Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Wednesday, October 12, 2016

Luigi's Mansion

Nintendo - 2001 - Gamecube

Man Luigi's Mansion is a weird game. On paper, this game shouldn't even be good. Luigi explores a haunted mansion and vacuums ghosts? It's a type of game that's really easy to make wrong or design in a way that isn't fun for the player. It's really the type of game that only a developer like Nintendo could make

This was my first time playing Luigi's mansion since it launched back in 2001 which is fifteen years now. Crazy. Man I had forgotten how short this game is. A friend and I sat down to play through it one afternoon and we finished it in one sitting. If you don't dawdle around too much, you can finish this game in about 5 hours. Which is fine but unusually short for other Nintendo games of this era. The game still holds up pretty well, especially graphically considering the game is 15 years old now. The relative small size and scope of the mansion allowed the artists, modelers and animators to pour in a lot of detail into each of the rooms of the mansion which is still impressive today, especially considering this was a launch title.

Just about every encounter with a ghost boils down to trying to expose their weakness so that they can be vacuumed into Luigi's ghost capturing machine. Even 15 years later, this still feels like a unique idea. The closest elements in common with any other game are the light use of puzzle solving elements when trying to figure out how to expose the ghost's weakness. Even though the game still feels fresh it isn't without faults. I wouldn't criticize it for being too short, but I will criticize it for obvious attempts to pad out its length. Near the end of the game, Luigi is forced to trek back and forth from the roof of the mansion to the basement which takes roughly 5 minutes one way and there isn't anything new or interesting presented to you along the way. Now as an adult I can recognize when a game is stretching for time and I'm not sure why developers feel this is necessary. To me, artificially stretching a game's length in a boring or repetitive way is always way more egregious of a sin than just actually being short

Summary
Luigi's Mansion is a short but fun foray into a haunted house that's more about the atmosphere and elements of scariness than actually being scary, which I can appreciate. I've yet to play the Luigi's Mansion: Dark Moon which is a 3DS exclusive sequel released in 2013 as part of Nintendo's "Year of Luigi" promotional event. I've heard good things about this game and I may need to check it out soon. As the popular internet saying goes: "The Year of Luigi never ends"

Saturday, October 31, 2015

Five Nights at Freddy's

Scott Cawthon - 2014  - PC/Android/iOS

I don't like jumpscares. At least not the ones in movies, television or games. Strangely, I enjoy events like Universal's Halloween Horror Nights which are entirely predicated jumpscares, but there's at least a high production value and good spooky atmosphere present in the many scare houses and other attractions at the park. And that, to me, is the key. I think jumpscares are at their most effective when a good atmosphere is constructed that makes you a little nervous and on edge. Then just when you least suspect it - BAM! Something pops out and scares you. And that's it, now you've got your audience terrified. It's tempting to keep going back to the well and get more jumpscares over and over, but each subsequent jumpscare loses some effectiveness as they become more frequent and expected - especially in the case of Halloween Horror Nights where something pops out at you every 5 seconds. Which now that I think of it is probably why that event doesn't get to me. But most games/movies/TV shows know how to use jumpscares effectively, which is when I start not to like them. I just don't enjoy being scared that way... Which is why I've been hesitant to play Five Nights at Freddy's for a while. It's a game entirely predicated on jumpscares and it uses them effectively

The premise of this game is that you are a security guard who takes a night shift at a restaurant known as Freddy Fazbear's pizzeria. During your shift, it's revealed that the establishment's mascot animatronics have come to life and of course are trying to murder you. Your job is to last from midnight to 6am which is approximately 8 minutes of real time. In order to complete the game, you have to survive five consecutive nights, hence the name of the game. My question is: after surviving one night and knowing the animatronics are homicidal, why would you ever come back? Anyway, you're instructed that the animatronics only move in the dark when you're not watching them, so you're safe as long as you keep an eye on their locations. Your player is stuck at their guard post so your only defenses are checking security cameras, turning the lights on in the dark hallways adjacent to your guard post and closing the electronic doors, but each of these actions consumes electrical power, of which you have limited supply. If you run out of power, you're totally defenseless and more than likely are going to get jumpscared. This game is particularly effective at using audio, or more specifically the lack thereof, to create atmosphere. It's really unnerving to only hear the quiet humming of the security cameras or the buzzing of the florescent lights while your're waiting for what seems like an inevitable loud and disruptive jumpscare.

Since people love to watch other people get scared, this game got a huge boost in popularity from "let's play" videos on YouTube. This first game in the series was relatively critically and commercially successful and has spawned 3 sequels with an upcoming RPG spinoff as well as a movie adaptation from Warner Brothers pictures coming soon. All of this is a little much for me, especially considering the game came out only a little more than a year ago. Don't get me wrong, I liked the game well enough, but having 3 sequels and a movie deal in less than a year seems a bit excessive, no?

Summary
Five Nights at Freddy's is a game that knows how to use jumpscares effectively. It creates a tense atmosphere and keeps the player busy tracking the locations of multiple homicidal animatronics which pop out to scare the player when least expected. I think it's a good enough game, but this game's relative popularity has always been a little confusing to me... I suppose most other people a good jumpscare a lot more than I do.

