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DiGRA
The 2025 game The Séance of Blake Manor places the player in the role of Dublin detective Declan Ward.
This paper examines how the 2025 video game The Séance of Blake Manor uses mechanics built around text manipulation and examination to draw players into a supernatural mystery set during the late nineteenth-century revival of Irish national identity. Set at a séance in Western Ireland in 1897, the game casts the player as Dublin detective Declan Ward, placing the narrative at the intersection of mystery, folk horror, and the cultural roots of Irish nationalism. The analysis builds on Clara Fernández-Vara's account of detective fiction as a form of ludic reconstruction, extending her argument from the reader's internal act of anticipating a hidden story to the player's mechanical manipulation of textual material.
The paper traces how the game draws on and combines several generations of text-based design. Earlier adventure games of the 1980s and 1990s required players to match nouns and verbs into sentences that advanced the story, and the game's approach refines this lineage. Players deduce the identities of twenty guests from environmental nouns and contextual clues, form new deductions that open lines of investigation, and collect words that fill gaps in sentences to reveal further clues. Through these layered mechanics, players are encouraged to explore the manor thoroughly, engaging with a cross-section of late nineteenth-century Irish society and with journals, object descriptions, and dialogue that expose social tensions and generational harm in rural communities.
The analysis also argues that the game's setting reinforces its mechanics. The period coincides with the cultural revival led by figures such as W.B. Yeats, who collected folk stories and myths to reawaken a sense of national identity, and the act of uncovering a mystery through textual manipulation parallels the central place of storytelling in Irish cultural life. The inclusion of folk horror further situates the game within recent scholarship, reflecting the genre's recurring tension between a sophisticated urban world and rural communities whose attachment to tradition and past haunts the present. The paper is aimed at scholars studying narrative and gameplay, player interaction with stories, and the relationship between history, cultural identity, and interactive storytelling.
DiGRA · 2026
DiGRA · 2026