Before I embark upon a review of Alone In The Dark, a new 3do release from Interplay, I should probably provide a bit of perspective. I work in front of a Sun SPARC most of the day. By the time I get home, I am not at all interested in playing games on a PC. It isn't that the games are not appealing but rather that sitting in front of a keyboard is not my idea of fun at that point. As a consequence, I have a slightly different perspective for PC titles that come out on the 3do. In general I have not had played them on the PC and do not have any experience with the PC "state of the art." While r.g.v.advocacy is filled with the cries of "lame port" I happily plug in the game with no previus experience for good or bad.
So, if one has played or seen Alone in the Dark on a PC, this review may not match your experiences or opinions of the 3do titles. I have played only the 3do version and do not judge based on PC game experience.
One can select an item or action type for the character by pressing the B button. The A button actives the selected item or action. If one has selected a "firing weapon" holding the A button prepares the weapon for use. At this point pressing right and left aims the weapon and pressing up or down fires it. If one selects "fight" rather than a weapon then depressing the A button puts the character in a fighting stance. Pressing right and left on the joypad throws punches. Pressing up and down throws kicks. Searching, using mundane items -- all these actions are handled in similiar ways.
Overall the control is smooth but takes a bit of getting used to based on the unusual perspective. If one likes exporation adventures, the gameplay is definitely good.
However, the way in which the external perspective is handled is nothing short of amazing. Depending on where the character is in the room, there is a predefined "camera location" from which the character is viewed. This provides images which are more like a movie than a game. It is possible not to see all portions of a room at once -- even though the character would be able to see them based on the room. This truly adds to the feeling of gloom and suspense and overall is very well done.
For example, at one point in the game one is exporing a bedroom when suddenly the view shifts to outside the bedroom window behind a creature which subsequently breaks through the window and attacks. While in this view one can still see and control the character through the window -- this is cool!
The character animation is similiarly twofaced. The character is rendered in polygons and up close looks fairly blocky. On the other hand, its motion and control is extremely smooth and well thought out. When the character opens a door, it reaches forward and pulls the door. When opening a chest, it reachs down a lifts the lid.
The best of these to my mind thought is the voice acting. The prose in the game alludes to but does not quite define a lurking evil in the house Decerto. Hearing the diary of the former owner of the house really set me on edge in a way that simply reading the text probably would not have.
-Chris
songer@lexmark.com