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YouGamers.com Previews Alone in the Dark

Alone in the Dark

 
By: Aaron Barnes Sep 24, 2007

Short on Details, High on Anticipation

No character detail is overlooked, from cuts to beads of sweat

Atari first unveiled the game at E3 2006, with an enticing trailer and a smattering of screenshots. Information about the game has trickled out, but few specifics are available. Like any narrative worth following, the details are best left for the final presentation, and what we do know only invites more questions. For instance, how is the protagonist, Edward Camby, roaming the streets of New York some 70 years after the events in the original game, seemingly unaffected by the passing of time? And how, exactly, did he wind up in a paranormal investigation in Central Park?

Plot questions like these will likely remain unanswered until the game's release, but Eden Games have been more forthcoming regarding the game world and control scheme. Cookie-cutter horror titles lead the character down controlled paths of movement, only to jump in with moments of scripted surprise. Not so here – Alone in the Dark offers an open world with less limitations and more freedom of movement. Building and maintaining a sense of fear is done through careful attention to detail, such as well-placed lighting (or lack thereof) and interaction with other characters. Surely the game will have its scripted moments, but in true horror fashion fear is best built through the subtle than the overstated.

What's a horror game without a flashlight?
A dark, abandoned subway tunnel? Sure, let's go!

In the vein of Resident Evil 4, Alone in the Dark is geared toward action rather than anxiety-inducing supply rationing. Traditional weapons, such as a pistol, are available, but objects in the game world can be wielded as well. A burning chair, for instance, makes for a handy projectile when in a pinch. Fire, incidentally, plays a key role in the game. It not only looks authentic (as evidenced by screenshots), but behaves realistically, spreading and damaging structures just as it does in the real world. Eden Games has stealthily avoided describing the combat system in detail, though they have let slip that the direction and acceleration of mouse movement will determine how objects are swung and thrown in the game world. Extending the fighting mechanic beyond simple key presses is always welcome.

A game of musical chairs goes horribly wrong
Attempt to put the fire out, or use the extinguisher to escape? It's your choice




 

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