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Assigning a review score to a game is usually a fairly easy job.
If it's good, give it a high score, if it's average, give it a middling
score, and if it's bad give it a low score. There are however those
rare games that deliver a combination of jaw-droppingly brilliant
and head-smackingly awful; the only thing to do in this scenario
is to allocate an average score and unfortunately, despite doing
oh-so-much right, that's where Alone in the Dark finds itself.
If
the title sounds familiar then there's a very good reason: Alone
in the Dark was first released in 1992 and this successor shares
the same name. Those familiar with the series will know that this
is actually the fifth game, though it does feel like a slight change
of pace. Gone are the creepy mansions and claustrophobic elements
that inspired the first Resident Evil and in their place is the
expansive playground of Central Park. Y'see, some butterfingers
has only gone and awoken Satan and put the whole of humanity in
jeopardy - what a clutz! Predictably it's down to Edward Carnby
to get to the bottom of it and send Beelzebub back to the underworld
for the rest of time.
For
someone who first appeared on gamers' screens some sixteen years
ago, Edward Carnby has aged well. Surprisingly well in fact, as
for a man who once sported an MS-Paint style crop of bright red
hair with moustache to match, he's managed to morph into a leather
jacket clad, long haired, all action hero with an 'original' line
in 'witty' one liners. There's a perfectly good explanation for
this transformation but it would ruin some of the game's plot to
say what it is, so just accept that there's something here for fans
of the original title - a game I absolutely loved.
And
there are times when Alone in the Dark lives up to this heritage
and you just want to give the new hunky Carnby a big hug for inventiveness.
The genius of setting fire to objects using the tactile controls
to batter your way through a door while flames lick around you,
or every time the physics puzzles behave as they should and you
can pat yourself on the back with a feeling of pride and intelligence.
Then there are other times when you want to smack Edward's chiselled
jaw in with the nearest fire extinguisher - every time the controls
leave you flapping around at an enemy like a seal undergoing some
kind of seizure, or when you do exactly what you're supposed to
only for the game to kill you anyway, sending you screaming back
to the previous checkpoint. It's no wonder this newest incarnation
of Edward Carnby is so sullen and moody; he's getting mixed messages
all over the place when what he actually needs is some positive
reinforcement.
Well
Carnby, perhaps you'd get some if you did what the hell I told you
to do more often than not! The first difficulty the game has is
in not being able to tell if it's a first or third person adventure.
The idea is that you use the third person camera for running, jumping
and climbing trees, while the first person view is chosen for shooting,
using your hands on objects and looking around rooms for the illusive
object that will help you solve the puzzle. The latter works as
nicely as you'd expect - it's not as slick as Halo
but it does the job - but the third person is very hit and miss.
The third person camera is viewed from a set point in the room,
rather than over the shoulder, and as such it is prone to leaping
around at inopportune times while being distinctly unhelpful at
others. The game's activities are hugely varied but this just confuses
matters more, as the game tries to be a jack of all trades and ends
up being passable at one or two.
There
are plenty of examples of this and here are just a few. You can
combine objects in your inventory to make impromptu weapons (bottle
of fuel + rag + sticky tape + lighter = sticky Molotov cocktail!)
but you have to go into your coat, accessing a fiddly 3D interface
every time you want to do it - and if you have hungry monsters nibbling
at your toes, it can cause you deaths that really shouldn't have
happened. Then there's the melee combat. You pick up a weapon (a
sledgehammer, an axe, a piece of pipe) and in third person only
(why!?), you approach an enemy and sharply swing the right analogue
stick from one side to the other in an attempt to make it feel like
your arm. Sounds good? It isn't; I lost count of the number of times
my ridiculous avatar ended up camply waving a burning chair at an
angry monster only to be smacked halfway across the room.
Then
there are the driving segments that involve you hotwiring cars and
siphoning gas from tanks to survive (good idea). Unfortunately,
the driving physics are dreadful… again, there are plenty of examples
of this but the one that sticks in the mind the most is this stupid,
stupid segment that I can only assume was put in by a designer who
really hates Atari's customers: you have to drive from one
side of the park to the other but - oh no! - there are vampire bats
continually settling on your car and slowly draining your life.
"Never fear", says the game's 'helpful' advice pop up - "Lose the
Vampirz (sic.) by driving fast or slamming into objects." Yes, that's
right - the game is asking you to crash and lower your life in order
to progress. You could always drive fast but you'll find yourself
hampered by non-existent scenery pulling you to a halt - and don't
even think about taking a shortcut either, because the game will
insist that you go back to the checkpoint before the next one flashes
up on your mini-map. Sorry, did the use of the word "checkpoint"
imply that these sections have auto-saving? Well, they don't; if
you crash (and you will - repeatedly) then it's back to the start
of the section for you. It's quite telling that I picked up the
"driven ten miles in a car" achievement on the very first section
that employed these broken dynamics, thanks to the number of restarts
I required before I persevered through it.
Despite
all these terrible flaws, every time you come close to giving up,
the game offers a moment of inspired genius - and for a fleeting
moment you can see exactly what the developers were going for. It's
mainly the environmental puzzles - hand-make a sticky Molotov cocktail
and throw it on the back of a little monster to destroy its out
of reach nest, for example, or shift corpses in a precariously balanced
bus to ensure that it doesn't topple of the cliff when you make
your break for the exit - that are really clever and unusual. On
top of this, it's quite the looker too, even if Carnby's face looks
like it's been made with the same rubber that was used to manufacture
Eighties space hoppers. The environments are dark, moody and detailed,
the fire looks brilliant (though not quite up there with Far
Cry 2) and the lighting is suitably atmospheric. The sound's
decent as well, with creepy choral music echoing in at important
moments and distant monster moans ensuring that you never quite
feel safe. The dialogue fares less better but that's more down to
the scripting, which is very much from the Marcus
Fenix school of intellectual cut-and-thrust.
The
very best bit of the presentation though is the episodic nature
of the game. Alone in the Dark is split into eight hour-long episodes
(depending on how you fare with the puzzles, of course) and each
one has an enticing looking 'previously on Alone in the Dark' featurette
that reminds you of the story, as well as the last cliffhanger that
you ended on. The system works superbly and if this game leaves
no other legacy than to make someone else shamelessly rip off the
idea then it's good enough for me. It makes you feel more involved
in the surprisingly good storyline and ensures that the key points
are constantly at the front of your mind so you're not left as in
the dark as the protagonist (sorry!).
With
so many good ideas, an awesome selection of puzzles that make you
feel smart and attempting to fill the horror-shaped hole in the
Xbox 360's line up, Alone in the Dark should be a solid 8 - but
you can't just ignore the numerous problems that will leave you
tearing your hair out. In the end, the storyline and memorable moments
will push most players towards finishing the eight to twelve hour
storyline but this will be despite the majority of the gameplay
rather than because of it.
It's
worth nothing that a lot of the issues that gave the Xbox 360 version
such a lukewarm reception have apparently been improved in the PS3
version, so if you're thinking of taking a look at the game and
have the option, this would seem to be the one to go for.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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