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This game from Deep Silver is all about horror. As a lover of horror
games, I am really excited about my chance to journey to the peak
of this Cursed Mountain. The Wii is becoming a popular platform
for horror games - Dead Space: Extraction and Silent Hill: Shattered
Memories are both on the horizon - so high hopes are resting upon
the experience that this game provides. Will this vanguard pave
the horror road in gold or will it falter after the first leg? I
wasn't expecting much from a relative rookie developer, but what
I found was mind-blowing.
The
story behind Cursed Mountain is refreshingly sophisticated and deep
for the casual-game-oriented Wii. It starts out fairly run of the
mill - your brother is lost somewhere on Chomolonzo Mountain and
you have to go and rescue him. However, even before the first level,
in a short playable section where you control the soon to be lost
brother, you learn exactly how this very experienced climber got
"lost" in the first place, while the story unravels a bit more when
control switches to the main character you control for the rest
of the game - Eric Simmons - and some unforeseen skulduggery becomes
apparent. Exactly what this is I'll leave for you to find out, but
it does add a welcome twist to what seems initially like a standard
tale.
The
game begins in a Tibetan village in the lower half of the mountain
and you soon realise that something is amiss, filling your brain
with questions; some are answered, some are not and some branch
out into all manner of impossible solutions. I don't mean the little
stuff like when is the next enemy going to jump out at you or wondering
where extra ammo may be - these kind of frankly mundane questions
ruin a lot of horror games (for example, Dead Space is not much
more than in-your-face sudden shocks). Cursed Mountain, however,
offers true terror, which is generated by the superbly executed
amalgamation of various game elements. The first foothold on the
mountain of fear comes from the clever use of uncertainty. Why is
this village deserted? Is it deserted? Are these ghosts you keep
seeing real or just high-altitude hallucinations? If they are real,
can you kill them and can they kill you? Alright, on paper these
questions have relatively straightforward answers - but if you really
think about them closely then hidden questions spring up, causing
more uncertainty and more paranoia at what might happen next. The
game capitalises on this beautifully, and my favourite bit of trickery
comes from the appearance of the ghosts. Their outlines are obviously
human in nature so they must be human - right? But they're black
in colour, so you can't make out any detail. Also, they don't move
like humans and some of their limbs seem broken or out of proportion.
Then more questions hit you: how did whatever they are become ghosts
in the first place? And why are certain ghosts more colourful than
the others?
It's
not the exact questions that are the sticking point here - it's
just that the game is getting you in the character's shoes, immersing
yourself in the dreadful experience. The game clouds your mind to
the obvious truth - enemies are coming towards you and you're going
to have to despatch them to stay alive.
The
enemies are ghosts. Exactly what they are spirits of is never clear
although it is clear that they are not very happy with you or your
brother. These spirits, although being on the wrong side of dead,
can actually hurt you - most just claw you to death but some have
other ways of making you squirm. Luckily, you find your brother
Frank's ice axe which he had blessed by Tibetan monks before his
ascent of the mountain and subsequent disappearance. It's not that
handy as a weapon but you can at least hit the ghouls with it if
they get too close. It's replaced as your weapon of choice by a
funny-looking Tibetan magic hooked knife called the Kartrika. This
handy tool acts as a gun/axe hybrid - you can still swing it when
in close quarters but you can also aim it and shoot. To shoot, activate
your Third Eye - an over-the-shoulder view that can reveal hidden
objects - and point the Wiimote at the TV. This brings up a crosshair.
Position it over the ghost, hit A and an orange bolt of religious
energy streaks towards the wandering dead. Individually, ghosts
are pretty easy to kill if you keep your wits about you. In groups
or if they appear right behind you (they have a nasty habit of doing
this), they become a nightmare to handle.
As
I mentioned, this game sucks you in and really immerses you in the
game world. A large part of this is the innovative controls and
how they are exquisitely blended with the mountain environment.
Firstly, movement is controlled with the analogue stick equipped
Nunchuk. The really exciting feature about the movement is that
there is a genuine feeling of friction to the whole thing. Walking
up a steep slope sees Eric struggling forward against the harsh
mountain wind or high-altitude environment. For gamers who love
nothing more than skipping about at ludicrous speeds blasting foes
in a heartbeat, it will probably seem annoyingly slow. Cursed Mountain
just isn't a fast-paced game though. It sets up a dark and disturbing
atmosphere that grabs you the moment you begin play. While I would
have liked the ability to turn your character round 180 degrees
quickly as in Resident Evil, I think the limited speed of movement
and sense of effort it conveys work remarkably well in this terrifying
horror game.
