Hey all,
I've been playing this over the past couple of days and thought I'd share my views so far. I've played through most of the game (up to the start of the final chapter) and must say it's one of the more intriguing, frustrating, innovative and flawed games I've come across in a while. Oh, and while I've kept the spoilers to a minimum, and haven't revealed any plot points, I have described the gameplay a little.
The Good...
Although ostensibly a survival horror, this really exaggerates the 'survival' at the expense of the horror. There's quite a 'unique' control system that focusses on interacting with your environment, from using fire extinguishers to batter down locked doors, to shooting wall brackets to release cables that you can then climb up. None of the ideas are completely novel, but they combine well to give you a feeling of a real place rather than just a series of levels.
Speaking of which, Central Park seems beautifully realised. I've never seen the real thing, but I had no problem suspending my disbelief.
Also great is the notion that many enemies can only be killed with fire. While you do have a gun, it's only really useful for weaker enemies and as a tool. So to actually kill the humanoid enemies you have to burn them. You can go for the simple but brutal option (hold a branch in the fire until it catches alight then pound them with it), make molotov cocktails or be a little more creative. For example, you could get a drink from a vending machine, keep the empty plastic bottle, use your knife to puncture a parked car's petrol tank to fill the bottle, combine it with some sticky tape, throw it at the ground at a point where your target is wandering then shoot it as he walks by...
All this is done in real time, BTW. If you're under attack, you can't just break off the fight to improvise a molotov cocktail. Healing, too, is handled well. Minor scrapes can be dealt with by a first-aid spray (in real time), and aren't particularly troublesome, although enough will kill you. Major wounds (like being twatted into a lamp-post by an 8-foot tall zombie) trigger a timer which counts down as you lose blood. Only bandaging your wounds will save you, and this takes time. And bandages.
Which brings me on to inventory management. You can only carry what will fit inside your jacket, and while the space inside suggests that our hero stripped it off some unsuspecting tubby bystander it's still pretty limited. You can't just load up on molotovs and march into battle. This neatly prevents the earlier Resident Evil games' situation where you start being highly vulnerable, making every shot count and thinking 'do I really
need to kill that zombie' and end the game with enough firepower to take down a small army, idly blasting zombies and monsters alike.
The Bad...
Some parts of the game are among the worst designed I've ever encoutered. The game is divided into 'chapters', and the first chapter ends with you driving away from a big scary monster through the streets of New York. Firstly, the driving engine isn't bad, but it's not really up to the job. Secondly, there are some mind-bogglingly stupid situations on the drive where it's not clear at all what you need to do to survive, and only one choice will let you survive. And most importantly, there are no checkpoints. None at all. Death can come at any time (including through random occurrences, like bouncing when landing and another car swerving into you), and you have to restart. It's only about five minutes in total, but it took me forty-six attempts to get through.
Forty-fucking-six. You might be luckier than I, but sadly that's what it comes down to. Luck.
This isn't the only such segment - there are others, but it's by far the worst. There are a small handful of sections where random death stalks...well...randomly. They might be short, but they'll have you experiencing a nigh-orgasmic thrill at the thought of finding whichever sadistic bastard dropped these sequences into your game, getting his testicles in a vide and crushing them to smooth pate.
Finally, near the end there's a free-roaming segment which has you running around the park destroying certain things. It's fun, but there's far too much of it. It's a fairly blatant attempt at lengthening what would otherwise be a fairly short game. While it does challenge you to put into practice what you've learned in the game, it does dramatically restrict your ability to create fire - while a little of this would be pleasantly challenging, too much of it leaves you running/driving around, unable to proceed until you've found something you can use to burn the damn targets.
The Ugly...
Maybe I'm wrong, but I strongly suspect this was rushed onto the shelves. It feels...well...rough as hell. The control system is unwieldy at points, there are more than a few bugs lurking and (in the free-roaming sections) if you save the game then load you may well find yourself halfway across the park with several angry monsters nearby. And possibly with half your items missing.
The plot is interesting but incoherent. The characters are poorly-defined, acting as the situation demands rather than staying true to any notion of 'character'. To be honest, I'm fairly indifferent as to how the story ends at this point.
It's not frightening. All the ingredients are there...human frailty, limited resources, deadly enemies; but somehow it just doesn't 'click'. As opposed to the Project Zero or Forbidden Siren games (which could have the average special forces trooper scurrying from the room in search of a change of underwear) you never feel particularly frightened. The monsters just don't inspire fear in the way that some other games' foes do.
It also has little to do with the earlier games. The first game is pretty much the originator of the survival horror genre (yes, yes I know there were others before it like Sweet Home, but it's the first one most of us can think of), and despite its faults it was a unique game with a wonderful atmosphere. Although there is an attempt to tie in the narrative of the early games, narratively it has farmore in common with the (urgh) fourth game or (shudder) the movie. This is nether good not bad...but if you're expecting this to be the early games remade with modern technology you'll be disappointed.
So there we have it. I can't quite decide whether I like it or not. The game occasionally delights and enchants...then beats you about the head with shoddily designed sequences and bugs. It hasn't stopped me from enjoying it, and I do feel that an attempt to try something new and step beyond genre boundaries should be rewarded. Also, were I marking it out of ten, it would get an extra point for actually letting you shoot the locks off doors or blow them up to get through, rather than having to constantly search for fucking keys. Picture the scenario - burly special forces agent rampaging through the enemy base, carrying enough weaponry to blow up Ireland comes screeching to a halt and radios in... 'Damn'...'What is it Johnson?'...'It's a rusty gate with a tiny lock. No way in hell am I getting through there'...'Those unmitigated bastards. Better just call the mission off then'.
Sorry. Oh yes...Alone in the Dark. To steal Plissken's wonderful comment:
Quote:
The arguments for [this game] make it sound like an abusive domestic relationship. "He must love me, he always buys me flowers to say sorry for punching me."
I love it...but it just won't stop beating me...