Recently, Merriam Webster shared a post about words you almost always seem used in pairs. Hem and haw; hither and yon (or hither and thither); pomp and circumstance, etc. Granted, it often only applies to one of the pairing, like “thither,” or “pomp,” since it’s pretty easy to find standalone usages of “hither” and “circumstance.” One of the other pairings brings us to today’s word.
beck, noun – a stream or creek
Learned from: The Excavation of Hob’s Barrow (PC, Mac)
Developed by Cloak and Dagger Games
Published by Wadjet Eye Games (2022)
Granted, the “beck” in “beck and call” has a different meaning, derived I would guess from “beckon,” but MW’s post reminded me of this other definition all the same.
The Excavation of Hob’s Barrow is an extraordinarily slow burn horror adventure game, with a retro pixel art aesthetic, akin to something like The Last Door. You play as Thomasina Bateman, an archaeologist who receives a letter from an old man living in the remote English village of Bewlay, detailing a forgotten burial mound that she might be interested in…well, excavating. Exactly who he is, or how he learned Thomasina’s mailing address are only the first of the mysterious goings-on. Followed swiftly by his unexplained absence when Thomasina arrives, the fact that her luggage seems to have never made the trip, and the fact that everyone in Bewlay seems a little bit…off.
For being just a pixelated point & click adventure game, Hob’s Barrow does an incredible job of building atmosphere. There’s the little village, the nearby woods (complete with beck running through them), and the endless moors surrounding it all. That’s it. The game wastes no time in establishing a feeling of complete isolation and vulnerability, considering you barely have enough money on you when you arrive to pay for a room for a night at the local inn–the rest of your funds are with your luggage…wherever that is. There’s this feeling that everyone knows everyone else, and you’re constantly under scrutiny that culminates in a real sense of not knowing who to trust, what to say, when the villagers’ grudging goodwill is going to run out, or if you’re ever truly safe. Especially when I found myself stumbling across something valuable, lying to a villager and saying it’s mine so he’ll buy it so I can have enough money to keep staying at the inn until my supplies finally (hopefully) arrive–and then running into the item’s owner the next day, and the entire time worrying that these backwoods folks are going to discover what I’ve done and descend on me, Wicker Man style or something.
This is folk horror at its finest. Thomasina is very much an outsider, and throughout most of the play time, it’s an open question whether the weird things she catches glimpses of, and the deepening paranoia are all in her head, or if something truly nefarious really is going on. It’s not a very difficult game, as adventure games go, but damn does it tell a good story.











