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When the Xbox 360 was first released, Condemned:
Criminal Origins shone out among the usual revamped sequels
and hastily redeveloped titles intended for other consoles as a
fine example of what Microsoft's new machine was capable of. It
managed to combine an innovative combat system with the hugely popular
survival horror genre to produce something truly original and, just
as importantly, terrifying. When first playing the game with the
lights off and the sound up, it wasn't long before I had to switch
to something less bloodcurdling to calm down. To this day I am mocked
for wanting to play it only when someone else was in the room with
me. The rush produced by this feeling is one of the most sought
after in gaming and Condemned dealt it out constantly. With the
release of a sequel, Condemned 2: Bloodshot, I was hoping for more
of the same fear-inducing experiences that I had grown to love.
As
the second part in a trilogy, Bloodshot suffers somewhat. While
the original could get away with leaving almost everything open
to speculation, the sequel is forced to cover the majority of the
issues brought up by its predecessor. This means that much of the
mystery is lost, removing the sense of confusion and paranoia that
made the experience so engrossing in order to set the scene for
the final instalment. Thankfully, the locations have moved on as
well as the story, with only one area being revisited and, even
then, the approach taken is different, meaning that everything is
fresh. Familiar characters are also present, grounding the story
and providing enough material to make returning players feel comfortable.
A slight annoyance, however, comes in the form of the heavily redesigned
main characters - protagonist Ethan Thomas and his supporting detective,
Rosa. Ethan has been totally revamped from a fresh-faced investigator
to a grizzled alcoholic with a muscular physique and a bad temper.
While much of this is understandable after what he was put through
in the first game, it is initially jarring to be identifying with
what is essentially a totally different character. Rosa's changes
are more transparent and irritatingly unnecessary; the impression
you get from her new, more attractive appearance is that the developers
wanted to show off the improvements to the game engine rather than
anything related to the story or gameplay.
The
story itself starts off well. Down on his luck eleven months after
the Serial Killer X investigation, Ethan Thomas is a disgraced,
unemployed alcoholic who's intent on forgetting the horrific underworld
of Metro City. However, he is contacted by Malcolm Van Horn, who
warns him that the previous events are not yet over. Van Horn then
disappears and the SCU appear, demanding that Ethan return to his
old case to uncover the secrets of Van Horn and Serial Killer X.
When it appears that Ethan is connected to the mysterious cult behind
the city's problems - the Oro - he finds himself drawn into more
sinister developments and it is up to you to keep Ethan alive as
he slowly learns the truth behind the cult and his own history.
Certainly compelling stuff but, without spoiling too much, once
the Oro become more involved it does get a little bit silly and
rather far removed from the enigmatic plot of the original Condemned.
Character
makeovers aside, the graphics are virtually flawless. While the
original Condemned made great use of the 360's power, as time has
gone on and the technology has improved, SEGA has been able to create
an even more immersing and realistic environment. The game engine
runs smoothly with no noticeable clipping and only the odd character
animation going wrong. In the one case I observed, a corpse was
subjected to an eternity of somersaults as it failed to successfully
fall down in a narrow space. However, a hearty smack from my crowbar
soon set him right! The visual effects are beautifully realised,
with special mention going to a couple of examples. First, the fire
in this game looks fantastic and spreads and burns realistically;
at no point does it look like a stock animation lazily slapped on
top of a texture. The liquid effects of gore, blood and oil etc.
look excellent as well; when encountering the slimy alcohol demons
that reside in Ethan's subconscious, you'll find yourself at risk
of being murdered while admiring the way the light plays over their
slick, monstrous bodies.
The
enemies are, thankfully, more varied now and provide some truly
grotesque examples of humanity on the edge. If you're unlucky enough
to get close enough to the shirtless and insanely gibbering drug
addicts in the early levels, they leap at you desperately and you're
treated to a melee quick time event that will have you cringing
back into your seat to avoid their drooling, sore-covered faces.
While 'realistic' graphics have recently been criticised for overusing
the bloom effect and turning everything to a monotonous grey and
brown palette, Bloodshot manages to avoid this generically 'next-gen'
feel. Colours are muted but the locations are varied enough to provide
impressively distinct environments, ranging from the starkly white
interiors of the Special Crimes Unit to a wood-panelled log cabin
in a snow covered mountain range to a burnt-out doll factory. The
visuals do suffer at times, however, due to the overall darkness
of the game. Areas are often difficult to navigate and textures
can be hard to discern in the darkness, which isn't helped by the
pitifully weak torch you carry around.
Even
with these issues, the game remains visually spectacular and the
sound is equally well produced, providing a great amount of the
atmosphere for which this series is renowned. The impact sounds
made by weapons are terrifically visceral and it's possible to hear
bones snap when dealing out the pain. Environmental sounds add to
the tension and random snippets of whispering and enemies running
in adjacent rooms can often be heard, mixed in with Ethan's own
footsteps. Worth noting is a short section where you have to don
a gas mask in a smoke filled factory. With the headgear on, your
visibility is greatly reduced (you'll find yourself wishing that
Ethan carried a handkerchief and some Windex) and, apart from your
own breathing, all other sounds are heavily muted. Enemies make
the most of Ethan's reduced senses (and their own impressively sophisticated
AI) by sneaking up behind him and you find yourself waiting for
the next blow to the back of the head to let you know there are
foes nearby to defeat.