Friday, October 16, 2015

BioShock

2K - 2007 - PC/X360/PS3

Wooo!! 100 reviews! I figured it would be appropriate to cap off #100 with the original Bioshock since I started back in 2013 reviewing the same franchise with my very first review of BioShock Infinite. I still don't think I'm a great games critic or reviewer and I still have a lot to work on, but in re-reading my first review from two years ago, I can see how far I've come. In addition to more comprehensive and insightful writing, I've started including video reviews with my posts as well, in case you hadn't noticed. Of course having 100+ reviews and a ton of content introduces a problem of content discovery, which I'm attempting to remedy with new features like my games of the year list and my top 10 lists - both of which I intend to add to and update often, so keep an eye on those. Anyway, enough with the housekeeping, let's get on to talking about Bioshock.

I remember seeing Bioshock for the first time at E3 2006 before it was released later in 2007. It was by far the most interesting game trailer I saw at E3 that year. The underwater city setting, strange combat powers and gruesome violence were so unlike anything I had seen in a game before. When I eventually got my hands on the game it also played unlike anything I had experienced before, having at that time never played its spiritual predecessors, the System Shock games. Bioshock's combination of shooting mechanics, light RPG and puzzle solving elements, and high level of audiovisual presentation were unlike anything else around at that time. I remember being struck by how cinematic and directed the game felt. It felt like a movie. It felt like an amusement park ride where you're barraged by an overwhelming presentation of audiovisual effects that all spring to life as you pass by them. Bioshock's atmosphere was so unique and refreshing and it absolutely captivated me.

Bioshock takes place in the 1960s and follows the story of a man named Jack who, at the beginning of the game survives a plane crash that leaves him swimming in the middle of the ocean. You guide Jack away from the burning plane and to a lighthouse, the only structure visible in the vast ocean other than the flaming, sinking wreckage. Investigating the interior of the lighthouse reveals a bathysphere which takes you deep underwater and eventually reveals the massive underwater city of Rapture, where the remainder of the game takes place. The trip to Rapture is accompanied by a voiceover from a man named Andrew Ryan, who introduces himself as the creator of Rapture and conveys that he built the city as a haven free from external social, political or religious influences. But of course upon entering the city, it's immediately obvious that something has gone very wrong in Ryan's utopia and now masked and bandaged psychotic murderers known as splicers roam the remains of Rapture. You're contacted via radio by a man named Atlas who urges you to assist him in rescuing his family who he claims has been trapped in the bathysphere dock by Ryan. Atlas warns you to be wary of splicers who were previously Rapture's human residents, driven insane from abuse of a drug called ADAM.

When processed, ADAM becomes something called a plasmid, which when injected into a user's bloodstram can rewrite genetic code and grant its users dangerous and powerful new abilities. In addition to traditional firearms and melee weapons, pasmids serve as your main defense against splicers and Rapture's other many dangerous inhabitants. The use of plasmids also rewards players for their environmental awareness. For example, the electro-bolt plasmid is extra effective when targets are standing in water. Similarly, the incinerate plasmid is effective when used on oil spills that can be found throughout Rapture.

Experimentation with Bioshock's many plasmid powers is one of the most rewarding parts about the game. In fact, the game seems to reward experimentation and clever planning in general. For instance, when splicers are hurt, they often seek out a nearby health station to heal themselves. In addition to being used by the player to heal themselves, these health stations can be hacked to yield cheaper healing prices and to damage any enemies that tries to use it for themselves. Or the player can choose to simply destroy the station which yields several consumable first aid kits. Rapture's hostile security robots can be simply destroyed (they're weak vs. electro-bolt or armor-piercing rounds) or they can be hacked to aid the player in battle. There's a multitude of options available to the player on how to dispatch enemies and it's fun and rewarding to experiment with the game's many systems to find a playstyle and strategy that best suits you.

There's also a moral choice element to Bioshock. "Little Sisters" human girls who have been inplanted with a parasite and mentally conditioned to hunt for and gather ADAM are plentiful throughout Rapture. They and their powerful "Big Daddy" protectors are neutral to the player upon encounter, but Big Daddies will go hostile if they or the Little Sister are attacked. Dispatching a Big Daddy leaves the player with a choice: rescuing or harvesting the Little Sisters. Harvesting kills the Little Sister and grants the player a wealth of ADAM which can be used to purchase new plasmids and other useful upgrades. Rescuing the Little Sisters yields very little ADAM and gives few immediate bonuses, but rescuing multiple Little Sisters can unlock powerful plasmids later in the game.

BioShock Video Review:

Summary
Bioshock is a wonderful blend of an immersive and atmospheric environment, a memorable story, and well designed game systems that reward the player for experimentation. While Bioshock's sequels improved on some mechanics, I don't think they ever recaptured the brilliance of the original game and its great blend of atmosphere, story and game mechanics.

Friday, October 31, 2014

Parasite Eve

Squaresoft - 1998 - PS1

I'm really not sure why I didn't try this game before now. It's got "me" written all over it. Parasite Eve is a text heavy horror RPG by Sqaresoft for the PS1. I love horror, I love RPGs, I love story and I love Squaresoft games. Classic Squaresoft, of course - not necessarily Square-Enix. Okay, so full disclosure: I haven't finished this game yet, but I'm on the 5th of 6 chapters. I usually try to complete every game I review here, but I wanted to play a bunch of new horror games in October and I think I bit off a few more games than I had time to chew this month. I'll admit to not finishing Clock Tower last week either. But I'm quite excited to wrap up Parasite Eve this weekend as opposed to Clock Tower which felt too aged for me to really enjoy.

Parasite Eve is actually a "sort of" sequel to a novel of the same name by a Japanese author named Hideaki Sena. The characters and themes of the novel were adapted to be used in the game, and a lot of new narrative was written by Takashi Tokita, who also helped direct Chrono Trigger. There's actually a lot of well-respected industry talent that worked on this game. Hironobu Sakaguchi and Tetsuya Nomura, both of Final Fantasy fame, respectively produced and did lead artwork for Parasite Eve. The game's excellent soundtrack was composed by Yoko Shimomura who is arguably the most prolific video game composer of all time who is not named Nobuo Uematsu or Koji Kondo. "Primal Eyes", "Missing Perspective" and "Out of Phase" are examples of Shimomura's great work on the soundtrack.

Parasite Eve tells the story of Aya Brea who is a cop working for the NYPD in a fictional New York City during Christmas of 1997. The game opens as Aya and her date are at Carnegie Hall watching an opera. During her solo performance, the lead actress of the opera starts to creepily stare directly at Aya and while the two gaze across the theater at each other, everyone else in the room suddenly begins to catch fire and spontaneously combust. It's a pretty crazy and horrifying opening scene. Aya then learns that the lead actress is being possessed by a being named Eve who is the source of the body melting fires. Eve eventually escapes Carnegie Hall and Aya must spend the rest of the game unraveling the mystery of who Eve is, learning what she's trying to accomplish, and finding a way to foil her plans. Parasite Eve isn't the greatest written game, but the story has its moments and keeps you interested by teasing a mysterious relationship between Aya and Eve.

One of the first things I noticed about Parasite Eve is how beautiful and detailed the backgrounds were. I love and miss all of the hand drawn backdrops that are present in all of Square's PS1 RPGs and I hope some of the modern RPGs will start to take a crack at this art style again. Parasite Eve's battle system is in some ways an evolution of Chrono Trigger's. There is no "battle scene"; encounters happen seamlessly while you're exploring. You also have full control over Aya's movements during the battle. You can move around to dodge enemy attacks and move closer when your ATB gauge is full to deal maximum damage at close range. All of Aya's weapons have range rating which determines how far away you can be from enemies and still successfully make an attack. I found I was constantly managing Aya's spatial position while my ATB was charging, which was an interesting mechanic. I know this is back-to-back reviews where I'm complaining about this, but really I found Aya's move speed to be too slow, both in and out of battle. Aya's snail-like move speed combined with the slow screen fade transitions made exploring a bit tedious at times.

Summary:
Parasite Eve isn't the most pulse-poundingly terrifying game out there, but I still found it be enjoyable. The game's creepy themes, excellent artwork and eerie soundtrack work together to make Parasite Eve an interesting play, but it's probably not anything that will make you want to sleep with the lights on. The combat was overall pretty decent, but it was hampered by Aya's slow move speed and the battles lacked that real addictive hook that's found in most of Square's games around this era. The story has its moments, but could really be aided by a little more character development early on. I did enjoy the realistic setting of New York City as opposed to the imaginary fantasy locations that are in most RPGs. I'm excited to finish this game up and to eventually move on to Parasite Eve 2 in the future

EDIT: Finished the game. The highlights of the game for me were the 4th chapter which is spent locked in a creepy abandoned hospital basement during a power outage and the 6th chapter final boss fight. Without spoiling too much, my first real moment of terror in Parasite Eve came during the final boss fight. I'd recommend this game, but only to players who can tolerate the pacing of older RPGs

Friday, October 24, 2014

Clock Tower

Human Entertainment - 1995 - SNES

Clock Tower is a true survival horror game that actually pre-dates Resident Evil and was released on the SNES in 1995. This game is not to be confused with the 1996 PS1 game Clock Tower 2 which was released in the U.S. simply as Clock Tower because the original SNES game never made it outside of Japan. So the Clock Tower series has the old Final Fantasy numbering problem where no one really knows which game you're actually talking about until you clarify with the year or system. I think we should all just universally agree to use the Japanese numbering for these games to minimize the amount of unnecessary confusion. 

It actually surprised me that the original Clock Tower was never released outside of Japan because on the surface at least, it seems like a very American styled game. You play as the very American-sounding "Jennifer Simpson" who is a young teenage girl and an orphan. In the beginning of the game, Jennifer and a few of her friends are sent to live at the "The Clock Tower" which is a giant old mansion owned by the wealthy Barrows family. Shortly after arriving, Jennifer finds herself separated from her friends and can her distant screams from somewhere in the mansion. She eventually encounters "Scissorman" - a short boy with a deformed face who wields a gigantic pair of hedge clippers. Scissorman is a villian who is totally straight out of all of the American slasher films that gained popularity in the 80s. Even Clock Tower's opening music sounds remarkably similar to Michael Myers' theme song from Halloween. 

