Showing posts with label survival. Show all posts
Showing posts with label survival. Show all posts

Thursday, 8 January 2015

Five Nights At Freddy's 2 - Steam


Boo... Scared already.


So we're back for another round of pizza-bear induced atmospheric horror with inevitable time limit countdowns as we play another hapless guard running the night shift in a building filled with homicidal animatronics creatures. From the first impression, it's a step up from the original game but carries over quite a few of the original elements.

Ooh some context! What indeed could go wrong?

What's returning? Well the original cast returns including the phone calling individual from the first game (voice by the creator so why not?) As well as the idea of a limited level of power, cameras installed in strategically helpful places save for them actually being no help to you at this location in time aside to give you an idea as to what's coming close and what will soon be ripping you apart.

All in place and all ready, the fun will begin shortly.

What's new? There's a LOT more different enemies to fend off. You've the original 4 (5... if you get that far) Freddy the Bear, Bonnie the Bunnie (with no face and looks even more horrific as a result), Foxy (with his own set of rules again) and Chika the du- chic- bird looking one. While now we've also to contend with new Freddy Bear, new Bonnie Bunny, new gender switched Foxy, a puppet/marionette (this one will be a REAL bastard), new Chica, golden Freddy and a non-attacking kid with a balloon that does kill your ability to use lights.

Are you in there? Don't move, you're being inspected.

So we've a new set of mechanics to learn. There's no doors to hide behind or lock, so you will HAVE to keep a watch on the cameras but this time they don't use your power. You will have to shine your torch down the main corridor to stop various bot attacks (which the balloon kid WILL ruin if you let him) and you've got to listen for approaches from the main ventilation panels leading into the room. You also have an empty puppet head of Freddy to wear that will stop the enemies from attacking you, as the game explains, they'll think you're one of them. Except for Foxy who doesn't buy your bullshit and the marionette who has a very different agenda.

Additional views and scenes build in a slightly abstract form of plot and explanation.

So you're thinking, "I'll just wear the head and leave it at that" Well, no. Foxy for a start doesn't care if you're wearing it or not and can only be stopped by shining a torch on him when he begins his unavoidable attack. The marionette on the other hand lives in another room entirely and is lulled to sleep by a windup music box that stops him from coming out. If it winds down fully and you don't restart the music, you WILL be caught by the quite creepy looking little git.

The old group are still here. Despite their look, they're still active in there.

But is there a point to this, is there a plot? If you listen to the phone calls at the start of each day, you can steadily piece together an idea that this is a new location (relatively new... bear that in mind) and that you're here but there were problems before hand. You've got to do X, Y and Z to stop the machines from running around and doing all sorts of nastiness to you. Despite that, this game brings to the forefront another claustrophobic atmosphere that is so thick you could cut it with a spoon.

And when you gaze long into an abyss the abyss also gazes into you.

As the night progresses, the ambience increases, the attempts by the machines to "visit" you increases in severity while the timer left on the windup box gets shorter with each passing night, making you switch to the camera more often and leave yourself open to more vulnerable incidents. It becomes soon a routine of near obsessive, compulsive disorder level. You'll scan the vents, check the light down the hall, then rush to the camera to check JUST on the marionette and rewind the timer before slipping quickly back to check on vents and hallways once again. At which point, you're not interested in the game anymore and just trying to beat it and unlock the extra modes.

You may not see it as often, but you'll love this screen.

The sounds and graphics are impressive to the point where we appreciate the time spent on making the graphics but it's the same system as it was before, we don't see anything moving until it attacks and everything "blink shifts" from place to place either when you're not watching or in the one micro frame of gameplay when your light isn't on them. The ambient noises and effects act as clues but the haunting background clashes of sounds (for want of a better phrase) build towards a crescendo as the game approaches that all important 6am time. It's fun for a while but eventually you're just repeating patterns to avoid the sudden kill animations and even those aren't that shocking this time around.

Over, is the game.

Thursday, 7 August 2014

Silent Hill: The Escape (iOS)


Possibly time for the brown trousers.


It's no secret that I love the Silent Hill series, except for maybe Homecoming and possibly Silent Hill 4: The room. So I was rather surprised when I hadn't heard of Silent Hill: The Escape which sits on iOS machines and retails in around £1.49 mark, so I was a little apprehensive on the grounds that the rest of the games I'd bought for about £20 and wondered how this was going to factor up to the plot intensive, atmospheric games that had only so much explained and the rest had to be deduced and worked out for oneself (Especially the first game, mmmm.... Silent Hill 1 on PSX...). Which left me with mixed feelings for this one.

Certainly not an advocate of the "Do No Harm" idea.

