Mar 13 2011
Amnesia: The Dark Descent (2010) is a game unlike any other. It’s so different that the game even starts with a disclaimer, warning the gamer that it is an atypical game and is about immersion, not about ‘winning’. Therefore, this is a game that is entirely and utterly focused on the gamer’s experience. It for this reason that I’ve chosen to review this game in a ‘new journalism’ style – since failure to do so would fail to adequately express the single biggest success of the game, the suspension of reality. As Gillen (2004) says “What a gamer feels and thinks as this alien construct takes over all their sensory inputs is what’s interesting here, not just the mechanics of how it got there”. This is completely true of Amnesia: The Dark Descent since it sacrifices traditional game mechanics and instead relies almost exclusively on the gamer’s suspension of disbelief in order to invoke emotion and provide heavily scripted sensory experiences for the gamer. You simply cannot adequately describe this game to others without describing your personal experiences of this fantastical reality.
I love the horror genre. So it’s probably no surprise that I took to the indie developer Frictional Games’ latest survival horror video game, Amnesia: The Dark Descent (2010) with eager anticipation. Two of my personal all-time favorite gaming moments is playing through ‘The Cradle’ in Ion Storm’s Thief 3: Deadly Shadows (2004) and playing through ‘The Mansion’ in Troika Games’ Vampire: The Masquerade – Bloodlines (2004). However, while these scary moments in gaming history were very immersive and frightening, they were only individual levels of a larger game. While I was hopeful, I was initially skeptical that a developer would be able to sustain that kind of intensity, fear and suspense over the duration of an entire video game. I was wrong.
So very wrong!
The eight hours or so I spent playing this game, were probably the most frightening eight hours of my life. I say ‘eight or so’ very loosely because the reality was that I was usually only able to emotionally support playing this game in 1 or 2 hour blocks, before I was required to abandon the game for a time and change my pants. And the new panties probably had little flowers on them, because never before has a piece of fiction made me felt so much like a frightened little girl.
Amnesia: The Dark Descent puts the gamer inside the head of ‘Daniel’ a rather mysterious protagonist who unsurprisingly has suffered some kind of memory loss. After rather foolishly following a trail of blood (I generally make it a rule to avoid following trails of blood) you discover a note written by yourself telling you who you are, and that you apparently hate some guy called ‘Alexander’ and you must kill him. I was a little irritated that the note doesn’t explain why, but it was all the motivation I needed to hunt this guy down and take him out. What I soon discovered was that not only was something very dark going on in this mansion, but that I was involved in it (somehow) and that I wasn’t alone. It was clear that evil was afoot because opening drawers and cupboards often yielded loads of creepy stuff such as human remains and bondage and torture gear. Scattered around he place was remains of a journal that slowly reveals how you got tangled up in this mess in the first place. Eventually you discover that your role in this wasn’t entirely passive either. Oh, Awesome.
Just when I was starting to get used to discovering Alexander’s disturbing keepsakes, I heard an eerie sound behind me. I’d like to describe it for you but the truth is I only saw a kind of rapidly disappearing cloud of smoke. A few journal pages later describes a ‘shadow’ that’s apparently stalking me. Oh, Awesome.
Fortunately, the game was very kind to (on occasion) give me helpful hints along the way.
The problem is that it usually handed out these ‘captain hindsight’ hints after something had just mauled me to death.
As I solved the basic puzzles (which seemed to be more of a way to slow you down rather than try to make you think) it proceeded to get darker and darker, making Daniel go slowly insane. Sanity becomes important because the game is already creepy enough without the screen becoming blurry, the ground tilting beneath you, and imaginary bugs crawling over the screen. Fortunately you can increase the light levels by igniting candles and torches with tinderboxes you discover scattered about carelessly or by collecting oil (equally strewn about) for your lantern. However, I quickly realized that simply turning on all the lights is a mixed blessing. Sure you can get out of the darkness (which improves Daniel’s sanity) but it makes it far easier for the ‘others’ in the mansion to track you down. This is undesirable because a) they want to wear your head like a hat, and b) there is absolutely NO WAY for you to defend yourself. You end up trying to find a dark corner or a cupboard to hide in, which might keep you safe, but slowly sends you insane. Arhhh! So this is why I found myself spending long minutes huddled in a dark corner looking at the wall because I was simply too afraid to venture out.
