forces and monsters of Shadow Island. Ultimately they must
defeat evil as embodied in the form of the maniacal Alan Morton to
preserve the world of good.
Not that the storyline
isn’t good or that you won’t want to see how the story unfolds and
ends, but it just contains too many all-too familiar elements to make it
fresh.
Just like Resident Evil,
you have a choice of playing either a stereotypical male or female main
character. Choose either Carnaby, your typical renegade He-man P.I./cop
figure, or Cedrac, your standard mysterious babe-o-licious booty-mama
(could they have made her jeans be ANY tighter?) in danger. You’re
better off starting with Carnaby though. Unlike Aline, at least he
starts off with a weapon, his handy revolver. Don’t fret, though,
because you will keep in contact with the character not selected with
the help of the provided walkie-talkies. And although you will take a
different path depending on which character is controlled, the ending
for each is exactly the same, although the replay value increases by
being able to play the game from another character’s perspective once
you complete it the first time.
Opening up the game is a
Hollywood movie-worthy opening CG sequence. You might think you are
sitting in the local movie house munching on some popcorn while viewing
it. Rather unfortunate is the so-so quality of the CG movies that flesh
out the game during your adventuring and the slightly disappointing
ending (in light of the outstanding commencement). I don’t know if the
producers just ran out of gas after punching together a great beginning,
but the rest of the CG movies are a bit of a letdown. All the CG movies
(even the opening) have the standard "Godzilla" dubbing. You
know what I’m talking about. If you ever have watched one of the
Japanese Godzilla movies, the infamous bad dubbing where character’s
mouths are moving but the dialogue spoken is way behind or ahead gives
you a good idea of what to expect out of AITD’s cut-scenes.
Dialogue and voice acting
is your typical video game quality. That is, average at best and even
out-and-out unintentionally laughable. If I just ran into a mutant
zombie trying to kill me, I don’t think I would be able to keep such a
nonchalant attitude. You almost expect dialogue like, "Aline, I
just saw the most grotesque being ever trying to kill me. Oh, by the
way, how’s every lil’ thing?" Just once one of these days I’d
like to have an Oscar-worthy acting performance show up in a video game.
AITD really shines as an
enjoyable gaming adventure in two areas: Graphics and sound. First, the
visuals and atmosphere are really, really great. The incredible
pre-rendered dark 3D environment of Shadow Island and the Morton Mansion
is simply Tim Burton-esque beautiful. It reminds me of the gorgeous,
eye-pleasingly creepy setting of the movie Sleepy Hollow. This is where
the game really impresses. You actually get a sense of tension and
chills as you get ready to turn another dimly lit corner, where only
your flashlight keeps you aware of the shadowy surroundings. The
flashlight’s beam and the game’s lighting texturing are amazing. The
Dreamcast has always been capable of providing excellent lighting
effects and you won’t be disappointed with it in AITD.
AITD sports some of the
best graphics the Dreamcast has seen this side of Shenmue. From the
woods you start off in (as Carnaby), to the Morton Mansion, down to the
vast other-dimensional creature-infested caverns whose deep bowels you
would swear came right out of a H.R. Giger artwork, you are absorbed
into the ultra-realistic and interestingly varied world of Shadow Island
(couldn’t they think of a less juvenile-sounding name than SHADOW
Island?).
Switching from one area
to the next creates a slight delay but that’s only to be expected from
the expansive Shadow Island surroundings and the Dreamcast’s slightly
limited rendering capabilities and doesn’t really disconcertingly
effect the actual gameplay.
The characters you are
able to control, either Carnaby or Aline, were given an excellent
graphical aura and clarity. Both measure up to some of the best-rendered
characters seen on the Dreamcast. Others you meet along the way aren’t
up to the same level of graphical definition as Carnaby and Cedrac, but
the Morton Mansion’s residents, including the caretaker Edenshaw, and
the twin brothers Obed and Alan Morton aren’t too far behind as far as
graphical quality is concerned. So many Mortons fill Shadow Island dead,
alive or in photographic form you’ll be surprised NOT to see Robert
Morton Downey, Jr. (although he may have been the mansion’s most
frightening occupant if he happened to be one of the game’s
characters).
Monsters aren’t overly
impressive, at least not until the end of the game (for Carnaby) when
you do battle with the mutated Alan Morton. It’s mostly filled with
Resident Evil-similar zombie-like inhabitants and buggy and/or mutated
alien beasts. They look okay, but one suspects that the Dreamcast
version of the game’s creatures were capable of a scarier appearance.
