
A key point that the Atari representative reiterated throughout my play session was the influence of serialized television in the design of the game. The game is broken up into a series of "episodes," each ending on a cliffhanger. Players are able to select levels and sequences via a menu that resembles something you'd find on a DVD. Not only can players jump to any level they want, but they can skip to specific "chapters" within each episode, as well. Each episode ends with credits, and each new episode starts with a very cute "Previously on Alone in the Dark" recap. (Interestingly, all the episodes are unlocked when a player starts the game. This means if you get stuck at a certain point, you can simply skip to the next chapter and use the recap to see what you missed. The reasoning behind this? Eden wants everyone to finish this game, no matter how challenging the puzzles may get.)
These trivial changes to the presentation are amusing, but the TV inspiration runs much deeper. One season of a great television show has a clear beginning, middle and end. However, each episode usually focuses on one specific issue in an overarching story arc. Alone in the Dark fully embraces the serialized narrative, and uses it to create stunning set pieces in every chapter of every episode we've had an opportunity to play. Alone in the Dark isn't survival horror like we've seen in Silent Hill and Resident Evil. No, it's also about platforming. It's about puzzle solving, first person shooting ... and even driving. Alone in the Dark really is a great season of 24, albeit one with a supernatural twist.

Escaping the building is no easy task, and it sets the premise for the entirety of the first "episode" of the game. Navigating the collapsing, burning hallways of the building reminded us a lot of Uncharted on PS3. The game's main protagonist, Edward Carnby, is as much an "everyday man" as Nathan Drake: Both will make incredible leaps of faith, but neither come with extraordinary powers to defy gravity. Edward, in the opening levels, will jump over burning pits of debris, rappel down a broken elevator shaft, and even precariously swing around the building exterior. In one incredible sequence, I tried climbing up a rope to the top of the roof, but every time I inched closer, the cable snapped a bit, plummeting me briefly. I nervously progressed forward, hoping not to make the rope snap completely.
"Pyromaniacs rejoice -- the fire in Alone in the Dark is a thing of beauty." |

The lack of HUD makes for an immersive experience, and the in-coat inventory system offers a sensible restriction to the player. All usable items are stored in Edward's jacket, and anything that can't fit will not be added to the inventory. Players can open their jacket at any time to equip, use and combine items -- but unlike Resident Evil 4, the game doesn't stop when you're perusing through your items. The world continues whilst you look in your coat, so don't expect to do extensive item work when you're surrounded by a horde of enemies.
The various items that can be used are all a lot of fun to use, especially when combined properly. For example, bullets can become explosive rounds when doused in a certain fluid. Players can make sticky bombs by combining tape and a volatile chemical. Players have the freedom to experiment with a number of various item combinations, which makes puzzle solving really engaging.
There are multiple solutions to many obstacles and puzzles in the game. For example, a locked door has an electronic keypad. By looking at the blood stains on the keys, players can input the right code to go. Alternatively, they can simply shoot the keypad and then hotwire the device to bypass security. Who knows? There might have been other ways to get past that sequence, depending on your inventory and imagination. If an item won't clear a path, the solution may present itself through physics. Everything has a sensible cause-and-effect in the game; don't expect any arbitrary Myst-like puzzles.
Simply traversing the stages is entertaining, thanks to the dramatic backdrops and clever environmental puzzles scattered throughout. But considering this is an apocalypse, Edward must face a growing number of zombie-like enemies, reanimated human puppets called "humanz." [Oh noez - Ed.] These horrifically scarred beings will relentlessly attack Edward, and can only be killed through the use of fire. Players can pick up a variety of objects in the environment: swords, frying pans, computer keyboards. But, these tools can only stall the undead enemies. Players can try to drag stunned bodies into fire, or use a weapon that's already covered in flames. Or, players can sacrifice their health aid spray, igniting it into a powerful flamethrower (when combined with the lighter).
Guns are also unsurprisingly helpful, especially when players learn how to create the best kind of ammunition in the game. The entire game can be played through either a first- or third-person perspective. I found myself switching between both modes, depending on the environment and the weapon I had in my possession. A simple press of the Y button changes things up.

