Showing posts with label Dementium: The Ward. Show all posts
Showing posts with label Dementium: The Ward. Show all posts

Thursday, February 19, 2015

MIDI Week Singles: "Dementium: The Ward" - Dementium: The Ward (DS)

"Dementium: The Ward" from Dementium: The Ward on the Nintendo DS (2007)
Composer: Jools Watsham
No Official Soundtrack Release
Game Developer: Renegade Kid


I think that's the name of the track.  I saw it a few years back but I have since forgotten  so you'll just have to trust me for the time being on this one.

Being the only track in the entire game (although there may be credits music that I might know about if I had managed to finish the game) which plays during the title sequence, it is a very effective piece of music.  And you know, for only ten seconds worth of music , this is damn good music.  

Think about it.  You have ten seconds to convey the mood of an entire video game.  That's the same length as the "Overture" that Koichi Sugiyama wrote for Dragon Warrior / Quest  and three seconds shorter than Hirokazu Tanaka's "Title Theme" to the original Donkey Kong.  But, unlike Sugiyama's "Overture" and Tanaka's "Title Theme," which were never meant to repeat indefinitely, Jools Watsham's title music to Dementium: The Ward loops perfectly and I have no qualms about listening to it for 3 minutes straight.

Mr. Watsham previously had this song available through the old Dementium: The Ward site, but it is sadly no longer available so to Youtube it was where I had to locate this eight year old gem.



~JWfW/JDub/Jaconian

Monday, October 13, 2014

The Flashlight of Doom

I first saw Doom 3 back in 2006 when Vorlynx was playing it.  I saw him get as far as shortly after the lights went off and the infamous choice between flashlight or gun was the ultimate question.  I myself played Doom 3 back in 2010 knowing full well what I was getting into, knowing that the choice between seeing an enemy and not seeing potentially a dozen denizens of Hell was the choice to be made.

By this time I already knew of the duct tape mod but I knew that the game had been created with the idea that the game could be played without a constant light source.  I could not believe that that would be an oversight by both id and the game testers.  The game could be played and completed with the game played as is, without the duct tape mod, designed as is.  So, that is the way I played the game.

Granted, I did require Vorlynx's help, but I have previously talked about that and it happened in a very well lit portion of Hell, so it had nothing to do with the lack of light.

I will hipsterize myself and say that I am proud of the fact that I could go from beginning to end without the use of the flashlight mod.  Although not using the flashlight did not leave Duke completely in the dark as the area would be illuminated by the muzzle flash, which I felt was more terrifying as creatures lumbered towards you and you filled them with bullets upon bullets upon plasma blast upon everything else in your arsenal.

When Bethesda released the BFG edition of Doom 3, the duct tape mod came pre-attached and I personally am glad that I bought the Doom pack on Steam before the revamped edition.  I however, do not know if the now soldered mod is able to be turned off, but I would imagine that is should be.

This was a similar issue with the first Dementium: The Ward game from Renegade Kid.  In the sequel, Dementium II, the ability to hold a flashlight and a single handed weapon became available.  Again, for single handed weapons only.  If you wanted to hold a shotgun/assault rifle/flame thrower you were unable to hold or attach the flashlight since, as obviously both hands were occupied with your death dealing boomsticks.  This adaptation from the first game I was perfectly fine with as it was created and implemented by the creators.

But now here is where the potential hypocritical view comes into play.  Why would I be fine with the flashlight in one game and not with a similar modification in another game?  I think it really comes down to the audience reaction being "I'm going to make this game better/playable because you didn't when you made the game."  The difference I find is that Dementium could not be modded so the change to Dementium II was made by the developers, but only to a certain extent that made sense within the game.  

Now, if Doom 4 were to have the option of having a flashlight mount on two handed guns, I think I would be fine with that mainly because the game would be made with that in mind as opposed to the afterthought that the Duct Tape Mod was.  

Basically Doom 3 was designed without the Duct Tape Mod in mind as opposed to Dementium II which was designed with a modified flashlight.  If Doom 4 follows suit, I will be perfectly happy.



~JWfW/JDub/Jaconian
Noooooooooooo!

Friday, May 10, 2013

A Thought About Horror Games

Now, I don't intend to either diagnose or cure what I think the issue/trouble/problem with video games that fall into the survival horror genre, I just want to talk about them, partly because of two of the games that I'm playing right now are Cry of Fear and Dead Space.

The first game I played that fell within the survival horror genre, probably along with a lot of other gamers was Resident Evil on the PS1 when I lived with Dr. Potts, The Jestre and handful of others in a pseudo-stereotypical 1st College Apartment-type setting back in 1999.  It was an amazing game and very different than most games I had played up to that point.  (I was able to get the ending where you don't fight Tyrant and thought that was an absolutely brilliant ending to such a tension filled game; very anti-climactic but such a departure from stereotypical/Hollywood ending.  This was before I found out there were multiple endings).

Now, rather than go through a history of all the survival-horror, fps-horror, adventure-horror, et cetera games that I've played, I want to get down to brass tacks.  I have found, for myself at least, that horror games run a pretty high risk of becoming frustrating, annoying boxes of frustration.  There have been games that I love that have dipped into the pool of frustration.  Take Resident Evil 4 (A game I enjoyed but didn't love mind you) and the knife fight with Krauser.  That battle was all about reaction time and not much else.  There was some muscle memory involved, but which button to press changed between a couple options with each playthrough.  One misstep and you had to start over.  I appreciate boss fights, but this fight alone took me out of the horror atmosphere from everything that came before.

