In the sea of indie games with minimal advertising and lesser-known titles, occasionally one emerges that is striking and piques curiosity, reminiscent more of a solid AA game rather than an economically produced indie title. This was precisely the case when Eriksholm: The Stolen Dream, a creation from a new Swedish studio, was first announced. Notably, this team includes veterans who have previously contributed to the development of games such as Unravel, Mirror’s Edge, and Little Nightmares. Each frame in the trailer showcased exceptional graphic design, offering a unique and captivating setting.
Instead of merely embellishing for promotional purposes, Eriksholm: The Stolen Dream captivates with its visuals and audio from start to finish. Initially, it seems like a blend of elements from A Plague Tale and the gameplay mechanics found in the Commandos series. It features themes of tightly-knit siblings, a city stricken by disease, evading authorities, and all presented through an isometric viewpoint. You navigate stealthily and transition between characters with distinct skills. The game grabs your attention from the start with its enigmatic plot, but it occasionally delves into slightly less captivating subjects. It’s not poor quality, but I found myself yearning for more excitement and surprise as I approached the end. However, you can always expect challenging and incredibly rewarding gameplay throughout.
Top-down perspective can also impress with details
In Eriksholm, a city imagined based on Scandinavian influences, I found an appealing ambiance. The sun-kissed weather, coupled with signs and advertisements adorning tenement walls that hinted at both southern France and the vertical settings from the Dishonored series, made for an intriguing blend. What truly caught my eye, however, were the views of the locations presented in an isometric perspective, particularly those showcasing the cityscape itself and the lavish residences – they were absolutely stunning.
You can sense an air of tranquility that seems to hark back to the early 20th century as you navigate through Eriksholm’s exquisitely crafted landscapes in isometric view. The everyday activities of its residents and their casual chats provide insights into the game world, while scattered items such as newspapers or notes offer additional details.
In this revised version, I aimed to convey a similar message but with a more natural and engaging writing style, using a more descriptive introduction to set the scene and focusing on the immersive qualities of the game world for players. Additionally, I replaced technical terms like “signs” with more descriptive words such as “air of tranquility” or “idyllic atmosphere.
- Beautiful visual setting;
- very polished cutscenes with good acting;
- memorable characters with well-written dialogues, especially Hanna;
- engaging plot;
- full of details, ingeniously designed locations;
- various skills of the characters complement each other well in the environmental puzzles;
- discovering how to pass a certain stage requires using your head and gives a lot of satisfaction.
CONS:
- After a very intriguing beginning, the plot turns into a slightly less exciting theme;
- a noticeable jump in the difficulty level of stages can be a problem for less experienced players.
Hanna steals the show
In circumstances similar to these, we are introduced to siblings Hanna and Herman, both currently recuperating from Heartpox. Interestingly, Herman, being Hanna’s younger brother, is employed at the mine. However, unlike usual, he doesn’t return home following his shift. Instead, law enforcement arrives with the purpose of searching their apartment. One might wonder what could possibly interest the authorities in a humble, economically disadvantaged young man and his sister. Spurred by concern for her brother, Hanna decides to track down Herman and uncover the mystery. This intrigue also piques our curiosity, as events from hereon could unfold in various ways, shaping the course of history.
After some time, it becomes clear that the direction it’s taking isn’t quite my preference. To put it simply, family conflicts gradually take a backseat to significant political matters. I appreciate the fact that it maintains an authentic feel, steering clear of fantasy or supernatural elements. The story was engaging from beginning to end, but I felt there was a lack of that “wow” moment, such as making a critical decision rather than merely watching a pre-set scene unfold.
The storyline thrives significantly on its characters, particularly Hanna, who is nothing short of exceptional – courageous, noble, spirited, mischievous, highly expressive, and unforgettable. The actress brought this character to life beautifully, and the top-quality cutscenes elevated her portrayal even more. To be honest, many AAA games from prominent franchises would likely be envious of Eriksholm’s exceptional handling of cutscenes. One look from Hanna or a slight change in her facial expression can convey as much as a barrage of words. The same is true for the other characters, such as Alvy and Sebastian, who support Hanna and are equally well-developed. Moreover, we have some genuinely well-written dialogues that keep us company throughout the game. There might be a few instances when characters explain the main gameplay mechanics to each other, but thankfully, the game screen remains uninterrupted by interface messages, ensuring the immersive atmosphere is preserved.
Each stage is a puzzle
In the narrative, the protagonists are linked to a thieves’ gang reminiscent of Robin Hood, which significantly influences the gameplay of “Eriksholm: The Stolen Dream“. The gameplay primarily revolves around stealth and evasion tactics, with an emphasis on sneaking past or putting enemies into a sleep-like state rather than engaging in lethal combat.
Each level is structured like a series of stages, filled with puzzles that require clever navigation to move from one point to another undetected. Escaping detection is crucial as there are limited opportunities for escape, and being detected or leaving a body behind means starting the game over. This design choice eliminates the need for sophisticated guards; we simply stay out of their line of sight.
Despite this simplified approach to combat, the game doesn’t appear any less complex, challenging, or developed. Instead, it seems that every aspect has been carefully designed to fit within this system, ensuring a rich and engaging experience.
Frequent checkpoints are extremely beneficial as they allow for seamless gameplay, even in unexpected situations. For instance, I moved to another room, only to find an NPC appearing in the previous one, revealing a body left in the center of the room. Fortunately, I was able to rectify the situation without having to redo the entire chapter from scratch. Moreover, I must confess that an unintentionally emotional scene unfolded when, within seconds, I had to divert the attention of the approaching NPC, move the body discreetly to a corner, and ensure everything was perfectly timed – not an easy feat in a single try!
The initial stages of the game may appear straightforward, as you merely need to evade guards by opting for different routes, utilizing bridges, or hiding behind cover. However, as you advance, the difficulty level escalates, demanding strategic thinking to progress further. As Alva, Hanna, and Sebastian join forces, we uncover an array of new possibilities and game mechanics. Each character has unique abilities: Hanna possesses a blowpipe with sleeping darts and can navigate ventilation tunnels; Alva can climb gutters, use a slingshot to divert guards and shut off lights, and swim; while Sebastian is the only one who can sneak up on opponents from behind and knock them down.
Furthermore, there are environmental factors such as utilizing moving vehicles for concealment and seeking shade. Each phase resembles a puzzle, where each character must perform specific duties in designated locations. Although it appears somewhat linear with limited options for traversing a stage, it remains highly engaging due to the need for careful observation and problem-solving. It’s neither overly simplistic nor excessively challenging; rather, it requires independent critical thinking. However, there are instances where you must synchronize the actions of all characters nearly simultaneously, which intensifies the thrill in this fast-paced stealth game set in an isometric perspective!
I hope that Hanna will return in a new story
Eriksholm: The Stolen Dream turned out to be quite an enjoyable unexpected find. Beyond its captivating narrative, stunning visuals, and delightful soundtrack, it also presented gameplay that challenges the mind a bit. During my playthrough, I encountered only two minor technical hiccups – on occasion, birds used to distract attention would freeze, and occasionally a question mark from the interface would persist on screen. Nothing majorly problematic though.
The levels are designed for a single playthrough, approximately lasting 10 to 14 hours. This isn’t unusual for a single-player story-driven game. There might be a few additional environmental puzzles not related to stealth – other than that, I have no major issues with this game. I’m unsure if there are plans for a sequel, but I sincerely hope the creators develop more stories featuring Hanna, as I would gladly revisit her world!
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2025-07-14 16:33