The Holiday Story

5/5

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The Holiday Story begins with the player returning home from a work trip at the end of 1981. It is a horror game that takes place in a small town preparing for Christmas and New Year. The player arrives late in the evening, having remembered a promise made to a child to bring home a construction set as a holiday gift. With no time left to shop elsewhere, the player stops near a brightly lit toy and electronics store and steps inside in hopes of finding the right present. The setting appears calm at first, but the atmosphere soon begins to shift.

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Setting, Store Layout, And Early Events

The store is decorated with holiday lights, gift displays, and items typical for the early 1980s. Shelves are filled with toys, game consoles, and accessories that fit the era. As the player explores, lights flicker, distant sounds echo, and some areas become unexpectedly inaccessible. These early moments serve as a transition between normal walkthrough gameplay and the emerging tension. The player gradually realizes that the store is not as empty as it seems and that something unseen is responding to movement and sound.

Player Actions And Progression

During a playthrough of The Holiday Story, the player may:

  • search aisles for the missing construction set;
  • examine objects that reveal hints about the store’s background;
  • react to unexplained noises and environmental changes;
  • move through areas that shift as the story progresses;
  • follow clues that direct the player toward the final events.
    These actions guide the narrative and maintain a steady progression toward the later confrontations.

Atmosphere, Sound, And Visual Style

The Holiday Story uses VHS-style visuals that reflect technology from the early 1980s. The color palette and screen distortions contribute to the sense of walking through an old tape recording of a holiday night. Sound plays a major role: footsteps echo differently depending on the section of the store, distant ringing toys activate unexpectedly, and holiday music fades in and out without warning. These elements establish a contrast between festive décor and the emerging threat inside the building.

As the player moves deeper into the store, the layout becomes more confusing, suggesting that the building is shifting or looping. Signs of previous visitors appear in unexpected places, creating questions about what happened before the protagonist arrived. The final sequence reveals the nature of the strange events and concludes the story in a short playtime of about thirty to forty minutes. While the game is linear, some players may return to explore missed details, examine environmental clues, or piece together the timeline suggested by the store’s changing appearance.