More recently in Amnesia: The Dark Descent, in the second area where you're wading through water and on boxes, attempting to avoid an invisible creature who's stalking you, I very quickly became frustrated.  Most due to the fact that I had run out of oil for the lamp (which was it's own frustration throughout the game) and I couldn't tell if I was backtracking through the area or if I was heading in the correct direction.

I get it though.  Video games are supposed to be challenging, that is why difficulty levels exist, but not in all games.  Often times, harder difficulty levels means that you will find less ammunition and the enemies take more damage.  In Resident Evil 2, if you play on Easy, you start off with a sub-machine gun with infinite ammunition.  Infinite ammunition in any Resident Evil game immediately takes away any sense of fear that the creatures are trying to have the gamer experience.  At the moment, in Dead Space, I am playing the game on Medium, which I feel is about the average person would play the game on.  I could easily see how Hard difficulty would obviously make the game harder, but for myself, it would also mean having to restart frequently and conserving my ammunition to the point where I would reload if I miss-fire because I am wasting a much needed resource.  I don't want to play that kind of game and have that mentality when playing.  No, I do not want to be spoon fed bullets so that I don't fear like I'm constantly running out, but I also do not want to play a game where there is an allotment of bullets for specific enemies.

In Doom 3, I played through the game on Marine, which is one above Recruit and then below Veteran and Nightmare.  I was able to play the game very successfully (without the flashlight attachment) on Marine with the exception of the fight between either between two Hell Knights or the Guadrian, I can't remember which.  After many attempts, I handed the game over to Vorlynx, who has much more FPS experience than I.  It was something that brought my enjoyment of the game to a standstill, but I thankfully had someone who knew their shit and could get me through to the other side.  The rest of the game went well.

One game that I had to give up on due to missing an "optional" weapon that turns out is pretty damn important, was Dementium: The Ward for the DS.  In Chapter 12: The Cleaver's Return, there's an area where it is beyond beneficial to have the buzz saw.  There are multiple banshees flying at you and the buzz saw is necessary if you don't want to die, which I kind of don't.  I had to give up on that game (at least for the time being) as backtracking is not an option.

The last game I want to bring up is Slender: The Eight Pages. It's a simple game that is pretty difficult to complete, but I can only play it two or three times before giving up.  Not because I get so frustrated and only being able to find four or five pages, but because after a couple of plays, the fear of being spotted by the Slender Man wears off, and I don't want to play the game if I'm no longer afraid.  The game loses what makes it fun to play.

In these games, there always feels like there is a point when the horror becomes routine and not scary anymore.  For me, this happens when the game become so difficult that I'm not experiencing a scary and intense story, but playing a difficult video game.  Playing a game on Hard/Insane/Nightmare/Jedi, as I can see it, doesn't make the game scarier, but only serves to give bragging rights, which I guess makes achievements and trophies so desirable.

So give me a horror game and I'll play it, partly because I enjoy being scared without the fear of actually having my body quartered and partly because I enjoy the "fear of the unknown."

~JWfW/JDub/Jaconian
The Filth of Mankind

Friday, June 15, 2012

First Impressions: Mutant Mudds (3DS)



I first heard about Mutant Mudds quite a while back when it was still in development from Renegade Kid.  You know, the people who brought us Moon,  Dementium: The Ward and Dementium II.  I like to support developers who are somewhat small that create great games.  I'm looking at you too Silicon Knights (Eternal Darkness, Too Human).  Anyway, back to Mutant Mudds.

With the recent acquisition of a 3DS system, I purchased Mutant Mudds from Nintendo's eShop.  The game runs as a simple and basic platformer.  You have your character, platforms and enemies.  You're armed with a water gun that shoots more-or-less the width of the screen.  Your life meter is 3 hearts and so far, there has been nothing in the game to replenish your life meter.  If you land on spikes, you die (a la Mega Man) and have to start the level over from the beginning.  You have one life, but infinite continues.  The level length is really well constructed as well, with levels never seeming too long.  The first time through though, I sometimes wondered how much longer I could go with only 1 heart left, but on subsequent playthroughs, the levels almost seemed short, but that was because I knew what to do.

You also have a hydro-jet pack that lets you pretty much hover for a short time (Think Princess Toadstool in Super Mario Bros. 2).  On specific tiles, you can jump to the foreground or the back-back-ground.  Things in the other "grounds" don't get in your way and cannot affect you, you just know they're there.  In each level there're 100 "coins" that you can only collect once, even when replaying the level; you are able to pick up coins you missed though.  I don't know how many levels there are, but I think there're around 40.

Renegade Kidd, in my opinion has nailed a great 16-bit style platformer.  Even the music is simple and somewhat reminiscent of Super Mario Bros. or Super Mario Bros. 2.  It makes perfect use of the 3D effect and even if you don't have the 3D effect turned all the way up or even if it's off, it still looks great and plays the was it's supposed to be played.

At the moment, I've only played four of the levels, but it's still a blast and well worth the $8 I spent to tell a smallish game developer, "Hey, I really like what you do.  Keep at it."