ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Kholat turns the Dyatlov Pass deaths into a walking simulator, and its emptiness is the point

Kholat review: Sean Bean narrates the Dyatlov Pass Incident in IMGN.PRO's survival horror. Great atmosphere, a fear system, and a mystery that loses the trail.

By mitch·7 min read
A solitary figure trudges through a shadowed forest under a pale winter sky.

Kholat opens with a voice you already know. Sean Bean narrates the Dyatlov Pass Incident — nine Russian college students who died on Kholat Syakhl in February 1959 — and then the game hands you a train ticket to Ivdel and a pair of boots. That is the whole pitch: walk the doomed party’s route, find out what happened, try not to die on the mountain yourself.

IMGN.PRO developed Kholat and published it. It is a first-person survival horror game for a single player, available on PlayStation 4, PC, Mac, Xbox One and Nintendo Switch. The Switch version arrived on 14 May 2020. The critical aggregate sits at 6.6 out of 10 across eight outlets, and that number is about right. Kholat is a game with a real idea and a real problem, and the idea is strong enough that the problem stings.

Trailer, via IGDBcom.

Advertisement

The Dyatlov Pass Incident and the Man Telling You About It

The Dyatlov Pass Incident is a true event. Ten Russian students went into the northern Ural Mountains in 1959. Nine went missing on Kholat Syakhl and were found dead over four months. The tenth had walked back earlier because of illness. “Kholat Syakhl” is a transliteration of Holatchahl, which means “Dead Mountain” in Mansi.

Kholat takes that and builds a mystery on top of it. You arrive years after the actual event, by train, in Ivdel. Bean’s narrator recounts the tragedy as you go. Strange things start happening fast: the weather turns, glowing orange footprints appear in the snow, lights move in the sky, and shadowy humanoid figures watch from a distance.

The narrator is the best decision the game makes. Bean’s voice gives the frozen valley a spine. Without him, Kholat is a walk through white nothing. With him, it is a walk through white nothing while someone tells you what the white nothing cost.

Glowing Footprints, a Meteorite Crater, and a Bivouac Site

The route is linear in intent but open in shape. You hike, the weather worsens, you follow the orange prints. After exiting a tunnel you fall through a hole in the ground — and then, instantly, you are on the mountainside near a bivouac site, where you sleep.

What you wake up to is the game’s high point. A glowing crater containing a meteorite. Pillar-like boulders levitating, covered in glowing inscriptions. A bright orange light in the sky. Several glowing humanoid figures. It is strange, specific and genuinely unsettling, and it does not explain itself.

From there you explore a valley dotted with notable locations: an abandoned church, a cosmodrome, several campsites, and an altar lined with totem-pole-like torches. You collect coordinates. The coordinates lead to more clues. Shadow-like creatures pursue you, and they must be avoided at all costs — Kholat is not a game about fighting back.

Notes From Vitalij G., Anton, and the RRUNP

The story is told through paper. You find notes from an investigator with the Russian Research Unit for Natural Phenomena named Vitalij G., from a mysterious man named Anton, and from other individuals. You find news articles. You find classified government documents.

Pieced together, the notes say this: in 1950 the Kremlin created the RRUNP to study a paranormal phenomenon called “Anomaly 7” in the Ural Mountains. The anomaly has been linked to bizarre incidents — one in Igarka in 1950 that halted construction of the Salekhard–Igarka Railway, the inexplicable disintegration or solidification of dozens of gulag prisoners, and more.

This is the part of Kholat that could have carried a whole game. A research unit, a classified anomaly, a railway that stopped because of something in the ground. Instead the documents are scattered across a large, empty map, and reading them means standing still in a place where standing still is dangerous.

The Fear Management System

Kholat’s headline mechanic is a fear management system. It doses fear and uncertainty based on what the player is doing, so each playthrough is meant to feel unique. In practice, the system is the reason the game’s tension rises and falls in ways you cannot predict — which is the point, and also the frustration.

The system works best when you are moving. The valley is vast and desolate. The creatures are shadow-like and hostile, and avoiding them is the only option. When the fear system tightens because you have been out in the open too long, Kholat feels like it is breathing on your neck.

When you are lost — and you will be lost — the same system just adds pressure to a chore. Kholat’s open world is not rich enough to reward wandering. It is snow, rock, and the occasional landmark, and the coordinates you collect do not always point clearly enough.

What Kholat Gets Right on the Mountain

The atmosphere is real. The anxiety and dread Kholat builds are not cheap jump scares. They come from scale, from weather, from the knowledge that nine people died here and you are walking their route alone. The glowing footprints are a great image. The levitating pillars are a great image. The orange light in the sky is a great image.

Bean’s narration holds it together. The game is smart to keep the tragedy in your ear while you walk through its aftermath. Kholat understands that the Dyatlov Pass Incident is frightening because it is unresolved, and it builds its structure around that lack of resolution.

The visuals, for a 2015 independent release, do the job. The snow reads as snow. The dark reads as dark. The creatures read as something you should not look at for long, which is what you want from a creature you cannot fight.

Where Kholat Loses the Trail

Here is the problem. Kholat is a mystery game that makes finding the mystery hard for the wrong reasons.

The notes and documents are the story. They are scattered across a wide valley. The game gives you coordinates to chase, but the map and the terrain do not always cooperate. You spend long stretches walking, and the fear system punishes you for it. The result is a game that is scarier when you are reading than when you are being chased, which is backwards.

The shadow creatures are a threat, not an encounter. You avoid them. That is the rule. It keeps Kholat from becoming a shooter, but it also means the game’s most visually striking element is something you mostly run from. There is no confrontation, no revelation, no moment where the thing in the dark becomes a character.

And the ending — the resolution of Anomaly 7, the RRUNP, Igarka, the gulag prisoners — arrives through documents rather than through play. Kholat asks you to do the work of a researcher and then hands you the answers in text. The best horror games make you feel the answer. Kholat makes you read it.

Ranking What Kholat Does Best

If you are deciding whether Kholat is worth your time, the order of what it offers matters:

  1. Sean Bean’s narration of the Dyatlov Pass Incident — the single strongest element, and the reason to start the game at all.
  2. The wake-up sequence: meteorite crater, levitating inscribed pillars, orange sky light, glowing humanoid figures.
  3. The fear management system when you are moving through open ground with creatures nearby.
  4. The document trail — Vitalij G., Anton, the RRUNP, Anomaly 7, Igarka — which is fascinating and badly served by its delivery.
  5. The open valley itself, which is atmospheric and also the main obstacle between you and the story.

That list is the review in miniature. Kholat’s best material is front-loaded and its worst material is the connective tissue.

The Verdict on Kholat

Kholat is a 6.6 out of 10. It is a game with a genuine subject — the Dyatlov Pass Incident, nine dead students, a mountain whose name means Dead Mountain — and a genuine atmosphere, built by a fear system that doses dread instead of dumping it. Bean’s narration is worth the price of admission on its own.

But Kholat does not trust its own mystery. It scatters the story across a valley too empty to hold it, then delivers the payoff in documents you read while standing still. The creatures are striking and untouchable. The locations — the church, the cosmodrome, the altar of torches — are memorable and underused.

The Dyatlov Pass Incident has never needed a solution to be frightening. Kholat seems to know that, and then spends its runtime handing you one anyway. The result is a game that is better at making you afraid than at making you care. Walk the route once for the dread and the voice. Do not expect the mountain to answer.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.