I’ve never played a game that has thrown me in more directions than Alone in the Dark. At times Eden’s ambitious survival horror game touches on brilliance, dazzles with blockbuster spectacles and revels in originality. Its problem is that these moments make up a small portion of the game – a game which suffers from almost every longstanding gaming irritant and problem I’ve written about a thousand times over. Despite wanting to love it and enjoy its many clever puzzles, disappointment, frustration and annoyance set in all too often. You play as Edward Carnby, who awakens in a fairly groggy state at the start of the game in a room with an old man (Paddington) – who soon becomes a pivotal character in the game. Strangely, Ed is the very same character from the old Alone in the Dark games, presumably sent through time to the modern day. From the off you’re asked to blink in order to clear your vision, just one of the game’s real-world gameplay mechanics which are both genius and immeasurably annoying. You’re in an apartment block overlooking Central Park, New York, and soon enough things take a turn for the worst. The building begins to break apart, fissures appear along walls and demons possess the bodies of the living. You must get out alive, and it’s here that the game’s controls become the real villain of the piece. Alone in the Dark is really a handful of games rolled into one. At times it’s a Resident Evil 4 like third-person game, but it’s also a first-person shooter, a third-person varied camera adventure game and a driving game. You’re free to switch to first-person at any time, although the game decides if the third-person view should be over the shoulder or from a cinematically placed camera. After only a few minutes it’s all too obvious that deciding against a singular view point is one of the developer’s biggest mistakes.
The story and characters can’t carry the game
It’s an incredibly fiddly and tricky menu to work with, made worse by the fact that monsters can walk up and batter you while you’re trying to combine your leftover items to make something half useful. A handy ‘favourites’ system allows you to assign up to four left/right hand combinations for quick selection (a lighter in your right hand and bottle of whisky with a bandage jammed in it in the left, for example), which removes a layer of fiddling, but there are so many combinations that you’ll always be tinkering with things in your inventory. As great as the real inventory system seemed on paper and in presentations, in practice it simply doesn’t serve to improve the game. Take this situation as an example of how mind numbingly annoying the game can be at times. You’re in a lavatory, desperate for a health spray (spraying this over your wounds heals you, and yes, it’s done in real time) while just seconds away is a group of blood-thirsty crazed enemies. You set the door to the room on fire to act as a barrier, and then loot the room, hoping for that illusive white canister. You see one in a cabinet, but you’re not allowed to pick it up as the right side of your jacket is full. You haphazardly dump items on the floor, freeing up space, then return to the cabinet. For some reason you aren’t allowed to pick up the health spray until you’ve picked up everything else around it. Gahhh. The fire is about to die out and you can sense a horrific mauling. Quickly you grab the items, switch to your inventory and dump it all again. You’re now able to grab the spray. Quickly you press right on the d-pad to bring up the healing interface, press the right trigger to begin spraying and then get smashed in the face by a demon monster. You’re skull has been crushed and it’s time to try that all over again. Did I say Alone in the Dark is annoying?
You heal yourself, but the nice touches are outnumbered by problems.
It’s so disappointing as the game’s puzzles are often brilliant. Fire plays a big part in the game and thanks to its realistic propagation across objects it reacts as you’d expect it to. That’s generally a rule that applies to most objects in the game. If you think you’d solve a puzzle a certain way if you were actually there, then chances are that’s how you solve it in the game. Electrical cable dangling in some water? No problem. Just hook the cable with a long object and move it to one side. Need something with a sharp blade? Simple. Just shoot down that sword on the wall in the museum. Need to set fire to something that is out of reach? That flaming car positioned at the bottom of what appears to be a seesaw might hold the key. You encounter clever yet logical puzzles throughout the game’s 8-10 hour duration, yet they’re simply not enough to overcome the substantial problems. Combat is frequently one of these problems. Enemies in the game are only really vulnerable to fire, which means you can’t simply shoot them in the head and be done with it. It’s pretty cool when you first encounter them, as you’re forced to set alight a chair and then swing it around like a mad man, but when you’re trying to go from point A to B in the free-roaming Central Park it’s a chore. You can combine fuel with bullets to create flaming ammo, but these still take a few shots, and combining a spray with your lighter to form a flame thrower is effective but a huge waste of resources. Home made bombs are good, but you’ll burn through them very quickly, and there aren’t all that many chairs lying around in Central Park for you to set alight. Carnby moves terribly when he’s not injured, but even slower when hurt, his turning speed in first-person is awfully slow and the camera is hopeless when you’re in third-person, often switching to a cinematic view for no real reason. When you’re not having to contend with enemies the game is far better, but they’re only ever a few minutes away. One of the more interesting enemies is the black water that overpowers Carnby if he enters it. It’s afraid of light though, so shine your torch on it and it’ll retreat, throw in a glow stick and you’ll clear a large area. However, even this is plagued by problems. Equipping and throwing a glow stick is fine, but you have to re-equip after each throw – fiddly, unnecessary annoyances like this sum up Alone in the Dark.
For a game set in an eerie looking Central Park, with monsters around every corner, Alone in the Dark isn’t really very scary. You’d assume this would be a given. You even have the trademark torch that runs out of batteries, yet there are few scares. When a monster lands on the roof of your car for the first time you might jump, but then when you’ve seen another magically fly 100 metres in order to do so it ruins the mood somewhat. There’s a constant fear of death, but this isn’t down to the setting but the inevitable fumbling in your inventory. One of the scariest moments occurred early on when Carnby appeared to be having some kind of seizure, his body uncontrollably gyrating on the spot. Alas, this was a bug, just one of many that occurred during my play through of the game. Atari’s ambitious next-gen take on Alone in the Dark is packed full with potential. It has more than enough good ideas to make a brilliant, must-own game, but features even more bad game design and gameplay issues. As such it’s without doubt the biggest disappointment this generation of consoles has seen and a game that’s impossible to recommend. With the PS3 game not due out for a few months, we can only hope that Atari takes the time to deliver the game this should have been.
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