You are Captain NobbyNobody, a generic human who somehow wakes up in the worst place imaginable, a lift. (Elevator I suppose to some) Upon awakening you realise you have with you a 5 shot revolver, a lead pipe and a torch. You will now navigate ten different and increasingly more complex mazes on the quest to find the key and then find the exit while being stalked and hunted down by various denizens of the Silent Hill world. While trying to remember who you are. I always find that odd at times, "I don't know who I am, but I know how to load, aim and fire a gun at key critical points in monsters to kill them more effectively and the idea of wandering around a haunted place doesn't upset me in the slightest" is a weird stance to take for someone with no personal memory.

Here's the plot.

Ok, so the plot is out of the window on this one. That's the extent of it and if you beat the game you unlock other characters with which to run through the game in various fashions of comedy that make sense only if you a) Know Silent Hill and b) Got several of the UFO/Comedy endings for the game series. Those in the know, understand when I say "Mira" and those who don't should doggone look it up!

Reload time, steady hand now!

Game play uses the tilt within the iOS systems to be able to aim your targeting reticule while the movement and turning is done by placing your finger upon the screen and stroking in the appropriate direction, effectively making a directional pad appear under your finger when you press down upon it. Tapping the revolver icon in the corner will let you reload but you'll need a steady hand to be able to slam all 5 rounds in otherwise you'll end up with far fewer and less shots before needing to reload again, and a steady hand is far from your concern when ANY monster is bearing down upon you. For you are also, Captain One Hit Wonder! Master of dying at the brush of a feather from anything more dangerous than an ant.

Thankfully, this time I have the key.

Enemies are fairly varied within the game, from faceless nurses that meander about and take 1-2 shots depending if you hit the critical points. Wheelchairs that trundle along and can catch someone unawares as they're low down on the visual plane. Hanging flesh things (I forget the name, might as well be called Dave) that encourage the player to aim upwards and the more demanding enemies later on that have psychic shields and take 5+ shots before being downed. Not that there's an abundance of ammo lying around either, you've got 25 shots and that's it.

It could be around the next corner.

What this game does have, if you let it draw you in (and it will if you stick at it) is atmosphere. Ignoring the simple maps that lack stairs and walls bending at anything other than 90degree angles as if we stole the Wolfenstein 3D engine (it's not, I know, but might as well be), the graphics and ambient music build up to a rather claustrophobic fear, especially when considering that the game is entirely in first person so no more peeking around corners. What doesn't help is the "Danger" heart beat that pounds when something is close but not what it is nor where it is, just that it's close. This could be on the other side of a wall and no ACTUAL threat but you won't know that. Late levels also include grates across various walkways that don't show up as dead-ends so relying solely upon the compass and small localised map isn't always advised.

At least I'm accurate.

Another interesting touch to the game is that the torch will dim and eventually fade, meaning the game does have a time limit on how long you can spend wandering each maze though there are also batteries that refuel this torch and your sole means of observing whatever it is that's coming at you otherwise it's wandering in the dark time and that's going to get real deadly, real fast.

Batteries, pretty much a first for Silent Hill games.

It's certainly different and as a game, it's not really a Silent Hill game aside from having a few featured enemies and the name Silent Hill plastered across it, but it's certainly worth the asking price for what is an experimental twist upon the horror franchise that goes fairly well if you let it get to you. It's almost minimalist in its approach to the idea of horror that what you can't see is what's the most terrifying and seeing the danger icon blinking but not being able to see the enemy or know whether it's around the next corner or the one after is certainly of that ilk. Once you start backtracking and waiting while turning to the sides to see if something is sneaking up on you, then it's worked and you're caught by the atmosphere.

Sadly I mistimed the photo, but it's the key.

Though don't play it on a bus. Unless it's late at night, you're the last one on the bus and the lights suddenly go off and you realise the bus driver isn't there anymore. Though but that point you're already in Silent Hill, grab a torch.

Thursday, 1 May 2014

Deadlight


Dark, foreboding, foggy. This is about as bright and promising at the game is going to get.
The platformer. An often overlooked genre of gaming these days with the big budget licenses out there seemingly opting for more and more use of the First Person Shooter, or that over-the-shoulder Third Person perspective given to games like Gears of War, Silent Hill, Resident Evil 4 (and onwards). Yet the platformer seems to be running in the background along its 2D plane and gathering focus from smaller developers that are taking it into this bullshit term "2.5D" which means nothing. The games are 3D in many cases but the control is suited to the 2D plane. Games of this ilk have been made ever since Quake was adapted and modifiable into a Total Conversion. Rather fittingly, it seems, that Deadlight has taken the Unreal Engine and done the same thing.