Mechanically, Clock Tower is a blend of Survival Horror and a Point and Click adventure game. You move a cursor around the screen with the SNES d-pad and can interact with items or objects by pressing the "A" button. Moving Jennifer around the screen is done in a similar fashion. I know Clock Tower is nearly 20 years old now, but there were a few things about this game that really felt outdated. Actually, moving Jennifer is actually one of the first things I noticed that really irked me. WHY IS HER MOVE SPEED SO SLOW????? Out of curiosity, I went back and timed how long it takes Jennifer to cross the the main lobby from one end to the other. It literally takes 36 seconds. Think about how long that is. Even once I figured out that you can double tap A to run (why would I not ALWAYS want my character to run??), it still takes 13 seconds. Too slow!! Even in 1995, players had to have gotten fed up with this.

Each encounter with Scissorman is resolved by running away from him; there is no combat in the game. Scissorman usually shows up randomly while you're exploring the mansion or trying to solve puzzles, but some of his appearances are triggered by certain actions. The puzzle solving in Clock Tower is not really a strong suit, but the game does build tension somewhat effectively. Like any good horror game, there is a fair amount of suspense when Scissorman ISN'T around, because you're not sure when he'll appear next. But when he does appear, dealing with him is really more of an annoyance than a terror. Moving Jennifer around often felt unresponsive and even when Scissorman killed me, the game just took me right back to where I was before I died. So really death in Clock Tower is just kind of a mild annoyance. I felt that this game could have benefited from knowing that the player's enemies are always the most scary when you can't see them. The best parts of Clock Tower were when Scissorman was nowhere around. Like Alfred Hitchcock said, "There is no terror in the bang, only in the anticipation of it". 

Summary:
I can't really whole-heartedly recommend this game unless you're a huge fan of classic horror games or classic point and click games and can overlook this game's faults. I'm afraid it really hasn't aged that well. It does suspense somewhat well, but everything else will feel very old. I could see how this game would have had its place back in 1995 with like young kids staying up late and playing this at a sleepover with the lights off or something like that. I've heard subsequent titles in this series improved on the formula of the original, so maybe I'll check one of them out eventually. If you do decide to go back to the original, I'd advise doing so on an emulator that has a "speed up" feature. Seriously, that walk animation...

Saturday, October 18, 2014

Zombies Ate My Neighbors

LucasArts - 1993 - SNES/Genesis

I'm cheating a little bit here by labeling Zombies Ate My Neighbors as a horror game. I don't think it's truly a horror game, but it is horror themed if you can make a distinction between those two things. So remember when LucasArts was a thing? Well back in the 90s before all they were doing was milking the Star Wars license, LucasArts used to be known for quality point-and-click adventure games like Monkey Island, Day of the Tentacle, Full Throttle, and Grim Fandango. It was around this time that the creative talent at LucasArts broke away from their traditional fare of PC adventure games to produce Zombies Ate My Neighbors, a co-op shoot-em-up game for the SNES and Genesis. Yes, the game can also be played single player - but find a buddy if you can. The real fun is had in multiplayer.

So you, and hopefully a friend, will play as Zeke and Julie - two teenage neighborhood kids who witness an attack on their suburb by just about every horror movie monster you can think of. There's zombies, mummies, werewolves, aliens, vampires, you name it. Zeke and Julie arm themselves with all sorts of unconventional weaponry like squirt guns, soda cans, dinner plates and fire extinguishers to combat the threat. Each weapon's effectiveness varies depending on which enemy it's used on. For instance, mummies are weak vs. soda cans. Because, you know, reasons.

The game features 55 levels, but I'm not sure I've ever even made it past the twenty something range levels in this game. It gets pretty hard pretty quick, even with co-op help. The main objective in each level is not to kill all of the enemies, but to save all of the neighbors in each level. Each level's map is a non-linear, giant block of terrain and you must rescue each and every one of the neighbors hidden in the level. You don't have a hard time limit, but the longer you take, the more likely it is that neighbors will start being killed by the infinitely respawning monsters in each level. Once neighbors die, they won't come back - even in subsequent levels - so rescuing them as quickly as possible is paramount. The game is over when all of the neighbors die or if you lose all of your lives. Ammo management is also a key mechanic as each weapon has a finite amount of ammo. You can find more ammo, different weapons, health packs and other helpful items in each level, but you'll have to look carefully as these upgrades are often well hidden.

Summary:
There's not much else that can be said about this game. It's a classic co-op shooter that still holds up very well today. It's difficult, but it's still a great game to share with a friend. Discovering the game's secrets, fighting huge mutant babies and frantically running away from chainsaw killers in a giant hedge maze is still just as fun as it was 20+ years ago.

