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REVIEW CONDEMNED 2 |
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PUBLISHER
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SEGA
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DEVELOPER
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MONOLITH
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GENRE
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FIRST-PERSON SHOOTER / ADVENTURE
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PLAYERS
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1-8
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Despite being awash with new features
and ideas, Condemned 2 is no match
for its predecessor thanks to clumsy
pacing and a lack of any real craft or
subtlety. Still,
fans of extreme
violence won’t
be disappointed.
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SCORE
31/MAR/08 |
78% |
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If we wanted to get from one end of
a corridor that was blocked by some
shelves, a box, two gas canisters and
a can of petrol, our fi rst instinct would
be to push the obstacles out of our path,
taking extra care with the fuel containers,
of course. Maybe we’re just being boring,
or stupid, or unimaginative here but it
would never, ever have occurred to us
that the solution to this little predicament
would be to go and fi nd an exploding baby
then throw it at the obstacle from a safeish
distance. Even if we knew where to fi nd
an exploding baby, we’d probably still opt
for the relatively straightforward option of
moving the shelves, boxes and containers
by hand. Hell, we might even climb over
them. Incidentally, if anyone reading this
does know where to get an exploding
baby... letters to the usual address.
As you might have already guessed, we
haven’t just conjured this scenario up out
of thin air, we’re making specifi c reference
to something that happens in Condemned
2 – although we ought to point out that
the explosive in question is a doll, and
not an actual baby – it is just about as
stupid as it sounds. We don’t so much
mind encountering problems that only
have one preset solution, it’s just that it’s
very diffi cult to forgive when the solution
is clearly so daft, and jars so awkwardly
against the dark, sombre tone we were
expecting from this game. And it’s not the
only example of such silliness and frivolity
we came across either.
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Let’s just have a quick recap for those,
presumably many, among Play’s
readership who aren’t familiar with the fi rst
part of the Condemned series (released on
PC and 360 only): Criminal Origins. It was
a fi rst-person, survival-horror adventure
in which you played a CSI-type agent
who becomes embroiled in
some very sinister, slightly
supernatural goings-on. It
was atmospheric, genuinely
terrifying and featured a
unique, visceral meleecombat
system. For the most part it was
very good, but it did lose the plot towards
the end, becoming too light on scares
and too heavy on repetitive combat
and unconvincing monsters. That it has
spawned a sequel is good news, as is the
fact that it’s made it to the PS3. Not so
good is that Condemned 2 picks up where
Condemned left off, largely foregoing
atmosphere and mind games in favour of
action and fantasy-land nastiness for the
hell of it. This is a problem because in order
to be frightened by something, you have to
believe in it, and Condemned 2, unlike its
forebear, simply doesn’t take the time to
make you believe. Condemned’s brilliance
was in how frequently it managed to
make you forget you were playing a game.
Condemned 2 almost seems to go out of
its way to keep reminding you.
For a start, there’s way too much going
on in the HUD. When there’s nothing
happening at all, the HUD disappears
altogether, which suggests that Monolith
is well aware of how obtrusive it can
be, so you’d think that the number of
things popping into the periphery, and
sometimes even the very centre, of your
view would be kept to a minimum. Not
so. Any excuse whatsoever, and
something will pop up and break your
suspension of disbelief. For example,
there’s one really tense bit where you’re
exploring a recently evacuated offi ce
alone. It’s good, but it would be even
better if it weren’t for the fact that an icon
keeps popping up to tell you that you
have a set time in which to press the X
button. And what does pressing X do
under these particular circumstances? It
makes you ask if there’s anybody there.
What? Why? It’s just really pointless and
really self-defeating.
But there’s never more on-screen
clutter than during combat, which, in
the process of improving on Criminal
Origins’ effective, but arguably too
simple ‘block-strike-withdraw-blockstrike-
withdraw’ system, has picked up
all manner of icons and button prompts.
They’re supposed to be there to help you,
but they just make it less like fi ghting and
more like playing.
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So, for whatever reason, Condemned
2 tries rather too hard to be vicious
and in your face, and not hard enough
to build tension and orchestrate fear,
which is a little bit disappointing really.
However, there is still a lot to like about it.
The violence, while not as believable or
immersive as it is in Criminal Origins, still
carries an air of real danger, desperation
and actual bodily harm, the like of
which you won’t experience in any other
PlayStation title.
And there are sections here and there
that do recall the edgy discomfort and
fragile state of mind we experienced
while playing the fi rst game. But overall
there’s a sense that Condemned has
perhaps unwisely turned its back on
the excellent psychological horror of its
origins in pursuit of an audience that is
currently holding out for Manhunt 2 and
waiting for something really nasty to do
while they’re waiting.
Gavin Mackenzie
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