No... I didn't make this jump as I was too focused on taking the picture. Looks nice though.
Deadlight, takes the "2.5D" (sod it, it's a platformer, let's leave it at that) and gives us a back-story, a setting and a form of play not unlike Prince of Persia (the ORIGINAL) or Limbo. You're a survivor in 1986 where there's been an outbreak of a disease that causes blackening of the whole body and bright lights to appear in your eyes, while also removing higher brain function and has the patients wandering around infecting others with bites and clubbing/clawing them to death if they won't succumb to the munchies. So yes, it's a zombie affair.

Death, incidentally Randy has the amazing ability to drown faster than most people can hold their breath, let alone choke.
We're introduced to Randy, our husky-voiced protagonist while he's blowing out someone's brains and then telling his fellow survivors to run for it before the shadowy zombies turn up. Which they do, breaking the ladder on their way out, which nicely shoehorns us into the "lone survivor searching to reunite" story through a wrecked and bashed up Seattle. Add into this the dilemma of hallucinations, bad dreams and whether or not Randy will find his wife, daughter and friends, and we've got ourselves all our motivation and reasoning for running, jumping, rolling, shooting, axing and dying through the burning backdrops of Seattle, apparently, I cannot vouch for historical accuracy or landmarks and given it's an alternative history for 1986, it pretty much gives the level designers carte blanche on creativity.

Cutscenes are shown in a very impressive "moving comic" fashion. The design and execution fitting in aptly with the overall setting of the game.
But creativity is certainly the focus. The entirety of Deadlight looks wonderful with its dark and bleak tones, the sense of gloom and despair almost so thick you can cut it with an axe. Everything looks rancid, rotten and ruined from the warehouses and homes to the sewers, subways and hospitals. There is very little that looks positive in this game and when the flashbacks happen, showing times before the end of the world has happened, the game looks overly fake. Whether this is because it's trying to ham up the 1970's view of hot apple pie on windows and every man in a suit and hat returning home saying "Hi honey, I'm home" to the 2.4 children nuclear household, is up for debate.

Another wonderful use of the 3rd dimension interacting with this plane of existence. Namely by a helicopter and machinegun trying to add to your problems.
Deadlight plays very much like Prince of Persia, Flashback and Limbo. You've your main character, he can run, jump, climb, wall-jump, duck, roll, axe, pistol and slingshot (contextual puzzles, trust me) his way out of most difficulties while also having to navigate around and over most of the enemies. It's highly unlikely you'll kill everything, in fact in some situations there are infinite enemies hiding around the corner in the background waiting for you at key points. It's an odd situation, since some of the set pieces will require you to kill 2-3 enemies, some will require you to fend them off until you can escape and others are simply that you have to outrun, out-maneouveur and outwit the shadow zombies. This can be from summoning them to you and watching them go swan-dive off a cliff, drop things on them, have them walk through electrified flooring, push them into machine-gun fire coming from the background and a whole host of other ways to dispatch them.

Brief moments of quiet are often accompanied by rather exquisite detail showing the dilapidation of the surroundings and structures.
You've got your health, which can be upgraded, your stamina which also can be upgraded but there's no puzzle in this game that requires the use of more stamina. If anything it just gives you a little extra breathing time between one awkward jump and another, they're often hidden in very out of the way places that most people wouldn't consider or stop to explore given their hidden nature. Jumps need to be made to places that don't look like they'd support Randy landing upon them, or alternative routes found in the middle of speed puzzles that require fast dexterous reflexes and reactions or they'd die before reaching the end and have to start over.

The axe. Nothing really more needs to be said.
Speaking of which, the game is fairly forgiving. Dying at any point only really puts you back barely a screen's worth unless it's one of those ongoing, lots of things to avoid, puzzles. Like running away from helicopter gunships, or escaping from a collapsing building. Speaking of which...




It's not an easy thing to navigate through but by the time you're here, you'll have mastered most of the moves and can throw it all together almost flawlessly. Though what is a shame, is the fact that you won't have much time to master everything and use it, for the game is over in around 3 or so hours. Perhaps the sign of a good game, perhaps not, but when you're seeking to enjoy a game and it leaves you wanting more, you can always replay it but there's little scope for alternative solutions to situations.

There's often a way for players to kill the Shadows by using the environment.
Herein lies the problem. It's a lovely game, there's no two ways about that, it's very well thought out and fantastically executed in showcasing a dark and foreboding environment but there are, as almost always, issues with the game itself. In particular in this case the control system. There's something counter-intuitive about the layout of the buttons that leads you using the triggers and shoulder buttons in what isn't apparent to be a sensible manner at the time and the causes of death will be simply, hitting the wrong button at the wrong time or the right button but only after you ran a self-diagnostic check on your muscles and synapses. Occasionally there is the issue that the game won't let you jump a specific direction in time and combat with the shadows can be rather hit and miss where you'll be dependent upon scoring a knock-down but find yourself running out of stamina before it falls so you can run past it.