Not too much gore
presented in AITD, although there are some blood-soaked zombies and
other nightmare creatures as well as some decapitated heads lying
around. Blood loss is also kept at a minimum. Killing enemies doesn’t
set off a crimson shower.
Following up the visual
quality is the music that pervades throughout. All the music was
written, produced and co-performed by none other than the Police’s
Stewart Copeland, and damn it’s downright good and scary. Following
the breakup of the group, Copeland has had a long career producing tunes
for movies, and the experienced touch of a great musician like Copeland
gives the game its greatest attribute. The climatic musical arches
throughout the game get you thinking, "Uh-oh, what’s around the
next corner?" Any time you hear a tense musical build-up, trouble
in the form of some creepy creature can’t be too far behind.
Also impressive are the
many sound effects that pervade on Shadow Island. The convincing
background thunderstorm is an eerie reminder of the tempestuous game
environment that you have fallen into. The creaking floorboards, moaning
and growling abominations, and weapons fire all are excellent auditory
vehicles that help to integrate the game’s level of belief in your
mind.
There are some issues
that prevent AITD from being more polished and enjoyable than it
actually is. The biggest problem is your character’s control scheme,
which can get pretty frustrating throughout the game, especially if you
are low on ammo and you have an enemy hot on your heels. Trying to back
or run away from an onrushing or pursuing enemy isn’t easy at all.
There are times that your character seems to have a mind of its own when
you are moving, because they’ll be going nowhere near your intended
direction.
Also, the camera
sometimes isn’t too optimally set. There are areas in the game when
you see the game from behind you, others when you get a frontal view.
Many times you wish that there was a better camera angle, like in the
library when Carnaby battles the winged beast with the ray-gun breath or
in the final fight with Alan. The camera angle the game places you in
during these fights make it difficult to get an effective battle
strategy into place and leads to some unnecessary dying on your part.
Better build up those charms of saving, because you’re going to need
them.
Weapons, ammunition,
clues, and puzzles fill the game’s sizeable levels. The best technique
to unearth the harder-to-see items is to use your flashlight to shine
upon the pink-radiating glow that gives away the placement of an item or
light switch. Pay special attention to the names, dates, and red text in
the many books, journals, and photos you discover. These are important
clues to help you solve the game’s many ambiguous puzzles. One bad
facet concerning the items you find is you don’t always know where to
use them, particularly the keys. None you find give you any idea which
door they open, so you are left to exasperatingly wander around
door-to-door looking for the one the key fits.
Constant re-spawning
creatures are really irritating. If you kill a zombie couple, for
instance and enter a room you need to search, when you exit those two
zombies you just blew away are back again. This wastes a ton of ammo you
will need later on in the game and is one of AITD’s most negative
elements.
Running out of ammo
isn’t good, because one annoyance in the gameplay is if you waste all
your ammunition, you are basically defenseless until you can find some
more to replenish your weaponry. There isn’t any ability to punch or
kick enemies if you have run out of bullets or your weapon’s battery
runs out. Not that it would do you any good later on in the game against
some of the tougher enemies, but it’s ridiculous not be able to fight
at all against the little creepy-crawly bug-like creatures in the
mansion. Instead, your only option is to take flight and hope there’s
a box of ammo in the next room you run into. You would think a big,
strapping young dude like Carnaby would at least be able to use a knife
if he’s out of ammo, but I guess he lost it in the plane crash or
something, because he certainly doesn’t have one.
AITD suffers from its
too-close resemblance to Resident Evil. If as the saying goes imitation
is the sincerest form of flattery, then the creators of Resident Evil
should be ecstatic. But despite some flaws, I actually enjoyed the game.
The Dreamcast could use one last decent survival-horror title before it
heads out to console pasture, and AITD does a nice job providing it.
Unfortunately, compared to Resident Evil: Codename Veronica, The New
Nightmare is left behind alone in the Dark. Codename Veronica set the
standard on the Dreamcast for the survival-horror genre. AITD falls
short of that benchmark, but comes within striking distance. If you just
can’t get enough survival-horror gaming, then this is an enjoyable way
to consume 8-12 hours of gameplay. Those with a weak heart or who
don’t like things that go bump in the night, however, may want to
leave a light on.
Reviewed by Lee
Cieniawa