|
Drawing heavily (in some
respects) on the works of H.P. Lovecraft, Alone is set in Louisiana
during the 1920's. A private investigator is hired to visit an old
house and retrieve a document from inside a piano stored in the attic.
Naturally, there is more here than meets the eye, and before long
this simple errand turns into a life-and-death struggle with the evil
that infests the house.
The
designers have done a good job of establishing mood, a very important
aspect for games of this type. Anyone familiar with Lovecraft's works
knows that diaries, books, journals, letters, etc., usually play an
important role in his stories. That is also the case here; there is
much reading material to be found throughout the house. Some of it
contains clues to solving puzzles, some fills in the history of the
mansion, and some seems to be there just to enhance the eeriness of
the whole experience. Very definitely, reading is an integral part
of the game, and should not be skipped.
Sound is used to good effect.
Floors creak when you walk on them, as do doors when opened, and quite
realistically. Each weapon type has its own sound: the blast of a
gun, the "woosh" of a sword, the twang of a bow. Your character
grunts with the effort of combat, and cries out when injured. From
time to time, odd moaning and wolf howls float through the air.
Music is good, but perhaps
a little too fast-paced. Something a bit slower and more ominous would
have fit into the atmosphere better, particularly when walking through
the empty (and not so empty) rooms. As it was, the music became annoying
at times, and I turned it off occasionally.
Graphically,
the game has a unique feature: the use of different viewing angles
throughout play. A typical adventure usually has one view, either
you-are-there 3D, or some sort of you-see-the-character-on screen
view. While Alone uses the see-the-character view, this is done from
different perspectives in different locations.
These angles range from
looking from the floor up to looking from the ceiling down. Years
of watching horror movies have taught us that when the viewing perspective
changes, it usually means that something is up (maybe creeping up!),
thereby creating a certain amount of tension. This cinematic approach
is used very effectively, keeping you alert and worried over what's
about to happen.
However, this same technique
has drawbacks on occasion. There are some situations where maneuvering
the character while the angles change can make your life difficult.
Imagine running around narrow library corridors while being chased
by a critter that can walk right through walls and the perspective
changes constantly as you move.
Worse yet, in the end game,
you have to wade into the middle of a lake, while Deep Ones (nasty
water monsters) are coming up on the side, and a tree in the lake
is tossing fireballs your way. The initial view is full-figure, but
partway into the water, it suddenly changes to a close-up of the character.
This is not only disorienting, but makes it extremely difficult to
see which way to go to avoid being killed. The full-figure view should
have been continued longer, or at the very least, a close-up of the
forward view ahead of the character used. As it is, this section of
the game will likely give many players unneeded frustration, and they
may well have to go through this part more than once to complete it.
There is also a lot of
jumping around necessary in the tunnels. In some parts, it's very
tricky making the leaps, and the angle changes can make it more so.
Save often when hopping across pillars or over rotten bridges. Deep
Ones are always lurking the water, waiting to rip you to shreds.
While there is fighting
in Alone, it isn't by any means a CRPG. Aside from hit points, there
are no physical attributes or skills, and there are no experience
points or levels of any kind. Killing monsters has only one purpose:
to get them out of your way.
Combat
itself is therefore simple, and more a matter of timing than anything
else. Your character arms with a weapon (or uses fists/feet if no
weapon is available), faces the creature, and lets loose. Facing is
very important here, especially when using a revolver or rifle. It
is quite easy to miss with those weapons if you're not looking in
the right direction. I much preferred the sword in most fights, as
you can be a little off and still hit opponents, and you don't need
ammunition for it.
Which brings us to another
little sore point in the game. Critters fall into three basic categories:
those that can be killed, those that are unkillable, and those which
require special methods to be removed. It is not always easy to determine
which type of critter belongs in which category.
You can waste a lot of
time trying to kill something that can't be destroyed. The bathtub
monster is one of those, and so is the big worm (actually a Chthonian)
that lurks in the tunnels. The rats in the cellar and the spiders
in the garden are also unkillable. On the other hand, the immaterial
critter in the library can be killed, but you need a special weapon
for that, and the strange creatures guarding the stairway down from
the balcony require non-violent methods.