Though in some cases it's quicker to run past them by running through and jumping.

Rooms like this are often a puzzle in themselves. Here you can fight the Shadows and run the risk of death, or use the environment to skip around them.
In some cases the game also acts rather unfairly and expects you to play via trial and improvement. Deliberately goading the player into causes a mistake to happen, punishing them with death and then handing them back the controller as if to say "Go on, try again, next time you get a slap". Not exactly the most rewarding way of playing a game, while succeeding the first time through a trap or level will leave the player feeling unsatisfied at the prospect and idea that they've rushed through and likely missed something or some such trinket and item.
"Oi dead guys!" and watch them go haplessly to their deaths.
Thankfully, the game, for the 100% completionists, will let you replay previous chapters and scenes of the story in order to gain all of the diary pages, memories for Randy's stock book and even old-style LCD video game controllers with jokes taken aimed at Monkey Punch animes, Chthulu Mythos and Guitar Hero as if done via Tiger Handheld machines. It's a cute little throwback and nod to the older days of gaming and thankfully more fun than the actual handhelds were.... Except the Turtles one, that was quite fun.

If you can see a vent or alternative route to the one you're currently on, you can pretty much guess you'll be taking it at some point
Overall a fun romp, punctuated with comic-styled cut scenes between levels and scenes, marred by gameplay hiccups, brevity and a slight dependence upon trial-and-improvement development to passing through the levels and scenes. That aside, it's certainly a game worth playing at least once all the way through, particularly if, like me, you enjoy the scopes and imagination behind apocalyptic worlds and visualisations, in all their horrid splendour.

The hazards come thick and fast, numerous too in their approach. This helicopter providing the infamous "Scrolling wall of death" following you across the rooftops.
And you get a fire axe!

Monday, 10 March 2014

Silent Hill 3


It's going down hill soon in Silent Hill. Like a vertical drop rollercoaster.



Now I know, some people will disagree with me and some people will agree with me on this, but that's never really been a concern, just something I know and felt like stating. Yes it's a stalling tactic because I'm still thinking up what to write about while typing this out. But Silent Hill 3 is worthwhile playing. Yes I know, I've not reviewed Silent Hill 2 but I need a while to revisit that one before I go all out in the next few reviews and such. This however is a more overlooked game because it's compared to the previous one in the series while the first game seems to be nodded to and referenced and recognised but never really accepted outside of Silent Hill 2's grand (supposed) presence.

Taken as a game by itself, Silent Hill is about one girl's struggle with the pressures of society personified by an evil fucking town with large monsters. She also may or may not be the reincarnation of God... or A God at least. That said, actually... That's all that really needs to be said.

Not the best of days to have a breakout of blood.

One thing you will notice with this game is that it's very empty of people. Which comes as an odd contrast to the introduction which has our protagonist happily chatting to her father in a burger bar (he's on a phone) until she goes to leave and is stopped by a fat man in a dirty Macintosh (the clothes, the other Macs are just as dirty) before bottling the encounter like a coward and hiding in a toilet. After escaping through the window it all goes downhill from there to Silent Hill.

Silent Hill, a lovely town with a gorgeous hotel overlooking a lake that will likely kill you before you can do any real sight-seeing amongst the fog. Or darkness. Or both.

Oddly enough, this guy isn't a direct threat to you.

What you're basically set up with for the first half of the game is getting your protagonist home while traversing through a mall, a train station, a building site for a condemned building (in more than one sense of the word) and then home before actually getting to the titular town itself where more angsty bombs are dropped and curses uttered.

The game makes sure it's as eerie as ever with changes in setting from going back and forth between an empty looking normal place, to looking like hell changed the fire and brimstone for barbed wired and chain link fencing. While you're navigating various locations you'll occasionally find yourself looking at what would be Dante's realisation of Hell if he was more into metal than fire and ironic tortures. All of which are used to give you the idea that something is not quite right.

It all serves a purpose. I'll be damned if I know what thoug.

