Ten Bells Spiel
There is an unspoken rule in Exit 8-likes. A player does not need to know who they are or where they hail from to understand the desire to leave. The protagonist is stuck in a perpetual limbo with anomalies. Returning to normalcy, therefore, becomes the obvious goal. Whatever the previous life was, it is always better to escape the loop. Exit 8-likes speak the same universal language. The unknown doesn’t require justification. Getting out already makes sense.
Ten Bells sets a more specific destination. The protagonist is attending a funeral and trying to reach the private room beyond the public area of an English pub. The public area follows the familiar rule: proceed if nothing is wrong, turn back if there is an anomaly. The game does not shy away from showing its anomalies; in fact, subtlety is definitely not in its dictionary. But by my standards, every anomaly I encountered was too obvious, and hardly eerie. That left me with two broad kinds of anomaly: mundane alterations (e.g. objects out of place, too large or too small, stains and so on) or outright horror, mostly ghosts.
The narrative and world-building of Ten Bells left me rather confused, although understanding what happened was hardly the problem. The game is brutally clear about what must have transpired. What I did not see was a hook to get involved in the first place. There are mysteries the player needs to figure out: who the protagonist is, whose funeral they are attending, and why attending it matters. And the game can resolve them, but giving answers and drawing a player in are separate tasks. Returning to normality gives an anonymous character a goal I already align with. Attending a haunted funeral doesn’t list itself high up on the priority list for things to look ordinary.
I believe my Normal run took less than half an hour, which made seeing the ending on the first try even stranger. There are more than ten anomalies to find, but I found it odd that the game offered no resistance.
Conclusion: Familiar Ghastly Faces on Exit 8
At $4.99, calling Ten Bells another piece of Exit 8 slop would do it an injustice. It is polished, with a set goal, a set narrative, and a set mechanism that pulls the experience forward. It does not introduce a new gameplay mechanic, however, and originality is harder to argue for. I would place it closer to the curated walking-sim horror of Layers of Fear, and I think that distinction matters when deciding what to expect from it. I would be less inclined to recommend it to someone seeking a new development in Exit 8-likes. Ten Bells leans heavily toward the familiar supernatural horror of movies and games, rather than the horror of the unknown, being suddenly and endlessly trapped in a loop.