating the developers' hard work even now. This indie horror title gained notoriety due to controversies with digital stores and the creator's loud, eccentric statements on the official website. I can summarize my primary expectation of the project in a single phrase, and it was completely justified: a short, intense, and deeply unsettling 2-3 hour experience. Yet, a classic critic's dilemma arises here: should we judge a game based on our personal expectations or by the developer's own words? If we look at the project through the lens of the director's strict intent, it doesn't entirely live up to his bold claims. But I chose to evaluate this experience strictly from my own perspective.

The author's signature style is evident right from the main menu of Horses, which welcomes us with real-life footage of picturesque flowers. However, once the gameplay begins, a highly ambiguous interactive experience unfolds. We control a young man named Anselmo. With each passing day, my attachment to the protagonist grew, as the game vividly showcases his facial expressions and emotional reactions to everything he does and witnesses. Driven by his father's demands, he arrives at the Farmer's land. On the first tutorial day, the owner shows him around the property: the garden, the house, a dog named Fido, and... the local inhabitants. They possess a horrifying trait—these are not the typical animals we are used to seeing, but naked human beings wearing horse masks. This striking design sears itself into your memory and masterfully breaks conventional boundaries. Our sole objective is to assist them and survive for two weeks. Yet, with every passing day, the horror escalates until we eventually escape alongside the entire group, accompanied by the eerie sounds of a choir. The game features a genuinely compelling narrative that never grows tedious. It feels entirely believable, leaving no room for unnecessary questions because every core detail is meticulously crafted. During a first playthrough, the player is kept in constant tension by the unknown; you never know what awaits you next or what step you will be forced to take. The plot doesn't feel abstract, nor does it try to be excessively profound—but it doesn't need to be. The project is simply heavy. It depicts a raw cruelty that is all too common in reality, and in the real world, cruelty rarely has any deep, underlying reasons.

The author's signature style is evident right from the main menu of Horses, which welcomes us with real-life footage of picturesque flowers. However, once the gameplay begins, a highly ambiguous interactive experience unfolds. We control a young man named Anselmo. With each passing day, my attachment to the protagonist grew, as the game vividly showcases his facial expressions and emotional reactions to everything he does and witnesses. Driven by his father's demands, he arrives at the Farmer's land. On the first tutorial day, the owner shows him around the property: the garden, the house, a dog named Fido, and... the local inhabitants. They possess a horrifying trait—these are not the typical animals we are used to seeing, but naked human beings wearing horse masks. This striking design sears itself into your memory and masterfully breaks conventional boundaries. Our sole objective is to assist them and survive for two weeks. Yet, with every passing day, the horror escalates until we eventually escape alongside the entire group, accompanied by the eerie sounds of a choir. The game features a genuinely compelling narrative that never grows tedious. It feels entirely believable, leaving no room for unnecessary questions because every core detail is meticulously crafted. During a first playthrough, the player is kept in constant tension by the unknown; you never know what awaits you next or what step you will be forced to take. The plot doesn't feel abstract, nor does it try to be excessively profound—but it doesn't need to be. The project is simply heavy. It depicts a raw cruelty that is all too common in reality, and in the real world, cruelty rarely has any deep, underlying reasons.

The Aesthetic and Sound Design
The atmosphere in Horses is incredibly stylish, presenting its nightmare through a grainy, black-and-white cinematic filter. The complete absence of voice acting — replaced by silent dialogue boxes and white text over a black screen — works brilliantly. It is clear that the developers chose this "silent horror" approach to mask their tight budget limitations. However, they successfully transformed this deficit into a major strength, creating a highly cohesive and logical experience. The farm itself, with its enclosed fences, serves as a great setting — perhaps not perfect, but definitely effective. The game grants you total freedom to explore the area, which leaves a very pleasant impression.
Gameplay Mechanics and the Illusion of Choice
The gameplay, however, is a bit of a mixed bag. You can walk, run, and use two item slots to interact with the environment. The movement mechanics are barebones, completely lacking any unique features, which might annoy some players. For me, it felt perfectly fine; the controls and item interactions never felt frustrating. The real downside lies in the illusion of choice. Horses frequently throws dialogue options at you that have absolutely no impact on the narrative. There is only one definitive ending that you will reach no matter what. Thankfully, this finale is fantastic — a highly cinematic escape of all the "horses" accompanied by a simple, yet heartbreakingly tired choir.
Audio design plays a monumental role here. For nearly the entire playthrough, you are surrounded by nothing but subtle ambient drone and static noise. Full musical tracks are strictly reserved for the main menu, nightmare sequences, and the final scene. This heavy silence forces the player to stay one-on-one with the game, making it impossible to lose focus. It is a brilliant psychological trick that glues you to the screen.

The Aesthetic and Sound Design
The atmosphere in Horses is incredibly stylish, presenting its nightmare through a grainy, black-and-white cinematic filter. The complete absence of voice acting — replaced by silent dialogue boxes and white text over a black screen — works brilliantly. It is clear that the developers chose this "silent horror" approach to mask their tight budget limitations. However, they successfully transformed this deficit into a major strength, creating a highly cohesive and logical experience. The farm itself, with its enclosed fences, serves as a great setting — perhaps not perfect, but definitely effective. The game grants you total freedom to explore the area, which leaves a very pleasant impression.
Gameplay Mechanics and the Illusion of Choice
The gameplay, however, is a bit of a mixed bag. You can walk, run, and use two item slots to interact with the environment. The movement mechanics are barebones, completely lacking any unique features, which might annoy some players. For me, it felt perfectly fine; the controls and item interactions never felt frustrating. The real downside lies in the illusion of choice. Horses frequently throws dialogue options at you that have absolutely no impact on the narrative. There is only one definitive ending that you will reach no matter what. Thankfully, this finale is fantastic — a highly cinematic escape of all the "horses" accompanied by a simple, yet heartbreakingly tired choir.
Audio design plays a monumental role here. For nearly the entire playthrough, you are surrounded by nothing but subtle ambient drone and static noise. Full musical tracks are strictly reserved for the main menu, nightmare sequences, and the final scene. This heavy silence forces the player to stay one-on-one with the game, making it impossible to lose focus. It is a brilliant psychological trick that glues you to the screen.

Verdict:
Ultimately, Horses is definitely not the most multi-layered experience, it is far from perfect, and it doesn't pretend to be a grand philosophical masterpiece. However, it is by no means a childish project, nor is it just "gore for the sake of gore." It is neither generic nor awful. The game has its flaws, but its strengths are incredibly memorable. Horses absolutely deserves its place in gaming history as a unique, unforgettable indie phenomenon.

Verdict:
Ultimately, Horses is definitely not the most multi-layered experience, it is far from perfect, and it doesn't pretend to be a grand philosophical masterpiece. However, it is by no means a childish project, nor is it just "gore for the sake of gore." It is neither generic nor awful. The game has its flaws, but its strengths are incredibly memorable. Horses absolutely deserves its place in gaming history as a unique, unforgettable indie phenomenon.


Have I completed the game (main campaign/story)?


Have I completed the game (main campaign/story)?

Do I recommend the game?

Do I recommend the game?

⏳

✅

✅

~2-3 Hours

Completed on: PC

Completed on: PC

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