Showing posts with label Resident Evil. Show all posts
Showing posts with label Resident Evil. Show all posts

Monday, August 18, 2014

Full Review: Alone in the Dark (DOS/PC)


So a few weeks back I gave Alone in the Dark a spin because 1) I bought during Gog.com's winter sale earlier in the year and 2) I wanted to play something that I have never played before and 3) a game that I had through my Gog.com account that I did not have access to on my Steam account.

First off, before beginning to play, you have the option to play the game as either private investigator Edward Carnby or the daughter of the recently late Jeremy Hartwood,  Emily Hartwood.  From what I can tell, the game does not change at all depending on whom you choose to play, but that may not actually be the case as I have only gone through the game once and with Edward Carnby.


Some background first though.


Alone in the Dark was released in 1992 by Infogrames originally using the DOS operating system, later ported to 3DO, Mac and RISC.  I played the DOS version of the game and upon opening the game (post installation), it automatically opened up DOSBox and I had no issues at all with the game running an it never onced crashed.  I had some issues with the controls, but I will get to that later on.  One thing that surprised me was that the game was already in a semi-wide screen mode, although I am not sure as to the specific aspect ratio, but it was wider than the standard 4:3.


If you are anything like me, you probably have not played Alone in the Dark, but are aware of its existence as a video game.  I also knew that it was a horror game of some sort and only right before purchasing the game did I learn that it was the progenitor to the Resident Evil series of video games (1 through Code Veronica X anyway).  Yes, I know that Sweet Home is the granddaddy of survival horror, but as far as a "haunted" house with a person locked inside full of creatures, puzzles, fixed camera angles and plenty of instant death events.

The first of many times you can die instantly.
STORY
Regardless of whom you choose to play as, your initial motivation for entering the massive house (named "Decerto") is to locate a piano that either has immense value or was a family heirloom, again depending on your choice of characters.  Once you find yourself locked inside the mansion, your sole objective is to escape by solving a number of puzzles involving found items throughout the mansion.  You know, like in Resident Evil.

The depth of the story however is found by reading/listening to journal and diary entries found throughout the mansion.  With the exception of only a couple of books, these journals are not required to further the actual game play, so you could hypothetically go through the entire game without knowing anything about any of the characters, monsters, villains or the motivation behind anything else that is going on.  Combined that with the fact that you have a limited inventory, there is a good chance that a book picked up will immediately be put back down to make room for an item that might be needed later on.



One thing that I picked up on was how much of the material was reminiscent or directly borrowed from the writings of H.P. Lovecraft.  The "that book" that is brought up in the book (on the right) is later told to be the Necronomicon, a fictional demonic book created by Lovecraft.  Even the name "Abdul Al Azred" is a variation on the pseudonym that Lovecraft created when he was five years old after reading 1001 Arabian Nights.  Fellow weird author Arthur Machen (whose stories and autobiographies I love) is also referenced as the editor of one of the books in the game.  It is little details like this that I love to see in video games.

GAMEPLAY

How to play the game is probably what took me the most getting used to.  Keeping in mind that the game was played through DOSBox meant that moving was with the arrow keys and the controls were not customizable.  It actually reminded me a lot of how the first Resident Evil played, if you were forced to use a keyboard instead of a controller.  I am not 100% sure when WASD became the mainstay for pc gaming, but Alone in the Dark used the "more traditional" arrow keys to move around (I know now).  Moving around is what I did for about 90% of the time.  

Running though is probably what caused me the most problems, with reference to a couple of specific areas.  In one particular stage, your character is required to run across a bridge that begins to crumble and fall once it is touched.  Thankfully there was a bit of space to start running on approach to the bridge.  In one instance it took me 2m45s (I used a timer) before I could start running.  Running is achieved by pressing up a second time after your character is already walking.  The problem (apparently from what I have read) is that modern computers run faster than those of 1992 so it is not as simple as pressing Up Arrow twice, but has to be timed correctly.


Actions in the game, such as picking up items, opening doors, searching objects was all done with the spacebar, but each action had to be selected separately via the ingame menu.  Later in the game, jumping became an available action which, again, had to be individually selected by going to the menu, highlighting actions then going down to "Jump," going back to the play screen and pressing the spacebar when you wanted to jump.  This aspect of the game took quite a bit to get used to, especially when faced with a killable monster.  Oh yes, some of the monsters were either impossible to kill with your conventional weapons (Saber, shotgun, revolver, dagger) and had to be killed via solving a puzzle, such as placing a mirror in front of a Gorgon-like demon.  

The biggest problem that the controls presented was that timing when attacking enemies was crucial.  When swinging a knife/sword, the character would bring the weapon back and somewhat slowly, swing the weapon in the facing direction.  A miss would often mean that the monster would get their attack in first and since the character staggers with each hit, will usually mean that escape is impossible as their attacks happen faster than you can recover from their initial attack.

Losing key story items, or placing an item down that I felt was not useful was something that I constantly feared.  Granted items that I placed on the ground could be retrieved later, but finding out which room that knife that I thought I no longer needed was something that I rather would not do.  


GRAPHICS

As you can tell from the the previous pictures, the graphics for the game are antiquated by the graphical standards of today.
But keeping in mind that Alone in the Dark was released in 1992 and that the file size for the entirety of the game is 253 MB in size.  That the game could fit on four hard floppies.  You know, a 3.5 floppy.  However, after a few minutes I was able to acclimate to the graphics pretty quickly and I was not bothered by the sharp angled pixeliness of the world I was playing.  

There were only a couple of screens where Mr. Carnby was so far away from the camera that he appeared to be only a colored mass of pixels with little resemblance to his actual body shape.

SOUND & MUSIC

The music for Alone in the Dark was composed by French composer Philippe Vachey.  Unlike a lot of the previous survival horror games I have recently gone through (Outlast, Penumbra, Dead Space), the music here is somewhat more memorable, not that I could immediately recall a song without listening to the soundtrack, but after listening through the entirety of the 28 minute album, I can recall specific cases when the music was cued up.

There were a couple of purely atmospheric tracks such as "Growing Fear," "Terror" and "Watery," but that is to be expected, especially in a survival horror world.

FINAL THOUGHTS

I really enjoyed playing Alone in the Dark and from beginning to end I probably spent about three hours playing, even with the frequent instant deaths just from exploring.  I quickly learned that I needed to save after I did almost anything that required the use of an item.

I will confess that I used GameFAQs a bit while going through simply because I did not want to screw over myself by running out of lantern oil, of which there was a limited supply and at least three rooms/areas in the game that required you to have your lantern lit otherwise the game would not let you enter those rooms.  I did not feel like I was cheating, with the exception of looking at a four screen map that I had to navigate by lantern in an otherwise blacked out maze with the only lit area being a circle around you, Dragon Quest style.  There were additionally a few puzzles that I could not solve without ManiacMansionFan's help, but I still see it as asking another person, in-person, for help or advice, like what we used to do with NES and SNES games.  But in the end, I still feel good about myself, so it could not have been that big of a transgression.

In the end, I am glad that I played through Alone in the Dark despite its graphical and control limitations due to the time the game came out.  It is like going back and watching the first season of The Simpsons, you know it is that you are watching and even though it is still pretty rough around the edges, it is a fun game that helped create a genre that I absolutely love.  And soon I will get to Alone in the Dark 2.



~JWfW/JDub/Jaconian
Vengeance from the Grave


P.S.  I thought I would leave you with a screenshot of how I felt upon safely completing the game.
Yes, it's the classic 1980's jump of victory!

Saturday, September 21, 2013

Emulator Hour preview: Resident Evil 2



Okay, so, I decided I had to play Resident Evil 2 again.  I guess it was when I was midway through watching 'night of the creeps' that I came to this conclusion.  Well, my playstation is only a memory now, drifting somewhere out in the world, so I decided to turn to the world of emulation.  With a bit of work, I've gotten it working, and I'm going to play Resident Evil 2.

But I haven't actually started yet.  I think I'm going to play as Claire, since the other time I played RE 2 I played as Leon.  I got to the end of the game, too, but I had six handgun bullets and a knife.  Suffice it to say, I didn't win.

The game is super-sweet though.  RE 2 was the first game in the series I played.  I missed RE 1, but I did play the game cube revision.  Because it was the first, I'll always have special affection for RE 2.  Something about a zombie infested police station that is a nice spin on the zombie infested theme.  Sort of like how Dawn of the Dead takes place in a shopping mall.  Actually, come to think of it, Dawn of the Dead might be my favorite Zombie movie.  Either one, take your pick.

In terms of it being a sequel, I'm not sure that RE2 really upgrades the game play in any significant way.  But in this case I don't really mind, again, because it was the first one I played.  Also, the gameplay of Resident Evil was so unprecedented, I was thrilled to have more than one.  It wasn't until RE3 that i started to think things were waning a bit.  Really those first three games are like clones of one another.  Awesome, terrifying clones.

I'll spare everyone and not talk about RE4 and beyond.  Even if it was the triumphant return of Leon.  Alright, well, this is sort of a non-post, but I'm excited to play Resident Evil 2!  Woot!

-D



This is just some examples of the dramatic camera angles from this game.  10 to 1 some fucking crows appeared on the way out of this room, and scared the bejeezus out of me even though I knew they were coming

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