But the game doesn’t rely on overt scare tactics. It’s far smarter than that. In actuality, upon reflection I realized that the actual monster encounters are very few and far between, but this didn’t really occur to me while I was playing. It’s actually the ever changing atmosphere that keeps you on edge, making you fearful of EVERY little detail, even rooms you’ve already explored are scary, because the game changes little details here and there and I needed to keep asking myself: “Did that look like that before?” The constantly changing mansion isn’t just for show either. Occasionally the stone walls of the mansion start growing some kind of organic material, which will hurt you (like everything else) if you get too close to it or stand on it.'
For someone trying to maintain some resemblance of sanity, finding dead bodies around the place doesn’t help.
While playing the game, things get progressively worse. Since the developers had already established the key ‘rules’ of this reality, they slowly increase the severity of the pre-established atmosphere. More strange sounds, more darkness, more traps, and more monsters (usually whenever you least expect them). This builds to the games pièce de résistance - the final pages of Daniel’s journal, flashbacks (via screen or audio cues, or simply text on the screen) and the discovery of the torture chambers.
I cannot think of a game that makes a better and more sophisticated use of audio and visual cues than Amnesia: The Dark Descent. I really felt as though I was living in some kind of lucid nightmare. I soon forgot about the protagonists name (Daniel) because I really began to think it was me! While the ending was mildly disappointing, this game isn’t about the end-goal, it’s about the immersion and its string psychological thrills. I suspect the developers didn’t bother with the ending too much because they were trying to make a game that was so scary that few people would actually make it that far! I cannot count the number of times I literally covered my eyes with my hands, peeking though a split in my fingers, my stomach in knots as my mind tried to make sense of why I would choose to endure such a unrelenting nightmare.
My only criticisms would be that the puzzles do feel a little ‘in the way’, instead of being a part of the overall story, and that the game lacks the ‘big reveal’ that is alluded to throughout the game. The finale with Alexander, felt hurried and underwhelming as it felt disjointed from the rest of the game and the game just kind of ends, quite abruptly. For a game that’s almost entirely about timing, the ending felt like a missed opportunity. However, given that the game isn’t an exercise in how quickly you can get to the finale, this is easily forgiven.
It might sound like a cliché but this game really will scare the pants off you.
My Score: 9/10
This post is a slightly modified version of a piece I wrote for a University assignment for the RMIT University Subject: Computer Games, reviewing a game of my choice in either a traditional or new-journalism style.
Mar 12 2011
One of my favourite teenage memories is that of playing Day of the Tentacle on my old 386 PC. I still remember how much the art and animation (quite excellent for it's day) impacted on me; and even at today's standards I feel warm affection whenever I see old screen-shots of the LucasArts classic point-and-click adventure game. Others prefer others, such as Monkey Island or the Original Sam & Max, but for me, the pinnacle of adventure game goodness was the time traveling story of how the 3 protagonists (Bernard, Hoagie, and Laverne) stop (evil) Purple Tentacle from taking over the world and enslaving humanity.
I've been wanting to replay this game for over a decade, but as operating systems advanced, it seemed like short of a re-make my wishes were likely to remain a fantasy. Until I discovered ScummVM. From the ScummVM website:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
You can find a full list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often. Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS and many more...
But hands down the BEST news about this is that the ScummVM has binaries available to run on virtually every OS you can imagine (except iOS obviously, or at least, not to my knowledge) and the original DOS versions of all these original adventure games seems to run on any platform. I've only tested this with Day of the Tentacle, but sure enough an ISO of the original DOS game, was simply copied to a folder on my Mac, and the 'DOTT' directory in that folder selected as the game folder for ScummVM which detected the game and added it to a list. Form there, I just selected Day of the Tentacle from the list and hit 'play' - which launched right into the game, with sound and everything.
I did the same thing on my kids Windows 7 PC's and it worked well, although I found that I needed to turn the subtitles and voices on, because the speech audio sample-rate is very low and occasionally difficult to understand. But then the game is 18 years old and under 300Mb. The menu can be accessed in-game by pressing the F5 key, and the game paused with the space bar.
Other than that, its still as good as the day it was released and hopefully ScummVM will get me through my itch for this classic long enough until a possible remake comes along. Let's hope the rumors of a Telltale remake are true!
Jun 12 2010
I have had iiNet ADSL for a very long time, and as a result of one of their acquisitions, the 3FL game servers now count as "freezone" for all iiNet customers. Whats really great about this, is that 3FL has official steam content servers; so steam downloads from 3FL are "freezone" too! This is great, if like me you are a die-hard valve/steam fan boi.
The problem is that Steam uses a "BitTorrentesque" download technique and despite any settings you make inside Steam, it will not guarantee that it will limit its downloading from that server. Windows users for a while now have had an app called SteamWatch which monitors Steam, and when it trys to download from another server, forcibly closes the connection on Steam. Sadly, mac users dont have anything so easy, yet. However, here is a shell script which adds a number of rules to the OSX firewall to stop steam from downloading from non-free servers:
- /sbin/IPFW -f flush
- /sbin/IPFW -f add 3000 allow tcp from any to 18.104.22.168 27030 out
- /sbin/IPFW -f add 3001 allow tcp from any to 22.214.171.124 27030 out
- /sbin/IPFW -f add 3020 deny tcp from any to any 27030 out
Just save these lines into a text file (mine is called 'rules.sh') and then in the terminal (and from the directory you saved the file) execute:
- sudo bash rules.sh
In this case, I have setup the rules for 2 servers, 126.96.36.199 and 188.8.131.52 which are the 2 servers which correspond to free content servers for iiNet. If you are not iiNet, and can find out the IPs of your free Steam servers, just remove those lines and add/edit accordingly.
Now, this is not a silver bullet. When these rules are on, it may restrict or otherwise affect online gaming and some Steam games may not download at all (because not every Steam content server has 100% of the steam catalogue on it!). However, when you reboot, its reset, or you can run this command at a terminal prompt:
- sudo /sbin/IPFW -f flush
...and the rules will be reset. Happy free downloading!
Mar 9 2010
Its been speculated for some time now, but it turns out that sometimes rumours that seem too good to be true, do materialize after all. Steam is coming to the Mac.
And not just im some crappy pseudo lameness through a dodgy emulation or some-such, but real honest to god native application which is, according to Valve to be considered a tier-1 level platform with simultaneous releases for PC, Mac and XBox 360 from now on. Also, Mac and PC builds will be concurrent, patches will be released to both simultaneously as well. The source engine, also gets the native treatment, now that Valve has incorporated OpenGL into its award winning, modular engine.
Portal 2 will be Valve's first simultaneous release for Mac and Windows. "Checking in code produces a PC build and Mac build at the same time, automatically, so the two platforms are perfectly in lock-step," said Josh Weier, Portal 2 Project Lead. "We're always playing a native version on the Mac right alongside the PC. This makes it very easy for us and for anyone using Source to do game development for the Mac."
This means that all steam games will be theoretically available to Mac users. Steam and Valve's own library of games including Left 4 Dead 2, Team Fortress 2, Counter-Strike, Portal, and the Half-Life series will be available as soon as April (next month).
But looking at the bigger picture, I think this is a huge industry changing announcement from Valve. I think this will be the event all Linux and Mac users had been hoping for to finally bust the lid off the "Windows is best for games". This is a great idea from valve because it means that they're going to have access toa huge market of new potential gamers. I suspect that many OSX users will flock to Steam as their de facto games delivery platform, since historically only very large titles were ever ported to MAc, and generally years after the PC launch.
What's more, if Valve is to be beleived, it may be more than just Source games coming, Gabe Newell, President of Valve said:
"As we transition from entertainment as a product to entertainment as a service, customers and developers need open, high-quality Internet clients, the Mac is a great platform for entertainment services."
"Our Steam partners, who are delivering over a thousand games to 25 million Steam clients, are very excited about adding support for the Mac," said Jason Holtman, Director of Business Development at Valve. "Steamworks for the Mac supports all of the Steamworks APIs, and we have added a new feature, called Steam Play, which allows customers who purchase the product for the Mac or Windows to play on the other platform free of charge. For example, Steam Play, in combination with the Steam Cloud, allows a gamer playing on their work PC to go home and pick up playing the same game at the same point on their home Mac. We expect most developers and publishers to take advantage of Steam Play."
Given the lack of enthusiasm for Windows Vista, and given he number of people I know to be making the move from Windows to Mac, I think this will only lessen the ties people have with Windows. Especially that source game licenses are granted for either platform. Blizzard has done this too, for the record. Its not quite as elegant as steam, but battle.net was (to my knowledge) the first way to get dual platform licences which could be downloaded from the web.
In summary, this is such exciting news for me, I am positively elated. And I think that this will cause quite a stir in the games industry, in that games that support only one platform may finally be a thing of the past.
Jul 18 2008
The ESRB Proves their Use Once Again (not)!
Posted by Zonk on Slashdot
"During the recent Senate hearings on video game violence, one expert claimed that the ESRB underrated violent games. They went on to say that Pacman was 64% violent. To some, this means you shouldn't play Pacman; to others, it highlights what's wrong with Senate hearings. Whether a game is violent or not depends on how you classify violence, and the ESRB has the job of doing just that. They're not regulated by the government, they let the game makers recommend their own ratings, and don't play every game they rate. Is the ESRB to be trusted?"