The story begins with the vanishing of acclaimed writer, Sebastian P. Husher, along with his family. Worried, his editor sends an assistant to investigate, only for said assistant to also go vanishing. What follows is a chain of events that lead to the discovery of a horrible, incomprehensible... being, simply known as "The Presence" that seems to be behind it all.
The key hook is that The Presence is also the A.I. that the game runs on, which switches stuff up every now and then depending on how you play the game, ensuring every play through is different.
Song Of Horror contains examples of:
- Added Alliterative Appeal: Every character has four stats, and all of them start with an S: Speed, Stealth, Strength and Serenity.
- Blob Monster: The Presence starts off as a largely formless black mass, which what allows it to evolve to better face your characters.
- Camera Screw: The game uses fixed camera angles to create a cinematic feel, much like the original Resident Evil and Silent Hill titles. However, this can sometimes impair your character during the chase sequences, as a camera angle suddenly shifts to a perspective where it's difficult to find the hiding spot in time.
- Creepy Changing Painting: Sometimes, the photos you pick up can easily change to something much creepier when you are done reading them and turn them over.
- Final Death: The game uses a mechanic similar to ObsCure, where if one Player Character dies, the story continues from another character's perspective. However, you only have 13 characters across all five episodes, while the first episode is limited to four characters. If they all die, the story has to be replayed from the start.
- Forgotten Fallen Friend: Some of the characters not only know each other, but were closely related: Daniel and Sophie are an outright divorced couple. Even so, neither of them won't react much in-game if the other one dies to The Presence.
- Infinite Flashlight: The game outright instructs the player that they're free to use their character's light source as they see fit, since it'll never run out. Even if said light source is a short candle or a Zippo lighter.
- I Need a Freaking Drink: Invoked with Alexander, who carries a hip flask and can restore some of his Serenity by taking a swig from it.
- Inspired by...: Protocol Games themselves admit that each episode is inspired by a different survival horror classic. Thus, episode 1 traces its roots to Alone in the Dark, episode 2 to Silent Hill, and episode 3 to ObsCure.
- Notice This: The items you can interact with are marked by a white diamond symbol.
- Press X to Not Die: The game has its share of moments that require you to mash buttons to keep your character alive. One of the first instances you're faced with involves slamming a door shut while The Presence tries to force its way into the room.
- RPG Elements: Every character has Speed, Stealth, Strength and Serenity stats, which vary somewhat between them to keep things interesting. This is alongside them often using different light sources and possessing unique abilities, like Etienne's notes, Alexander's flask or Sophie's scented candles.
- Sanity Slippage: The Serenity stat represents how many hits to their mental state a character can take. Some also have their unique ways of restoring it, from Alexander's flask to Sophie's scented candles.