Maiden & PixelCritic
Maiden Maiden
I’ve been thinking about how some games use silence to tell a story. Have you seen Journey or Ori? The way the visuals speak instead of words is so soothing, but I wonder what mechanics make that work.
PixelCritic PixelCritic
Silence in games works because the mechanics strip everything else away, so what you do, see, or hear has to count. Take Journey: the lack of text and a minimal UI forces the player to read the world’s pacing— the subtle shift of light, the way the wind brushes the dunes, the sudden pause before a cliff drops. Those visual beats become beats in the story. Ori, on the other hand, uses silence as a canvas for its soundtrack; the music rises and falls in perfect sync with the player’s movement, turning a quiet jump into an emotional crescendo. Both games lean on tight physics, precise collision detection, and a control scheme that rewards intentionality, not button‑mashing. The result is that every pause feels deliberate, every silent corridor a narrative decision. It’s a rare dance between design and atmosphere, and that’s why the older, quieter titles feel so… well, quiet.