So the first rule is: if
you can't kill it right off, stay away from it until you've done more
reading and/or found some other items to try out. Be careful with
the cavalry saber. It has a special use in the game, and should not
be wielded as a weapon, as it is prone to breaking. The saber can
still be used for its special purpose if broken (and you have both
parts), but it's not a great weapon anyway, and there are plenty of
better ones available.
The game also has a couple
of "gotchas". Most of the reading material is safe, but
a couple of things aren't wise to read. Unfortunately, none of the
books have exterior titles, so they have to be opened before you know
what you're looking at. By then, it could be too late.
For instance, I opened
one book to the title and saw "De Vermis Mysteriis". No.
We will NOT read this book. As a reader of Lovecraft, not to mention
Call of Cthulhu player, I knew this one was deadly. Too late. Just
looking at the title page alone is enough to kill you. Beware of books
with red or yellow covers. Save before you read!
Another problem can crop
up in the end game. It is absolutely vital that, after passing through
the "maze", you have at least a little oil left in your
lantern, or a spare can of oil, plus the lighter. Without those, you
cannot finish. Once you enter the tunnels under the house, there is
no going back up again until you're done down there. If you've left
the spare oilcan behind, or even worse, used up all the oil, you are
in big, big trouble.
While
there aren't many dark rooms in the house, you can use up a lot of
oil going through the library, which is actually four rooms in all.
The best thing to do here is get through it as quickly as possible.
Pick up everything you come across, and wait until you're outside
(and the lamp off) before reading anything.
If you waste no time in
any of the dark rooms, you should still have some oil from the first
can, with the second as a spare for later. It doesn't matter if you
run out of oil going through the maze, as for some reason the lamp
will stay lit until you're out of it. So long as you have that second
can in reserve, you're okay.
It was an unwarranted assumption
on the part of the designers that a player would have sufficient oil
for the big moment. Some people went through almost to the end, only
to find they had to replay a lot of the game, or most of the endgame,
because they had no oil. Either they ran out of oil entirely, or left
the spare can upstairs (there is only so much you can carry). All
this could have been avoided if an extra oil can had been placed somewhere
down in the tunnels.
The interface is mouse-driven,
although you can also use the keyboard. It takes a little getting
used to, but once you have the hang of it, is really simple and fairly
efficient.
Saving and restoring can
be done almost any time in the game, including in combat. While there
aren't many slots available, there is one interesting feature to it:
each save is accompanied by a small picture, a "snapshot"
of where the character was when the game was saved. This, along with
the title (which can have only the standard MS-DOS eight characters),
can be very helpful in determining which position to bring back.
Overall, Alone In The Dark
is one of those neat games with some irritating flaws. It sets a good
atmosphere and maintains it well for the most part. Using Lovecraftian
overtones adds a lot to the game. The view shifts are a novel and
effective addition. Most of the puzzles are fair. The game did NOT
crash on me, or exhibit technical problems (big plus right there).
Graphically, the monsters
could have been better; some of them looked more ludicrous than horrible,
dangerous though they were. The viewing angles could have been planned
more carefully, and the design in general should have been tighter
to prevent nasty dead ends, such as running out of oil in the tunnels.
Since you've been warned about those, however, you should find Alone
In The Dark a nice change of pace from the usual run of adventure
games.
Just Adventure Assigned
Grade: A-
System Requirements:
IBM CD:
IBM 386SX higher and 100% compatibles (DX recommended). DOS 3.1 or
higher. 640K with 575K free base RAM. VGA/MCGA graphics card (VGA
256 colors). Hard disk required with at least 8MB free. Requires MPC
compliant CD-ROM drive with speakers or headphones. Sound boards supported:
Sound Blaster & 100% compatibles, Covox Sound Master 2, Disney
Sound Source
IBM DISK:
Does not include voice-overs or soundtrack. IBM PC AT or 100% compatible.
(286/16mhz minimum, 386 recommended). VGA or MCGA graphics card (VGA
256 colors). 5MB hard disk space. 640KB RAM (560KB free). 3.5"
or 5.25" disk drive. Sound Blaster, Sound Master 2/+, Adlib,
Sound Source or DAC sound cards
Mac:
68040 microprocessor (minimum)
256-color display
3500k free memory
System 7.0 or later
Hard disk with 13 MB free disk space required
Doublespeed (or faster) CD-ROM drive
Quicktime 2.0 required
|