Monday, April 19, 2010

Alone in the Dark (360)

Alone in the Dark

Alone in the Dark tries to do a lot of ambitious stuff, and for the most part succeeds in doing what it wants to do. Unfortunately, what it wants to do isn't very much fun. The Alone in the Dark franchise was the progenitor of the entire "survival horror" concept, where a common man (Edward Carnby, in modern day New York City for reasons that are vague and best left undiscussed) once again battles back against forces of ancient, Lovecraftian evil. The game presents itself as several discrete, independent stages that can be selected like DVD chapters and played through in any order. Allegedly, you don't need to have played the game linearly to understand it, but that's bunk, especially in a game as convoluted as this one.

The game offers unparalleled freedom. Everything is a weapon, and you're free to find your own way (sometimes), shooting locks out of doors and bashing in the window and hotwiring any car you can find. Unfortunately, the game also wrests control from you and forces you into retarded jumping puzzles over and over again, or worse, forces you to drive anywhere. The combat controls are similarly unweildy, at once naturalistic with their pressure-sensitive "rear-back-and-swing" setup and idiotic with no lock-on and context-sensitive 'up' like the old tank-movement games from Resident Evil's ignomious past.

Edward Carnby looks suitably grizzled and unkempt, and the monster design is fantastic. The visuals in this game are top-notch, and the sound design is up there with any of its contemporaries, but the game is just... a chore. There's no other way to say it. It's less than the sum of its parts, which on their own offer a lot of good ideas, but just aren't put together well. One really nice touch that more games should do is subtle hints. In the first stage, you have to creep along outside a building ledge 20 stories up. At one point you're required to hop up and hang from your fingertaps and wiggle across a gap. Instead of a giant arrow, or a pop-up prompt (this is part of a long tutorial), when the scene begins the camera swoops in, and you can see a few rats running across this same ledge. It's an elegant, in-game solution that rewards careful observers. Unforutunately, this is also infuriating when the in-game hint is vague or you don't have the exact same thought processes as the designers.

Graphics: The character models are great, and the scenery lush (though not Silent Hill levels of creepy). 3/5
Sound:
Equal to any of its contemporaries, though doesn't distinguish itself from the pack. 3/5
Controls:
There's a button to blink your eyes, which you need to do when you're in a smoky room or just waking up from being drugged. Combat is a chore and doing all the things this game is capable of is just annoying. 1/5
Tilt:
I keep using the word "ambitious" because that's what this game is. It overreaches and can't deliver, but there are repeated moments that make you go "Huh. That's sweet, I wish more games did that. 4/5.
Overall (not an average): 2/5

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