The
fear-inducing effects of any game are not simply down to polished
visuals and audio, however. When Condemned first came out, the gameplay
was the most immersing experience any gamer could have and that
made all the difference. You never observed what happened to Ethan
- you lived it. Right down to the first person perspective vomiting
(don't worry spew fans - it's back!) This style returns and what
Ethan feels, you feel. Desperation can quickly set in when there
are no health kits to be found and, upon sighting a tough enemy,
you'll find yourself praying to get out of the encounter in one
piece.
The
original had a number of problems that prevented it from reaching
classic status and SEGA, to their credit, has listened to everything
that fans and critics have had to say and have put an unprecedented
amount of effort into enhancing the game for its sequel release.
The first area in need of work was the combat; while the concept
of a melee-heavy arsenal in a first person shooter was interesting
and innovative, it was also incredibly limiting, with only a handful
of attacks and one blocking move available. Condemned 2, on the
other hand, features a sophisticated combo system with more focus
on the individual stats of each weapon and realistic degradation.
There is also less reliance on the taser and finishing moves are
now dealt out based upon an attack meter in the top left of the
screen. These take the form of quick time events but actually require
a degree of subtlety to execute and there are enough variations
to ensure that they don't become tediously repetitive.
You
also have the option to make use of a number of environmental kills
where, by dragging an incapacitated opponent to a marked area, an
agonising finishing technique may be executed. The combat still
has its failing points, however - namely in the use of guns. You
can now holster firearms and pick up additional ammo, making them
a more important addition to your equipment. The shooting mechanics
are still flawed, making for an unpleasant experience that is, regrettably,
unavoidable in later levels where you are pitted against multiple
waves of assault rifle toting enemies. Later additions, such as
the Oro Crossbow (which kills anything with one shot) and
the ability to produce a sound wave that explodes enemies' heads
are, quite frankly, ridiculous and remove the story too much from
reality.
Next
up for an overhaul are the investigation segments embedded within
the levels. Previously criticised as nothing more than interactive
cut scenes, there is now considerably less handholding and any piece
of equipment may be utilised in the investigation. There are also
multiple possible answers (selected by the player) that yield different
levels of success. How well you do in these sections affects the
value of any upgrades you may receive at the end of the level (such
as the ability to sneak or perform certain combos).
In
addition to this improvement, the overall gameplay is markedly less
linear, with multiple possible solutions to a given puzzle. In one
example, Ethan has to determine the number of a hotel room but the
plaque has been ripped off the door. There are a number of ways
to solve this - by counting the numbers of the adjacent rooms, by
searching for the missing plaque or even looking at the room's phone
and guessing based on the number used to call it. It's these kinds
of additions that allow you to adopt your own style and reach the
required conclusion. As an added bonus, gone are the annoying fetch
quests once required to find a strategically placed axe or sledgehammer
to bust down a particular kind of door. You can now simply shoot
or bludgeon locks - most satisfying!
In
improving all of these areas, something still seems to have been
lost. The game just isn't as scary as its predecessor. As with the
Silent Hill
series, we can see how, once the protagonist becomes a bit more
handy with their fists, the pressure of finding and conserving weapons
vanishes. This feeling holds strong through most of the game until
you are forced to handle guns and then the focus shifts towards
ammo management and making every shot count (tricky when you're
an alcoholic in need of booze to steady your hand!) Once you have
the ability to blow up enemies' heads with your voice however, it
all gets a bit too easy. Provided you keep your distance and time
it right, anything the game throws at you is a pushover, without
the need to resort to any kind of weaponry. By feeling more powerful,
that helpless element from the original is lost. There are still
some sofa-staining moments of terror, but respite is always close
at hand.
The
game is also still relatively short. Whilst the single player campaign
only takes around eight or nine hours to complete, there is little
incentive to repeat it in order to obtain greater rewards from the
investigations. You are upgraded regardless of your performance
and, to be perfectly honest, a bronze award in each is more than
sufficient - you're not missing out on anything for failing to get
the gold. There are a few extra modes, but these are brief distractions
rather than anything substantial. The multiplayer supports up to
eight players in four modes (standard and team deathmatches plus
Bum Rush - where players are SCU agents and must survive together
for as long as possible - and Crime Scene - where SCU agents have
to prevent criminals from hiding evidence). The melee combat is
stripped down for online play and battles tend to be more frustrating
and frenzied than rewarding. The other additional mode is little
more than an opportunity to practice special combos against waves
of enemies. Unless you're really desperate for the achievements,
these are best to be sampled once and then avoided. The focus is,
and always has been, on the single player campaign.
In
spite of a few problems, Condemned 2: Bloodshot gets a lot right,
but it does have a tough job of living up to the success of its
predecessor and, ultimately, something is lost in the update. However,
given SEGA's approach to criticism held against the first instalment,
the final chapter in this series has the potential to reach a near-perfect
balance if handled correctly. Also, regardless of its failings,
Bloodshot is well worth playing, if only once through, and if you're
a fan of the original then you won't be too disappointed.
Reviewed by Henry Osadzinski for AceGamez (All Rights Reserved).
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