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I'm an avid adventure game fan who loves the idea of using strength
of mind over strength of muscle to complete a game. In this age
of multiplayer mayhem, first person shooter excess and yearly edition
franchises I will always find a place in my heart for point and
click adventures, so I was looking forward to the mental dabbling
that Lighthouse Interactive and House of Tales have brought us,
in the guise of Overclocked: A History of Violence. This is a game
that will strike fear into the bravest of hearts - or should I say,
minds!
Adventure
games are often accused of being slightly less adult-orientated
in theme, conjuring up images of cartoon backgrounds like the early
Broken Sword games, The Curse of Monkey Island and Grim Fandango.
I can tell you right from the beginning that this is not the case
with Overclocked, as you begin with a scantily clad woman being
unveiled before your eyes as the rain forcefully hits her skin.
You can see the pain and hysteria on her face as she screams, brandishing
a gun in the middle of a New York street. You are placed in control
of renowned psychologist Dr. McNamara, who must unravel the minds
of five mentally ill patients that are holed up in an old-school
asylum.
Overclocked
is a third person psychological adventure with leanings towards
survival horror and political intrigue, with some very welcome intuitive
ideas in terms of manipulation of objects. Very early in the game
you'll notice that a split screen is used when something of interest
happens nearby, which adds an extra bit of professionalism to the
proceedings. I have seen this idea used in other games and movies
when characters are talking to each other via the phone, but never
in the way it is used here - it's a very novel idea that adds to
the game's natural flow and claustrophobic atmosphere. Secondly,
the intuitive way you can open up a list of actions that can be
carried out with an object simply by clicking on the object is something
that works well (something I've seen before in the Broken
Sword series) and it makes the manipulation of objects very
user friendly. For example, clicking on a piece of paper brings
up two further options. I found the tasks and puzzles in Overclocked
to be cleverly devised and not too time consuming; they make sense
and you'll feel a sense of accomplishment when you complete them.
Dr
McNamara is a little bit like George Stobbart from Broken Sword,
but with a less dry sense of humour and a much darker interior.
Staying in a New York hotel, you have travelled there to decipher
the reasoning behind the actions of five patients who are seemingly
not connected to each other. There's a raging thunderstorm outside,
which only helps to increase the desperate feeling of the situation,
akin to Bladerunner, while the background music is top notch, reminiscent
of Resident
Evil or Silent
Hill, as the melody plays away in the background, interrupted
by heaving piano keys echoing in the distance. Due to preview code
only having the German language option, I cannot give an opinion
on the voice acting - but if it's as high quality as the rest of
the game then it'll be very good indeed.
Given
that the game is set in New York, I expected to find a few more
people to be walking around the streets - they didn't need to be
interactive, but just a few more faces would make the place feel
a little more lifelike, showing that whilst your life may be under
the pressure of psychological terrors, the rest of the world carries
on around you. Oh and where are everyone's umbrellas? Considering
the amount of rain onscreen it seems strange that everyone is happy
to walk around getting drenched, although this is a minor discrepancy.
The graphics don't break new ground but they are fitting to the
dark theme of the game and help to build the atmosphere of a psychological
thriller. The buildings are suitably downbeat looking, with odd
bits of artistic flair; the asylum looks like 1950s communism encompassed
within walls that keep the memories of the fallen (you could argue
it also keeps the minds of forgotten patients!) The lighting is
very effective, along with the clever use of the camera angles -
you won't realise how many there are available unless you are thorough,
which you'll need to be to finish the game.
Using
Dr. McNamara to delve into the minds of patients allows you to become
the one with patients (so there are six playable characters in all),
reconstructing the events that brought them to the asylum. It's
an interesting take on the adventure genre that's similar to the
film Memento in terms of working backwards and forwards through
the story, whilst also hinting that McNamara himself has something
of chequered past. Luckily, the characters' stories vary, so you're
not left with repetition in the gameplay. There are moments that
are truly disturbing and you will want to turn the music down and
the brightness up. One particular moment concerns your meeting with
the fifth patient, who possibly has the most blood chilling breathing
I have ever heard! McNamara makes a judgement call and hightails
it out of the room, which I thought was quite an amusing little
sketch - these little details and stabs at humour help you get through
the disturbing piece of storytelling. I'll warn you now though;
Overclocked is not for the fainthearted - some of the shouting and
screaming found in this game is something that sounds like it was
sampled from a real asylum!
The
subtitled dialogue is fine, although maybe a few more option choices
and extra end of conversation lines would be a good addition, so
as to lessen any repetitiveness that might start to grate. You will
need to listen to everything that is said in the cut scenes, because
if you don't there is no replay feature and you'll miss out on vital
information. If the developers could implement a feature that allows
you to replay some cut scenes then this would definitely benefit
the game.
I'm
not going to ruin the story, because even the smallest details found
in Overclocked: A History of Violence are worth discovering for
yourself. I look forward to getting my hands on the finished product,
especially to discover what the English voice acting is like. Is
McNamara as good as he says he is? Was it the best idea to let your
best mate look after your wife? Where will the doctor and his nurse
go after the patients have been cured? Will they ever be cured?
These are only a handful of the many questions that need to be answered
- and I'm looking forward to discovering the answers, no matter
how chilling they may turn out to be!
Previewed by Christopher McNally for AceGamez (All Rights Reserved).
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