Friday, October 10, 2014

Off

Mortis Ghost - 2008 - PC

I stumbled across this game while searching for new stuff to play and looking really deep into the internet for recommendations. I often like to try lesser known games that are passionately appreciated by a very small group of people. I saw that Off was a game that was getting this kind of love and decided I wanted to check it out. Off is a French indie game released on the PC in 2008 which was eventually translated into English in 2011. It is a weird, weird, trippy game. I think I would pitch it as: "What if Earthbound was a horror game? And then it was given an extra dose of weirdness"

In Off, you play as "The Batter" (possible Earthbound reference?) who is tasked with "purifying" various zones of the in-game world that have become infested with ghostly specters. The Batter is guided through the game world by a well-spoken and eternally smiling feline known as "The Judge" whose in-game artwork looks like it was likely influenced by Lewis Carroll's Cheshire Cat. The Judge provides The Batter with knowledge and background story about the in-game world and often provides hints for the puzzle solving sections. The Batter is also assisted by a masked merchant named Zacharie who sells The Batter equipment, items and upgrades. He always greets The Batter with a signature creepy chuckle and will occasionally wear a cat mask to impersonate the Judge for some bizarre reason. Most of the characters in the game, especially The Judge and Zacharie, are quite aware that they are characters in a video game and will sometimes directly address the player as though you were a character in the game. In most games, this sort of 4th wall break is done for comedic effect, but that's not the case with Off. Here, it's used as a story element which helps construct the creepy, surreal atmosphere. This is my favorite type of horror game. Off mixes its dark and disturbing subject matter with bizarre, surreal imagery to mess with the player's mind. It uses atmosphere and storytelling to deliver its chills in lieu of jump scares.

I was initially not very taken with Off's art style. It looked cheap, minimalistic and low quality. But as I played the game, the artwork really grew on me and I think it helps to give this game a sense of style. Some of the monster designs are really horrifying too. The soundtrack also helps to create the unique and wacky feel of the game. Just give a listen to "Pepper Steak", Off's battle theme. It's a remix of an old jazz song set to a Cajun beat. It sounds completely insane and a little horrifying, which fits in perfectly with the game thematically. The one complaint I will level against the sound design is that Off repeats some basic sound effects much too often. And I'm not sure if it was just my copy of the game, but the music was very poorly looped. Minor complaints, but these are little things that can be easily cleaned up to give a game more polish.

I found the storytelling to simultaneously be a strength and weakness in Off. The dialogue is very well written, but the story is often ambiguous at times. For a good portion of the game, I felt like I wasn't sure what I was doing or why I was doing it. There are also a lot of events that take place in the game that are a little vague about what's happening, especially near the end. While narrative ambiguity is a definite problem with the game, I still felt interested to explore the world and learn about all of the characters which speaks to how strong and engaging the writing still is. The actual gameplay for Off is where the game falls flat on its face. The RPG combat is very basic and extremely repetitive. Without any interesting battle mechanics, Off's combat system started to stale very quickly. I found I could just use the same attacks and strategy regardless of which enemies I was facing. The game's designers chose to include an "auto-battle" system as well, but I feel this is actually a detriment to Off. It's never good when a game can play itself. The player always needs to feel engaged. The puzzles in this game were almost equally as disappointing as the combat. A lot of the puzzles weren't very well communicated and even the ones what were weren't very clever or interesting. There were times when I wasn't even sure if what looking at was even intended to be a puzzle or not. It's a shame because a little more polish, thought and depth on the gameplay would have done a lot to improve the playability of this game.

Summary:
If you play Off, you're doing it for the story, not the gameplay. The puzzles are weak and the combat is mind-numbingly repetitive. To its credit, Off still manages to create a very unique and bizarre world through strong writing and stylistically appropriate artwork and music. The story lost me at times, but it was still an interesting and engaging ride. Off is certainly not for everyone though and it will likely be doomed by its faults to continue to only be appreciated only by a small group of hardcore horror game fans. If you do decide to try it though, don't say I didn't warn you about that combat system.

EDIT: You can download Off completely free here if you're interested in giving it a shot

Friday, October 3, 2014

Resident Evil

Capcom - 2002 (1996 Original) - GameCube/Wii/PS3/X360

Ahhh, October. October has always been one of my favorite months. Maybe it's because I was born in the beginning of the month, or maybe it's because October means football season is in full swing or maybe it's because the oppressive Florida weather where I live starts to cool down a bit and you can go outside again without feeling like you're going to die. Or maybe it's because October is home to Halloween, which has become one of my favorite holidays in my adult life. Aside from eating candy and dressing up like ridiculous characters, the fact that Halloween is a sort of celebration of fear and scary things has always been a novel concept to me. Last year, I observed Halloween by watching a bunch of horror films and exploring specifically why I did or did not find them scary. This year, I'm planning to do the same thing here, but with games. I'm going to kick things off with one of the most obvious and well-known horror games of all time, but I promise in the coming weeks I'll cover some horror games you probably haven't played before. Also if you're looking for other horror titles to try, check out anything I've labeled with the horror tag so far. All of those titles are interesting in their own way and definitely worth a look with Silent Hill 2 being a particular favorite of mine.

The original Resident Evil made its debut on the PS1 in 1996 and is considered to be the genesis of the survival horror game genre. It was very well received critically and commercially and it of course spawned many sequels, spin-offs and movie tie-ins. Starting with Resident Evil 4, recent entries in the series have been more action/shooter than survival horror, but the original Resident Evil is certainly true survival horror. As important and influential as the original is, the game I want to specifically talk about is the 2002 remake for GameCube that was then ported to a bunch of other consoles. The 2002 remake contains completely redone visuals and cutscenes, alterations to gameplay, completely different puzzles and re-recorded voice acting, sound effects and music. This sounds like total blasphemy, especially to remake a game as iconic as the original. But the remake is SO well done; it's faithful to the vision of its predecessor and it's a testament to the quality of the remake that the remake is arguably even more well received than the original. Aside from more immersive sound and graphics, probably the most important thing the remake did was re-record the voice overs. The voice acting was, well, pretty terrible. I think the enhancements made in the remake enable this game to age a little more gracefully and stand the test of time as a horror game masterpiece.

If you've ever played any of the other entries in the Resident Evil series, you know that the story is kind of ridiculous and throw away. There's all sorts of plot holes and inconsistencies and it can get pretty absurd at times. Most of my other favorite horror games use excellent writing to help create their creepy mood, but not really so with Resident Evil. What it lacks in storytelling, it makes up for with superb audiovisual presentation and excellent game design. One of the first unusual things you'll notice when playing the game is that it uses a fixed and stationary camera. The game is still rendered in full 3D, but the camera never moves, only the the player and enemies do. This can be a little disorienting at first, especially when changing scenes, but I'm surprised I haven't seen this elsewhere in other Survival Horror games. It makes the game feel very cinematic and gives the designers complete control over exactly what they want the player to see. In first person games or games with an adjustable camera, the designers have to design set pieces and jump scares around knowing or guessing where the player's camera will be. Resident Evil is freed up to design its scares however it pleases, and it does so very well.

Resident Evil does a great job of not only creating creepy atmosphere with its audiovisuals, but also by creating stress and nervousness through gameplay. Encountering an enemy in is scary in its own right, but that fear is also accompanied by the stress of considering how to deal with the enemy. You may have a pistol, but ammo is limited. Should you still shoot it? Knives don't consume ammo, but are also more risky as you have to get close to the enemy in order to kill it. And even if you do manage to "kill" a zombie, it will actually eventually reanimate and become stronger and faster. You can prevent a zombie from reanimating by burning their corpse, but that means you'll have to carry around kerosene and a lighter which take up precious inventory slots. Burning corpses will also consume kerosene which is preciously finite resource. Is the corpse in a key corridor that you'll have to walk through frequently? It might not be worth your kerosene. And if ammo or health are low, sometimes the best option may be to simply run away.

Another smart game design choice was the limitation of the player's inventory slots. You'll eventually find a giant crate in the game that can store all of your items, but you can only take so many of them with you at a time when you leave. You'll have to make strategic decisions about how many healing items you want to bring, how much ammo you want to bring, whether or not to bring the kerosene/lighter and you'll also want to think about how many inventory slots you want to keep open in case you find something interesting while exploring the mansion. There's also a finite number of saves you can make while playing Resident Evil, which is a really interesting mechanic that I'm surprised more games haven't copied. Your character in the game saves their progress by typing on an old-fashioned typewriter, but using a typewriter requires ink ribbons which are then consumed. When you burn through all of your ink ribbons, you can't make any more saves until you find more ribbons in the mansion. This keeps the player from just killing a few enemies and quickly running back to a save their progress. There's an ample amount of ink ribbons to find in the mansion as to not make the number of saves an annoying issue, but it still makes you think twice before making a save with minimal progress. Very smart game design.

Summary:
Resident Evil is a horror game classic, and the remake is a masterpiece. You absolutely must play this if you're a horror game fan, but if you call yourself that you probably already have. For those looking to test the waters of the survival horror genre for the first time, the Resident Evil remake is a great place to start. It excellently builds and maintains tension through superb audiovisual presentation and smart game design. In the most Capcom of moves, I hear they're remaking the remake for next-gen consoles and PC and it will be out early 2015. I think this is just going to be an "HD remaster" of the remake, but this will still hopefully give more people a chance to play this game. Shinji Mikami, the creative director of Resident Evil, also has his latest game "The Evil Within" coming out later this month. From what I've seen of the game so far, it looks very interesting. Hopefully he can recapture the terror and suspense he created so well initially with Resident Evil

Friday, June 6, 2014

Home

Benjamin Rivers - 2012 - PC/Mobile

Like the similarly named Gone Home or even The Stanley Parable, Home is an experience that may challenge your definition of what a game really is. And like those other two games, I think Home is probably best played without any expectations or prior knowledge about the game or what it is. Having said that, you should probably stop reading this if you haven't played Home and think you might want to. Just know that you should play it if you like narrative focused games or unique, thought provoking experiences. Also it's really short and probably best played in one sitting, so set aside an hour or two and play Home. And Gone Home. And The Stanley Parable. If you haven't already.

Still reading eh? I'll try not to spoil too much of this game then. In Home, your character wakes up in an unfamiliar house with blood on his clothes and an injured leg. He can't remember what he was doing before or how he wound up in the house. He soon finds a dead body and makes other unsettling discoveries which prompt him to want to race home as quickly as possible to make sure his wife is okay. Along the way, you'll find clues that may offer insight as to what your character was doing before he blacked out or why he wound up in that house to begin with. You'll also need to make some decisions that will affect how the game plays out. For example, you find a live rat stuck in a mousetrap: do you free him or leave him be?

