Review Hollowmere Updated

Hollowmere review: fog, lanterns, and a long walk in circles

Bracken & Bone’s survival horror debut has superb atmosphere and genuinely nerve-racking resource management, but backtracking and a muddled final act sap its tension.

Placeholder key art for Hollowmere: a dense, misty pine forest
Key art: Grey Harbor (placeholder illustration)

Our verdict

Decent

Worthwhile for fans of the genre, but noticeably uneven. How we score

Hollowmere’s marsh is one of the most unsettling places I have explored in a horror game, and its lantern-oil economy creates real dread. Too much of its twelve hours is spent retracing shifting boardwalks, though, and the story loses its grip just when it should tighten.

Pros

  • Exceptional sound design and atmosphere
  • Lantern oil economy forces tough choices
  • Ranger cabins make saving feel precious

Cons

  • Shifting-boardwalk backtracking wears thin
  • Final act is confusing and rushed
  • Combat is stiff when it can’t be avoided
Reviewed on: Xbox Series X|S (also on PC · PS5)Tested on: Xbox Series XPlaytime: 13 hours, one endingCopy: Review code provided by the publisher

The first hour of Hollowmere is as good as survival horror gets. Ranger Ada Kell walks out onto a boardwalk into fog so thick the lantern barely reaches her boots, and the only sounds are her footsteps, dripping water, and something heavy shifting below the planks. Nothing attacks you for a long time. You simply wait for it to.

The price of light

Bracken & Bone’s smartest decision is tying everything to lantern oil. Oil keeps your lantern lit, which keeps the fog at bay and reveals the boardwalk ahead. It is also the ammunition for your flare gun, the only reliable way to drive back the things living in the water. Every flare you fire is light you will not have later, and every shot is loud enough to draw more attention. I spent a lot of Hollowmere crouched in the dark, doing arithmetic. Resource placement is cleverly mean. Oil cans tend to sit just past the edge of your light, so reaching them means stepping into the dark for a few seconds, and the marsh is very good at making those few seconds feel like a minute. The sound mix sells all of it, with distant splashes panned precisely enough that I learned to read them like a map.

Saving is handled in ranger cabins, each with a single ledger and a woodstove that slowly burns out while you are inside. It is a lovely, anxious little system. The cabin is safe, but only for as long as the fire lasts.

Log entry, day four. The boardwalk doesn’t go where it went yesterday. I’ve stopped writing down where it goes.

In-game document, Survey Team Log

Lost in the marsh

The problem is the marsh itself. The boardwalks shift between visits, which is a terrific idea in the abstract and a frustrating one in practice. The hand-drawn map fills in as you explore but is redrawn when routes change, and by the midpoint I was spending long stretches retracing the same handful of paths to find which one now led to my objective. Tension does not survive that much repetition; dread turns into tedium.

When you cannot avoid a fight, combat is stiff. Ada swings a boat hook with all the grace you would expect from a park ranger, which is thematically appropriate but rarely fun. The final act also stumbles, piling on revelations about the survey team that contradict earlier documents and ending abruptly.

On Xbox Series X, Hollowmere targets 60fps and mostly hits it, but at launch I saw noticeable stutter when crossing between marsh zones. Accessibility options include subtitle sizing and backgrounds, a toggle for directional audio cues shown on screen, and an option to disable the camera shake during scares.

Update, October 10: The day-seven patch has largely eliminated the zone-transition stutter on Xbox Series X and added a map option that marks your most recent route. It helps, but it does not fix the underlying backtracking, so the score stands.

Horror fans who prize atmosphere above all will find plenty to love in Hollowmere’s first half. Just know that the fog never quite lifts on its design problems.

How we score

Scores reflect the reviewed version on the platform listed above. We re-review only when a patch materially changes the experience, and note any update at the top of the review.

10MasterpieceA landmark. Sets a new standard for its genre with no meaningful flaws.
9–9.5OutstandingExceptional and easy to recommend; any flaws are minor.
8–8.5GreatExcellent work with a few rough edges that don’t spoil the whole.
7–7.5GoodEnjoyable and well made, with clear trade-offs to weigh.
6–6.5Decent (this review)Worthwhile for fans of the genre, but noticeably uneven.
5–5.5MixedGood ideas undermined by significant problems.
4–4.5PoorMajor problems outweigh what works.
1–3.5BadBroken, tedious or fundamentally misjudged.