Maybe a return to the original’s Thirties
Americana backdrop could have been the
gimmick the franchise needed; a survival
horror that splits its levels into episodic
investigations like
the X-Files. Hope
you’re listening for
next time Atari.
SCORE
25/JUN/08
58%
CLICK ON A THUMBNAIL TO PREVIEW
The early exploits of Edward Carnby
pioneered the 3D survival-horror
genre. However, the PC-born
series, after its conception back
in 1992, has since turned into a game that
has retained none of its past glory. What was
once revolutionary, is now a brainstorming
session that spiralled out of control and
never once touched on the subject of how
the ideas could be applied consistently.
So where do the issues lie? Well, gameplay
and progression involve physical battles
between you and a maddening camera as
you lead an amnesic Carnby around a series
of rooms that are dressed up in darkness
to look like open vistas. The structure of
the game tends to involve rubbing your
character around the walls (well, three
inches away from them) dipping in and out
of fi rst-person mode to manually glean the
whereabouts of a single trigger icon that will
grant you exit. And because of this linear
structure, frequently dying due to a cocktail
of trial-and-error progression and shoddy
camera work, then being sent back to replay
a series of events, void of any real organic
gameplay, gets tiring very quickly.
Later on the game does open up. The
puzzles get a little more inventive and fi nally,
after an hour or so, you encounter your fi rst
enemies; one predictable, the other goofy:
zombies and bats respectively. The bats are
annoying and almost impossible to hit; the
zombies move slovenly and fail to instill any
tension or real threat. In fact, it’s pretty easy
to avoid them, but you won’t. Why? Because
by the time they enter the picture, you’ll
be so desperate for anything resembling
action to come and sweep you off your feet
you’ll actively seek their attention – which
isn’t a great trait for a survival-horror game;
a genre essentially built
around the idea of running
away from danger not
pursuing it.
Sadly, when the game
isn’t ordering you around, further cracks
begin to show. There’s a clear lack of
coherency throughout. Areas are cordoned
off by invisible obstructions, objects can
be picked up and used to smash through
(selective) doors/walls or can sometimes
be combined with other items to make
additional weapons or help expose escape
routes (waving a wooden chair over fl ames
will cause it to ignite and you can then use
it as a torch). But can someone at Atari tell
us why Carnby can’t perform the easiest of
actions, like being able to carry a fi re axe up
a ladder, and why certain objects only seem
to work in certain instances? The combat is
equally as jarring. To attack you use the right
analogue nub to wave your weapon, which
feels intuitive, but the idea gets ruined when
you see a fi re extinguisher travel through a
zombie three times before he even bothers
to notice. Look, overall AITD has some nice
ideas and it does look great, but annoyingly
its potential is continually squandered by
robot mechanics and tedious progression.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson