Tag Archives: survival horror

Game Review: Condemned Criminal Origins

Having worked in emergency services in the past, I find it endlessly amusing how the media portrays forensics.  While I’m sure employees in actual forensics labs in major metropolitan areas have access to better resources & technology than a 911 dispatcher in a medium-sized county, I can tell you that nothing is as instantaneous as what’s shown in movies, TV shows & games.  I’ve run & entered plenty of articles in NCIC (the federal government’s National Crime Information Center) & even simple searches like pulling up warrants on a person can take a while to go through.  I can’t even imagine how long it would take for a computer to run an analysis on something as complex as DNA or fingerprints & sort through all the records on file.  So it cracks me up when games like Condemned: Criminal Origins have futuristic gadgets that can take high-res photos of fingerprints & measure the chemical composition of blood without so much as a sample.  UV light does not work that way.


In Condemned: Criminal Origins, we take the role of FBI detective Ethan Thomas, who specializes in tracking down serial killers in a city run rampant with crime.  After responding to a call from an officer on duty to investigate a grisly crime scene, Ethan quickly finds himself on the wrong end of the bureau after an unknown assailant murders two officers with his gun.  Aided by his lab tech Rosa & a mysterious old man who seems to know more than he lets of, Ethan begins to hunt the killer down to clear his name.  However, while pursuing this “Serial Killer X”, he slowly begins to uncover that there’s more going on in the city, & these random acts of violence might not be so random.

Condemned is a first-person survival horror/action game, with equal emphasis on both features.  While traversing cramped & creepy locals, you’ll find plenty of weapons to arm yourself with to fight off the legions of crazed miscreants, ranging from rifles to 2×4’s.  The combat emphasizes blocking & dodging while waiting for an opportunity to knock your opponents out.  You’ll also come across portions where Ethan will have to use his forensics tools to help point him in the right direction.  The game will prompt players when this is necessary, & the tools can’t be used without a prompt.

Narrative: I can’t help but have mixed feelings for the game’s narrative.  On the one hand, the story is nicely self-contained, with a resolution to Ethan’s main goal while also leaving enough questions open for a sequel (which I’ll be starting soon).  But at the same time, I can’t help feeling that there’s not a lot of progression during the story.  It feels like a lot of nothing happens.  Okay, we’re chasing this mysterious killer, & there’s a clear reason why we go to each level.  But we don’t really learn much about what’s going on until the last few levels.  So I guess it’s a problem with pacing.  What’s presented is interesting, when it’s there, but it mostly felt like the developers came up with the creepy levels first then thought of a reason for Ethan to go there.

14615662939_77fc5a0a5d_oThe characters are average.  Ethan doesn’t bring anything new to the table, but I felt he reacted like a normal person would to the stuff going on around him.  The other characters don’t leave a lasting impact, though they serve their purposes well enough.  I did find myself intrigued about SKX, especially when the game reveals the motives behind his crimes, which is good for aiding the mystery of the game.  But as I stated before, they didn’t utilize it well.  When we actually meet him, he seems so interesting, but that’s the only time he talks to us.  This is one of the few times I think notes or audio logs would’ve been useful.  The game does show what he’s been doing, but it would’ve bolstered the story if we caught little snippets from his mind as we went.  And it may come up in the sequel, but it never answers why he’s chosen to do what he does.  He just went crazy & it’s related to the demon-things, & somehow Ethan’s part of it but didn’t know but the government did.

So overall, the mysteries presented are intriguing & have real potential, but I felt the strengths were underutilized.  The narrative is serviceable enough to push you forward, but not what it could be.Score: 3

Mechanics: There are primarily three main components to the gameplay: combat, forensics & atmosphere.  The combat in Condemned is often described as visceral, & I feel that’s very accurate.  Although you can come across guns in the game, ammo is extremely limited, so most often you’ll be resorting to melee weapons.  I loved the variety of weapons & how each had their own stats.  Weapons like the fire axe or sledgehammer are slow, but have long range & great stopping power, while something like a small pipe is faster & better at blocking.  My favorite weapons were the paper cutter & clothes rack.  Ethan also has a taser to stun enemies temporarily, allowing you to get in close to disarm enemies.  The first-person camera makes every encounter up close & personal, & you can feel every impact.  It’s jarring, & can be disorienting, but that just adds to the realism in my eyes.  My main complaints in this area are that Ethan moves so sluggishly.  If you taze an enemy, it takes forever to run up to them, & they might not be stunned by the time you get there.  I know it’s standard in a lot of games, but I’m not a fan of pushing down on the left analogue stick to sprint.  It feels awkward to me.  He’s also sluggish about switching from attacking to blocking, even with fast weapons, or switching from using the taser.

561262-condemned-criminal-origins-xbox-360-screenshot-game-switchesI felt that the forensics portions were laughable & poorly utilized, & not for the reasons in my intro.  The game always prompts you when to use the tools, & you can’t use them any other time.  They try to explain this by saying Ethan has a sixth sense for when evidence is nearby, which I’m fine with, but it doesn’t make for engaging gameplay.  It doesn’t help that the game automatically selects the right tool & tells you exactly where to use it at.  And then it tells you what the clues mean, almost treating me like an idiot.  Gee, all these faces are crossed out with black x’s, & they just happen to all be killers.  I wonder what that could mean?

The atmosphere is easily Condemned’s strongest aspect.  My god, can this game make me tense!  Even when there’s nothing going on, I’m just waiting for something to happen.  It’s one of those games that makes you paranoid.  You know something’s coming, & the longer it takes for something to happen, the more worried you get.  For me, the best moments were in Bert’s Department Store & in the library’s burnt archives.  In the department store, I made it my goal to kick every mannequin because I knew some were enemies.  But after clearing the floor, to hear a male voice whisper, “You’re gonna die,” right behind me, just to turn around & find nothing… There was also a moment I accidentally discovered after falling down a hole in the library, breaking my flashlight & waiting for Rosa to get down there.  With my back to the gate, watching the dark shelves, I paused to get a drink, expecting combat, when I saw my objective had changed to, “embrace… the.. truth.. join… us…”.  Then, after the game made me think something was going to happen but didn’t, I turn around to see the gate gone & Rosa standing behind me, but then she hits me!  Then everything goes back to normal like nothing happened.  I love when games mess with me, & it’s moments like that that make Condemned a great example of horror.

So overall, while the forensics were disappointing & I had some problems with the combat, the atmosphere & sheer visceral impact of the melee more than makes up for it.  Score: 4

Aesthetics: Hit & miss.  Obviously this is an older game, so not all of the graphics have held up well.  The character models suffer the most, being big & blocky, both in shape & in texture.  Although you can only really tell when the camera’s close up.  The environments look nice, in a suitably run-down kind of way, & there’s a nice variety of locals.  I also liked that the enemies have very different designs, & their designs reflect their condition in the world.

condemned-criminal-origins-pc-screenshot-www.ovagames.com-1The sound design is also nice in some areas but bad in others.  The ambient noises are spot on.  The music adds to the creepy atmosphere, & more than once my own footsteps through debris scared the crap out of me.  I liked that you can usually hear enemies before you see them, both adding to the atmosphere & letting you know to get ready to fight.  Some of the acting is okay.  Greg Grunberg does a decent job as Ethan’s voice, & for the most part sounds believable.  Peter Jacobs did a good crazy person’s voice as SKX (interestingly, he did several voices for the game that all sound different). But Rosa’s voice, Kimberli Colbourne, always sounded flat.  Funnily, in the closing scene when she writes to Ethan that she’d wired by says he can trust her, her “acting” doesn’t sound different from her usual voice.

Overall, great atmospheric composition, but average presentation everywhere else.  Score: 3

Replay Value: Average.  Although nothing changes in a second playing, aside from maybe changing Ethan’s choice of what to do with SKX in the very end (which doesn’t alter the ending), I can see people replaying this just to enjoy the experience again.  Some of the scares lose their impact, but the atmosphere remains just as tense.  Score: 3



Final Score: 3

Final Word: Condemned: Criminal Origins has some excellent horror elements, but its age, meandering story, & poorly utilized forensics hold it back.  However, the nail-biting atmosphere & visceral combat make it a worthwhile experience for anyone who enjoys a good scare.