Graphically, Home is pretty simple. Standard indie game pixel art graphics. But I think the graphic style suits the game perfectly. Home and Lone Survivor are a good demonstration of how when you have a simpler graphic style, the sound and music design becomes more impactful. The player is paying more attention to what they're hearing to as opposed to what they're seeing. I don't think Home had superb sound design, but it was a good example of less is more. Most of the time, you'll just hear the player character's footsteps and maybe the occasional background noise which are adequate to create the atmosphere. But when you hear something unexpected, it can be very surprising or unsettling. I did have a few control issues with the game though. On several occasions, I accidentally skipped some text that I was still reading and the game wouldn't repeat the text or go back to it. And the game felt a bit unresponsive sometimes when playing with a controller, but these are minor complaints.

Okay, past this point is spoiler territory. The ending of this game warrants some discussion because it's what makes the game unique and interesting. But I don't think I can dance around the ending without revealing it, so if you don't want the game spoiled, stop reading.

The game does a good job of creating suspense and setting you up with mysteries like "Who killed the man in the house? What was your character doing in that house? Where is your wife? Is she alive or dead? Are you the murderer?". Depending on your actions and decisions, you'll get clues that can support theories about the answers to these questions. But the game will not directly give you any sort of concrete ending. It's left vague and up to the player's interpretation of the clues and events to draw conclusions about them. In fact, at the end Home, the game will link you to its homepage (ha ha) where you can see other player's interpretations of the game's events and share your own. I was initially kind of put off by this. I think I was expecting the kind of ending that 999 had where there's a great twist at the end, the player is given satisfying answers to all of the mysteries of the game, and all of your questions are explained and wrapped up. Nothing like that here. After being initially dissapointed, I decided to play through Home again since it's only an hour or so long. I found I enjoyed it more the second time where I could focus on the details and try to form my own viewpoints on the game's ending.

Summary:
Home certainly isn't for everyone, but I love this style of game. I love games that tell me a good story or can make me stop and think a bit about what the game was trying to communicate. I hear Benjamin Rivers is now working on what is being described as a "futuristic sci-fi psychological romance" game. Sounds completely crazy, and I'd like to play it

Friday, April 25, 2014

Lone Survivor

Jasper Byrne - 2012 - PC/Vita/PS3

This game can be summed up pretty quickly: 2D Silent Hill. Lone Survivor is an indie survival horror game and if you've ever played a Silent Hill game before, this game will feel very familiar. The developer, Jasper Byrne, is a self-proclaimed Silent Hill fan and the influences are very apparent throughout the game. Everything including the gameplay, the narrative themes, and even the audio cues are very Silent Hill-esque. And Byrne, who also composed the game's soundtrack, does a great job channeling Silent Hill's Akira Yamaoka with his musical style. But even if you've never played a Silent Hill game, you may still want to give Lone Survivor a look.

Lone Survivor is short, and I think that's to its credit. It's about 5 hours long, and I think that's a perfect length for a game like this. Turning off all of the lights in your house and subjecting yourself to the twisted imagery and pulse pounding terrors of a good horror game now and again is fun, but it's also kind of nerve wracking and draining. Not something to do every single night. I've played a lot of games that do a good thing effectively, but wear out their welcome by doing it over and over again for too long. I felt Lone Survivor had a very appropriate length, and I'd like to see more shorter experience games like this. I think it can work if the games are appropriately priced, but that's a whole different discussion. 

You play as a nameless survivor of some disease outbreak that has seemingly turned all of the world's population into mindless zombie-like monsters. The main character has holed up in his apartment to survive the disease outbreak, but is now running out of food and is curious if there are any other survivors other than himself. So you'll start to venture outside your apartment and see the horrors of the monster infested world, but you'll still return to the apartment often to rest and save. You can combat the monsters with your handgun if you have enough ammo, or you can lay piles of meat around to attract the monsters to a certain location to try and sneak past. Like any good horror game, ammo management is key. You'll want to sneak past enemies when possible rather than shooting them to conserve your ammo. You'll also want to keep an eye on how many batteries you have left. Without batteries, your flashlight won't operate and you won't be able to see many important clues and objects in your environment.

While Lone Survivor probably isn't quite as complete of a game as some of the games it's influenced by, this game is still my favorite type of horror game. There are very few, if any, jump scares. Less means that the few jump scares that are in the game are more powerful and memorable. Rather than relying on jump scares, games like Silent Hill and Lone Survivor create the feeling of horror by constructing a creepy atmosphere through good music, sound and art design. Games like these understand that the most horrific things your imagination can cook up are more intense than anything the game can actually show you. So they simply focus on creating good atmosphere and let your imagination do the rest. I especially love the strange hallucinations and bizarre scenery present in Lone Survivor. Good stuff. I think the minimalist pixelated art style works to the game's favor here too. When you see a monster, you just kind of get a general impression of what it looks like, and again, your imagination fills in the details. Lone Survivor perfectly follows the prototype for my favorite kind of horror game.

Summary:
I didn't find the story quite as satisfying or the game design as nuanced as Silent Hill 2, but Lone Survivor is still worth a look if you like these kinds of games. Its length is appropriate, and it does a great job creating a dark and creepy atmosphere. I wish it had the narrative depth of SH2, but does do a great job replicating nearly everything else from that game.

