While I didn't love The Chant, I was pretty pleased with it on balance. It does a lot of things quite well and manages to have a pretty interesting and unique premise, though there were a few elements of the gameplay and story that took me out of it and kept it from being truly great in my opinion.
For a non-AAA title, the general look and feel of this game is pretty impressive. While at times the appearance and color of the enemies and environments felt exaggerated beyond what fits the setting, the art direction really makes for stunning enough visuals that I didn't mind it. The characters have a very smooth realism that is emotive without feeling uncanny. The natural and supernatural environments are also super pretty and bizarre (when they need to be) and it's clear the team put a lot of attention into the details. If you didn't know better, just glancing at some screenshots of the game you might think you were looking at one of the big anticipated AAA games of the year, despite the smaller studio behind The Chant. For an immersive narrative horror game, this really serves the title well. Further, the combat is fast-paced and responsive, demonstrating a good degree of fine-tuning and polish went into that aspect as well. While I had some qualms with it, the general gameplay shows thoughtfulness and thorough design.

The premise of the game I found pretty neat and it definitely stands out. I won't go into all the details, but the short of it is, you control Jess, a woman who, perhaps against her better judgment, has agreed to go to a sort of new age "wellness retreat" type thing that's definitely not a cult. However during one of their rituals—err, wellness practices—something goes wrong and an evil force is unleashed creating monstrous vegetation and possessing people, turning them into murderous enemies. You have to fight off these enemies using a variety of tools all in line with the same kind of mysticism, crafting weapons like sage sticks using herbs, salt, essential oils, and whatever you can scrounge up. There's a background exploration of Jess's past that demonstrates how the characters' trauma is also made manifest by these forces. I've never really played a game that toyed with these kinds of new age themes and world-building to this extent and it certainly stood out as unique and refreshing in its own right. I also really appreciated the duality of how in some sense, the game is implying that, at least in the world of the game, some of this mysticism is very real—or at least somehow coincides with something real—while also criticizing those very practices, especially in "cult-y" contexts. This was probably my favorite thing about the game.
My issues with the game basically stem from the other side of the same coins as some of the things I liked. While I think the premise was really cool, the story itself I just didn't find all that engaging. The characters were kind of dull and the exploration of trauma felt a little superficial and like it was going through the motions, especially with some of the slow-reveal for Jess's backstory that fell flat to me when I was left with a "oh, that's it?" To be fair, I don't think it needed to be some massive shock-value twist by any means and in fact, her backstory does provide a rather realistic basis for trauma without employing melodramatic grimdark elements. But the way it was hidden and gradually revealed foreshadowed to me that there was a lot more going on and made me expect something with more impact. I will qualify that I certainly didn't hate the story though, the plot moves along at a decent pace, and again, the premise as explored through the story is pretty cool. It was just some of the execution I felt needed work.

Perhaps my biggest issue was I found the gameplay just kind of out of place. For one, the actual mechanics are far more action-oriented than I expected. There's some resource-management to the game but by far your success of failure is more dependent on your ability to time dodges and counters, predict enemy movements, and manage your multiple opponents. This kind of gameplay isn't something I mind at all—I've loved many games that do something quite similar—but it felt really out of place for the kind of narrative horror game this is. I really liked how the animations make Jess kind of stumble about when dodging, looking more like an average person just kind of lucking her way out of danger, but the fast pace of combat still made me feel like I was playing some kind of action hero game that doesn't fit the mostly mundane main character. There's also a skill tree that felt really out of place in a similar sense, partially because it's rather detailed for a game that isn't all that long. Again, skill trees are something I typically enjoy exploring, but I didn't really like it in this game's context where you're just an average woman trying to survive against bizarre and unfamiliar threats. As a last caveat on the combat, I didn't realize until I beat it that I was playing on the hardest setting and that probably made the game harder and more frustrating than I might've liked. I knew I'd considered playing on hard but thought I'd changed my mind and switched it to Normal and assumed throughout my playthrough that that's what I was on. Given it was my own damn fault, I've tried not to hold any frustration in combat against the game too harshly, but on hard, it was definitely pretty punishing and I wouldn't really recommend it for a first playthrough.
Outside of combat, while the environments were cool, I often found myself extremely lost. This isn't a problem I'm used to in most games, but I constantly struggled with getting where I needed to go. The woods that comprise much of the game's environments just felt like such a maze and I spent a lot of time figuring it out. There is a wealth of signposts telling you which way certain areas are but if you forget where they told you to go in the cutscene—which I found was common especially when coming back to the game after a break since I almost never found clear objective lists in the menus pointing the way—they're not much help. I really wish the game had at least a simple map and I'm not sure why they didn't at least put one in a menu. The puzzles in the game weren't overly numerous and were fine, but some of the item puzzles were more annoying because even if I remembered where a key item was supposed to go, it was hell trying to remember how to get there.

Ultimately, I left The Chant in a weird state of being both impressed and disappointed. Basically everything I've described I felt pretty strongly about in either direction. The art and graphics and general feel of the game were outstanding, and I loved exploring the premise. But some of the story and its interplay with the gameplay just took me so out of it (especially when I got lost) that while I still enjoyed it, I never felt that in love with the game. Still, I'm a big fan of games trying new things and this one certainly does that. Even if I wasn't as into it as I hoped to be, I'm really glad I played it and I'd recommend to anyone intrigued by the stuff I've said above to at least give it a try.