– GamerDame

Title: Condemned: Criminal Origins
Consoles: PC & 360
Rating: M
Developer: Monolith Productions
Publishers: Sega & Warner Bros. Interactive Entertainment
Release Date: November 16, 2005

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Filed under 3, Horror, PC, Reviews, XBox 360

Allison Road Set to Gouge Gamers’ Survival Horror Itch

Fans of survival horror have been shouting for years that their beloved genre has, ironically, died.  And I can’t say that their complaints are without merit.  At least in the AAA market, developers seem to have forgotten the subtlety of horror.  Even the franchises that basically founded the term seem to have lost what made them unique.  Resident Evil & Silent Hill have traded in the slow burn of terror to appeal to a broader, more action-loving audience.  With each new iteration, Konami and Capcom twist the knife a little deeper into their fans’ hearts.

But maybe that’s the problem.  Perhaps, instead of hoping to rekindle an old favorite, gamers should look for new, fresh blood.  And one such indie game has been receiving a plethora of attention because of this.

Allison Road, being developed by UK studio Lilith, Ltd., first came to my attention after Konami cancelled their upcoming Silent Hills project, even going so far as to remove P.T. (Playable Teaser) from the Playstation Store, like some massive cover-up.  I won’t go into the debacle in detail, but I’m sure most readers can guess as to the fans’ reactions.  But almost immediately after Konami stopped pussyfooting around & officially announced what we already knew, I saw several videos showing footage of the Allison Road trailer, touting it to be a spiritual successor to P.T — not only because it was from the same genre, but the gameplay & visuals were strikingly similar.

Inspired by P.T.’s simple yet increasingly disturbing gameplay, where you wander through the same hallway in a house as increasingly creepy phenomena begin happening, Allison Road will take place entirely inside a single house.  The demo begins with you, as an unnamed male, waking up in an empty house at 3:00 in the morning.  As you explore the dark, desolate, eerie house, it quickly becomes apparent that things are amiss.  You don’t know why your family is missing in what is supposedly your own home, & something stalks you from the shadows.  According to the developers, you have five nights to unravel the mystery… & I’m going to assume running away isn’t an option.

I have to admit, the demo is pretty creepy.  The idea of something unknown stalking you in your own home, which is supposed to be a sanctuary, is very unnerving.  The demo definitely had the right atmosphere.  One of the creators stated he got the idea based on his own house, which creaks & groans at every little thing.  Living near the middle of nowhere, with no visible neighbors & woods that look like something out of a Slender game right outside my back door, I know what it’s like to be creeped out in your house at night, & I got the same feeling with the demo.  Just the eeriness of being alone.  While there are real scares in the demo, often our own imaginations are what scare us the most.

Not much else has been revealed about the game so far, as it’s still very early in development.  The developers have stated they want to create a narrative-driven horror game that harkens to games like Silent Hill.  Presumably it won’t be a combat-based game, though I can’t say how they plan to have the player deal with dangers.  I would guess running away, as I didn’t see any hiding mechanic in the demo, but anything is possible at this stage.  Running & hiding in such a confined space would be very claustrophobic, & if done right can make for a terrifying experience.

After receiving such positive feedback, Lilith, Ltd. decided to put their project on Kickstarter.  As of this post, they’re half-way to their base goal, with almost 4000 backers, though reaching their stretch goals will enable them to develop console versions & translate the game into different languages.  Based on the Kickstarter trailer, Allison Road will be made even if their goals aren’t reached, but the added funding will help them to really create something phenomenal.  If you’re interested in learning more & maybe supporting this project, you can check out their Kickstarter page.  There you can learn more about the rewards (at least $31 will get you a digital copy & access to an upcoming real-world game the devs have planned), check out concept art & learn more about the people behind this ambitious project.  The campaign closes October 21, so don’t drag your feet.

– GamerDame

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