The
Nunchuk is used in combination with the Wiimote superbly, you'll
quickly realise that developing this game for any platform other
than the motion-sensitive Wii would have been impossible. If you're
climbing up a near-vertical cliff face and you suddenly slip, flick
the Wiimote forward and smash an ice axe into terra firma to save
yourself from the deadly drop. Another cool part is when a ghost
grabs you - whipping the Nunchuk and Wiimote back and forward in
alternate directions shakes the ghoul off before he can suck out
some of your blood. However, the most ingenious idea is the magic
seals, which appear as glowing red circular symbols only visible
with your Third Eye. For the most part they are on the chests of
ghosts after you've hit them enough times (either through zapping
using the Third Eye or via melee combat). Aiming at the seal and
pressing A brings up one or more "gestures" that must be performed
to break the invisible bonds. These gestures are simply directions
you need to move the Wiimote or Nunchuck. For example, one seal
may require a diagonally downwards swing of the Wiimote followed
by a push of the Nunchuk towards the screen. All the sequences are
different so you never know what's going to come up. Unfortunately,
they do not appear randomly chosen, each seal having the same series
of gestures every time you restart the game.
When
you break a ghost's seal, the unseen bonds tethering their spirit
to Earth are broken and they are released from limbo - the realm
between this world and the afterlife. A release from limbo means
the spirit trapped there can now freely rise up into Heaven and
be at peace. This is obviously a good and kind act so is rewarded
by Eric gaining an often life-saving bit of health. The only other
way to regain health is by collecting and using Incense Sticks in
special religious shrines. Tibetan monks use lighted sticks that
give off welcoming fragrances when burnt in various religious ceremonies.
Again, this game remains true to its central theme which is excellent
to see.
It
must be said that the game is certainly not as pleasing on the eye
as some of the high-definition marvels hitting the shelves. The
visuals are of reasonable quality by today's standards, matching
the level of some of the later Silent Hill games, sharing the same
dark and gritty style. I do love the contrast created by the bright
coloured snowfall or small flags blowing violently in the wind.
Disappointments include the blood spurting from Eric as he is struck
- stylised red balls - and the very square sparks that fly out from
the impact of a sharpened ice pick on a solid brick wall. Also some
areas are extremely dark, far too dark to see where you are going
- thankfully a rare occurrence yet still irritating.
The
between level cutscenes are a highlight. They are never overly long
and are shown in a comic book fashion with static images fading
out into others to tell a story. All these images are displayed
in washed out colours - light browns and pale yellows - often with
large black areas around the outside. Some objects are brightly
coloured, immediately catching your eye but what I really enjoy
is the feeling that you're always missing something. When they are
over you're left thinking that everything you've discovered fits
into a bigger puzzle.
I've
been saving the best until last as the sound in this game is truly
phenomenal - it really is the best sounding game I've played all
year! The voice-acting is amazing, especially the lead character
Eric. He sounds very British and rough and ready. He's an experienced
climber that has no fear of the climb ahead of him yet is obviously
terrified and confused at the events happening around him. He's
also angry at having to rescue his overambitious brother. Other
characters also sound fantastic such as the Tibetan Shaman sounding
old, wise and a tad frightening, although Eric is definitely the
star of the show.
The
ambient sound effects don't let up on the avalanche of coolness.
In some levels most of the sound is realistically drowned out by
the ferocious mountain gales. In these areas people communicate
with you via a microphone making the sound come amazing clearly
through the Wiimote itself! In more sheltered interior levels you
get the cries of unseen women, the thump of your heart when at low
life, inexplicable footsteps near you that stop when you stop and
some eerie dripping sounds. My favourite comes when you've just
seen a ghost round a blind corner. You give chase, weapon equipped,
ready for a fight. You round the bend and check the room - nothing.
Suddenly the sound of plates crashing behind you makes you wheel
round in terror, only to find an empty room, no plates on the floor
and no ghost. Ghosts are incredibly tricky to track down when they
want to be - they can appear at any point, any time and even walk
through solid objects. There is simply no way of knowing when one,
two, three or an entire army of the dead is going to reveal themselves.
There could be one behind you right now.
Continuing
the audio superiority, the music is suitably scary in nature. It's
quite difficult to describe; it's slow and mysterious with what
sounds to be moaning or chanting in the background. It also sounds
as if there is someone quite close breathing faintly - disturbing!
As usual though, it suits the game's theme perfectly. The music
also changes to a slightly more upbeat and panicky rhythm when ghosts
pop up, getting you mentally prepared for combat.
Lifespan
is the place where this game drops a few feet in the uphill struggle
to greatness. The single player game is a fair length, not super
short but also not extremely long. Once you've completed it though,
that's the end. I simply cannot think of anything that could keep
you playing - there's no multiplayer, no random encounters, nothing.
Some sort of timed mountain climbing challenges or even a cooperative
climb mini-game would have been an improvement. Cursed Mountain
is like a well-written horror novel. The story it tells is excellent
but after you've read the last sentence, there's really nothing
more you can do.
Cursed
Mountain is a remarkable horror game - for pure unrelenting terror
it is way above the recent high-tech offerings of Resident Evil
5 or Dead Space. The clever use of uncertainty in the story, the
impeccable sound and the immersive gameplay ensure horror fans are
in for a real treat. However, I don't think it's going to convert
anyone to the horror gaming genre. The general slow-pace and restrictive
movement speed will undoubtedly start to annoy more action-oriented
gamers. The replayability is minimal and the graphics certainly
won't win any prizes. My advice is that if you love horror games,
buy this game as soon as possible. If you really can't stand being
scared, steer well clear as scares are guaranteed.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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