Once I managed to escape the building, I learned of my ultimate destination: Central Park. A very accurately modeled New York City falls into a state of pandemonium, with streets being ripped in half, and buildings being torn apart. This segment, entitled "59th Street," is one of the most exhilarating moments I've experienced in this generation of games. In a taxi cab, I had to navigate through a crazed city street that looked like a scene from Cloverfield. Although there are no HUD elements directing me where to go, I never felt lost. When I finally got to Central Park, I thought to myself, "This is what driving through an earthquake is like." It was terrifying and exhilarating at the same time.
After that, Edward learns that the events of this apocalyptic evening, for some reason, can only be stopped by him. He's given "the stone," a magical device that'll obviously be vital to solving this mystery. A major plot twist later, and we're free to roam Central Park any way we'd like.
"This is what driving in an earthquake is like." It was terrifying and exhilarating at the same time.
|
This is where the real Alone in the Dark experience begins, and players will begin unraveling the mystery of the evil that lurks beneath Central Park. From what I've seen so far, I'm excited to play through more episodes of Eden's adventure game. The cinematic presentation outdid all of my expectations, and the gameplay variety was startling. With solid (and sometimes fantastic) graphics, an incredible soundtrack performed by the Grammy Award-winning vocalists "Mystery of the Bulgarian Voices," and a truly intriguing premise, Eden Studios has made a convert of me. After three hours with the game, I can only hope that the momentum found in the game's opening moments continues in the full, final game.
Alone in the Dark will be available on Xbox 360 and PC on June 24th. A PS3 version is planned for November. Stay tuned for impressions of the Wii version of Alone in the Dark, developed by Hydravision Entertainment.












(Page 1) Reader Comments
Reply
From beginning to end a real masterpiece.
Reply
Reply
Reply
Reply
Reply
Reply
Reply
Does anyone know if there is going to be a demo?
Reply
+1 for you good sir
Yeah, bullshit. Instead of not seeing the end of the game, they'll just end up not seeing the middle.
Reply
Nice write-up Andrew. Looking forward to this game more now.
Actually, the reason I love it is that real life often distracts from my gaming.. and going back to a game when you can't remember what you're supposed to be doing is annoying, and often leads to giving up.
you're reading comprehension needs more....I dunno, comprehension.
Reply
Reply
Reply
Reply
Alone in the Dark will be available on Xbox 360 and PC on June 24th. A PS3 version is planned for November. Stay tuned for impressions of the Wii version of Alone in the Dark, developed by Hydravision Entertainment."
your ridiculous, this was in the article above , if you dont know what your talking about, and you just want to be a baised whiney fanboy, then great your in the right place. You've got loads of company. Moron.
Siren looks better than this anyway
So says unboring in his latest attempt at demonstrating a pot calling a kettle black.
The guy made a simple mistake, there was no need to attack him. You're hyper-defensive as always.
I am sad that they are delaying the PS3 version though.
Reply
Reply
Reply
Reply
This article got me very interested in the game, so you did your job well, heh.
Reply
Reply
Its the perfect structure for older gamers who have jobs/wives/kids etc.. intruding on their time.
I often get to blast part way through a game, and then real life intrudes and I don't get back to it for 3 weeks. Then I have to remember what fetch quests i was in the middle of, or what side quests I was attempting, or whatever.
This breaks it into little, fulfilling chunks that can be easily digested around real life. (and nice, useful flashbacks if you can't remember WTF you were supposed to be doing).
All games should follow this format.
(PS/ And all games should have PoP style rewinds. When you only have half an hour a week to play games you realise how unfulfilling it is to play the same 10 minute section 3 times, die at the last jump each time, and turn of the game without actually achieving ANYTHING! GRR!)
Reply
Reply
BTW - I drove through earthquakes while growing up in southern california and my experience has generally been that you can't feel them going on around you. Unless the road is falling apart – though that hasn’t happened to me. More or less, you just see the things around you moving. It’s kind of weird.
Reply
Reply
Reply
Reply
Reply