Friday, February 28, 2014

Resident Evil 4

Capcom - 2005 - Gamecube/PS2/PS3/Wii/X360/PC

In order to help commemorate the release of the “Ultimate HD Edition” of Resident Evil 4 on Steam this week, I figured I’d post about how awesome this game is. It's actually difficult for me to put my finger on why I like this game so much. On paper, it seems like a game I would absolutely hate. The story is pretty much ridiculous. The puzzles feel tacked on and unnecessary. There's instant death quick time events in cutscenes. All things I hate. Plus it's a shooter, and I'm not usually enthralled with action/shooters. But somehow this game really won me over and became one of my favorites.

Resident Evil 4 marked a huge shift in the franchise's gameplay. RE 1-3 were really more pure survival horror games. Ammo was scarce. Enemies were scarce, which made it more intense when you encountered one. Aiming was kind of awkward which gave a real sense of vulnerability. The emphasis was on atmosphere and trying to creep the player out. I liked these games, especially the first Resident Evil. RE4 is a very different kind of game. There's enemies all over the place, the controls are tight, and the emphasis is on the shooting and action. It's a different kind of fun. It still does atmosphere sort of well through the first half of the game, but kind of abandons it through the second half in my opinion.

What I think this game does very well is variety. Variety in enemies, variety in weapons, variety in locations and so on. While I think RE4 does some sections of the game better than others, at least you never get the sense that you're doing the same thing over and over which I frequently get while playing shooters. There's the atmospheric lonely feeling of the village in the beginning of the game, the creepy cultists in the castle, the unnerving bizarre science experiments in the laboratory and the over the top action sequences near the end of the game.

There are lots of unique and memorable experiences in RE4. There's everything from being trapped in a cabin with legions of zombies trying to break in to running from an invisible monster through dimly lit sewers. There's even epic gigantic boss fights and a few vehicle sections as well. It's not as nerve-wrackingly scary as the first RE games, but there are a few jump scares scattered throughout RE4. There's a sort of fun metagame of deciding which weapons and items you'll take with you with limited inventory space. And deciding which guns to upgrade and which upgrades to purchase is fun too.

Summary:
It's just good old zombie killing fun. Check it out

Friday, January 24, 2014

Silent Hill 2

Konami - 2001 - PS2/PS3/Xbox/X360/PC

I was thinking a bit about how I railed against Journey and Brothers for having gameplay that isn't “fun”. The strength of those games lies in their unique storytelling methods. Then I realized one of my favorite games kind of falls into that same boat. Silent Hill 2 is a classic survival horror game and one of my all time favorite games. Don’t worry about playing Silent Hill 1 before 2 or anything like that. 2 has very little to do with 1 other than the setting of the game being the same.

Silent Hill 2 a psychological horror game, not an action horror game like most modern horror games. Think Amnesia as opposed to Left 4 Dead. In Silent Hill 2, you’ll play as James Sunderland who has just received a cryptic letter from his wife telling him to meet her in the town of Silent Hill. The only thing is that James’ wife has been dead for 3 years. So you’ll explore the town looking for clues as to why you received a letter from a dead person.

This game is not fun to play. It’s really not, at least not for me. The game rarely gives you ammo for your weapons, so you’ll spend most of the time running away from monsters and stressing about ammo conservation than shooting them. And being lost in the town, which will probably happen a few times to you, is kind of frustrating. But these two mechanics are included by design and are how the player is supposed to feel. At least I believe that’s what the designers intended for the players to feel.

A lot of this game’s design and story elements may seem random and coincidental at first, but after finishing the game, I looked back and realized quite the opposite. The story is very tight, and even some of the smallest details I first thought to be random turned out to have strong meaning and relevance. It’s one of those games that I kept thinking about days after I had finished it, just mulling over the story and realizing how every little detail fell into place to make a complete narrative. This game does a masterful job of communicating narrative elements through gameplay, through symbolism and through level design. It’s an experience that’s completely unique to the medium of video games, and I've never really played anything that communicated ideas like that before or since.

Summary:
My main knock against this game is that some of the puzzles feel kind of tacked on and out of place and why dear god why is there not a mini-map..? But if you can handle the frustrations of a slower paced game and are a fan of psychological horror, Silent Hill 2 is a memorable game to experience. It also has an excellent soundtrack if you’re into ambient music

Tuesday, December 31, 2013

System Shock 2

Irrational Games/Looking Glass Studios - 1999 - PC

I picked this up off Steam hoping to fill the Bioshock void that Infinite left. It actually had a bit of a different feel than Bioshock, but it was just as good. I think this game was a bit ahead of its time and I can see why fans of this game complained that Bioshock was too “dumbed down” when it came out. There’s way more skill customization and RPG elements in System Shock 2 than Bioshock, which I like. You can upgrade your character’s hacking skill or repairing skill or shooting skill etc. to fit your playstyle. Kind of like Deus Ex.

It has the same horror tone and atmosphere from the first Bioshock games, but more futuristic sci-fi Alien-ish horror than 1920s gone wrong. The only sort of problem with this game is that it’ll feel a bit dated. The voice acting is completely laughable and it’s in that early era of 3d PC games where everything looks really blocky and low-res. Which actually can be just as horrifying when you can’t quite tell what you’re looking at when a blocky monster jumps out at you.

Check this out if you like Deus ex, Bioshock, old PC games or horror games in general.