But it's never explicitly stated, but certainly alluded to, that whether you're really going through these changes and seeing an alternative, possessed, location. Or if you're being forced to see it in a form of hallucination brought about through other means. Do you really see hell and the monsters? Or are you visualising these things. This also brings into bearing the point about the monsters themselves. Each monster is in some way a personification of a fear that typically plagues the demography of the protagonist. A theme that usually carries through the games (until a point at least...). In this particular game, the theme is around fears that teenage girls might have. Relating to cancer (huge fat things, with fat growing on their fat), split-headed dogs (ok some people fear dogs), walking penii (I can't think of a better way to explain them but the sexual allegory is made there) Lots of monsters based around phallic imagery really, or trying to stick things into our heroine in a sort of penetration/rape reference. Seriously though, one boss basically is a huge (think London Underground Tube Train sized) dick with teeth.

Oh and there's some fears around pregnancy in the game too.

Rhyming slang about being Brown Bread probably isn't appropriate here.

But while that's the hidden bonus for those that look deeply into the why and wherefores of a game, it's not the key focus. There's plenty of running around, finding maps and checking which doors are broken and can't be used and which ones lead you ever deeper down the rabbit-hole that is Silent Hill. Filled with references to multiple pop-cultural situations and occasionally poking fun at the world, in particular with theme park mascots. Robbie the Rabbit never looked so... soaked in ichor before.

Actually I do prefer my mascots, dead.

If you think this looks bad, be prepared for it get worse.

The problem with the game is that the puzzles are either too easy or ridiculously difficult, combat can be a cakewalk or in the higher settings, mandatory to avoid and boss fights can go on for far too long with little hope of victory. Playing in easy mode makes everything almost like paint-by-numbers for the puzzles while playing in hard mode will force you to recollect and understand the order of Shakespearian works, deciphering cryptic poems relating faces to keypads and a very dark and disturbing twist on the "Who Killed Cock (heh) Robin" Nursery Rhyme. A nice touch with some of the puzzles is that they change and aren't really the same on any two playthroughs. Such as key codes which have to be found using specified methods rather than just looking it up online. Mainly because you'll encounter a key plot point or item during the hunt for the answer.

There's very little in the way of subtlety in this game either. If something odd is going to happen, you're always going to be in a position where you HAVE to see it, usually through cut-scenes, but even when playing in the game normally, the camera will be positioned often in a way where you can't avoid the weirdness. Case in point, climbing the long ladder in the crossover from one hospital to another. You will basically have one of the creatures of Silent Hill shoved in your face for you to watch like it is some form of living-art exhibition. Almost like the game designers are slapping you in the face with the obvious and waiting for you to take the time to acknowledge it. A problem with a lot of big money games nowadays that force you to observe everything they've done because it cost them money.

[The blogger was chastised greatly for making a "tap that" reference]

What it does that is creepy, it does very well. The reflection in the mirror being one example, the entire Borely Haunted House and the usual descent into madness that is the crossover from normal world into the demonically possessed world (for the most part) while sometimes it's a more subtle approach than blaring an air-raid siren and other times it's smacking you in the face with cock than a 'bring your own rooster' convention. It does mark however the change in the nature of the Silent Hill games as it is, but I'm side-stepping here.

As far as plot and progression goes, you encounter a nutcase who preaches about God and basically follows you home. Sounds like my Sunday evenings back from the local pub. While they claim they're your nemesis, nothing is really done about it until the mid-point in which it goes from them following you to you hunting down them. Plot wise it's a little stop-start and that's mainly because it can take a LONG time to navigate around the game's "dungeons" and get to the key points that start to unravel the main plotline. Though there's plenty to do at the same time with small sub-plots but these are only encountered along the way as a sort of distraction between the main interests on what is a very long and otherwise dry tour from start to finish.

Big, mean and the first enemy you fight. It's also a normal enemy.

Grabbing a submachine gun never seemed to scream "survival horror" either. Though I rarely use the guns, I prefer the melee and with that end up becoming the monster and just going kill crazy happy on the baddies.

3 Different endings await but gameplay-wise there's little difference between one play and another. You could go for the Alien based ending, which is entirely nonsensical but funny all the same, and does require you playing the game dressed up and powered up like something out of Sailor Moon, but it's still amusing. While the other two canonical endings are just the "You did well" and "You killed a fucktonne of things" (by the metric load) which gives you the good and evil bastard endings. Quite the drop from the multitude of endings in the first few games and even the later ones too by that standard.

Come at me, Sis.

It's linear, it's not too complex and the subtle hidden details are laid bare for all to see. It's a real no-brainer of the series that requires little knowledge before the story and about the entire series if you want to play it but within it there's enough there to make you guess what's around the next corner and what's going to happen in the endgame. Fans will enjoy it, hardcore fans will be left feeling unfulfilled by it and to everyone else it's a horror game with some gross out factors and the paranormal stuff will leave others confused as to what the rules of the games reality really is.