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Alone In The Dark - Darkworks' Alone in the Dark: The New Nightmare certainly seems to be following a long, hard road to completion, but what we saw today at Infogrames' Editors' Day gives us very high hopes for the return of the original survival horror adventure. It follows the same model as the first pioneering Alone in the Dark game, with 3D characters in pre-rendered backgrounds, but what it allows you to do as you explore those rooms and caverns is impressive indeed. You don't normally expect such impressive lighting effects in a primarily pre-rendered game, but New Nightmare sets itself somewhat apart.

It's strange that such an impressive effect would be centered on a simple flashlight. Every one of the 1,200 pre-rendered scenes in New Nightmare has been created in multiple versions, each lit to a different degree. The collection of different backgrounds is called a mesh - in practical terms, it means the game is able to shuffle between these in real time. You can shine your light over any surface in the game and see it realistically illuminated. In particular scenes, meanwhile, you can turn on the lights in an area, or variably illuminate them in other ways. It sounds insignificant at first, but it's very impressive to see the effect at work, especially given how detailed the backgrounds are. The gardens of Shadow Island, the haunted mansion at its center, and the caverns that honeycomb the ground below are all recreated by an extremely fine and painstaking hand – even on the PlayStation, which has the lowest resolution of the game's three versions. As you make your way through them, your light shows you all the dark corners and hidden secrets (important items reveal themselves by glinting in the light, a helpful cue), even those that you just might rather not see.

Those include a wide array of things that go bump in the night, which all react differently in their quest to make a meal of heroes Edward Carnby and Aline Cedrac. Light becomes a factor again when dealing with enemies, because some fear illumination, while others violently attack any source of light. Also, some monsters will attack in packs, like the Hounds of Tindalos, while others will take the direct approach and charge you head-on. You can strike back with an arsenal of 12 weapons, including some slightly futuristic designs based on attacking with focused light. These too take advantage of the lighting possibilities built into the backgrounds. An ordinary handgun lights a small area with a brief, sharp muzzle flash, while a strange energy rifle casts a blue glow with its bursts of focused light. The weapons and other game elements also create some very impressive fog and particle effects, which look great in conjunction with the colored lighting.

You'll need unusual armament in the later levels, when the scene moves from a haunted earth to a bizarre environment completely beyond it – the Lovecraftian evil waits in other spheres for the time when the stars are right. There are two ways to reach the endgame, though. Edward and Aline, the two main characters, will each experience a somewhat different story, depending on who you play as. Their experiences vary according to their personality, Edward charging into the fray as the fated enemy of evil while Aline hangs back, skeptical and reticent. Their paths cross in either game, though, during pre-rendered cutscenes that present important story elements. There are also short cutscenes at particular points, like when you encounter a significant enemy or supporting character. The transitions into cutscenes seem to be handled quite well, as in one scene where you battle a snake-like demon. You walk into a room where a huge rug covers the floor, decorated with the image of a coiling serpent. Then the game switches to a cutscene, where the demon slithers up out of the rug and swirls into life.

Alone in the Dark originated the survival horror genre, but it's hardly ever mentioned in connection with it anymore, except by serious fans of the older games. The New Nightmare will certainly change that. Graphically, it's a cut above the equivalent Resident Evil games, and it promises a more refined sense of storytelling as well – a more mature, psychological sort of suspense, rather than simple B-grade shocks. Hopefully, it will also maintain its predecessors' emphasis on puzzle-solving over pure action, and intelligent puzzle-solving at that. We're told that backtracking will be kept to an absolute minimum, and with luck there will be no puzzles involving finding cranks, handles, or valve dials. New Nightmare won't arrive on PlayStation until the spring of next year, but don't count it out by any means. Darkworks has created what looks like a top-notch artistic and technical creation.


Tom Clancy's Rainbow Six: Rogue Spear -If there were ever two genres that weren't meant to come to consoles, they're PC first-person shooters and PC strategy games. Now, we have Rogue Spear on the PlayStation...a blend of first-person shooting and strategy, ported over from the PC. Hm. Rogue Spear is a well-intentioned piece of work, and it's better than the version of Rainbow Six (its predecessor) that hit the PlayStation a little while ago. However, it's still not that good.

Having missed the popular PC version of Rogue Spear, I loaded it up on one of the IGNPC demo computers and had a go through a handful of the single-player missions. I liked it, but throughout I was observing traits that just couldn't be successfully replicated on the PlayStation. The planning system, the artificial intelligence, and the overriding emphasis on precision are what make the game good, and they're also missing on the home console.

Gameplay
Rogue Spear looks like a first-person shooter, but it's not; anyone who says otherwise is likely a Counter-Strike refugee who fled that particular battlefield on account of lousy reflexes into the comforting arms of auto-aim. This is a strategy game -- a strategy game with action elements, certainly, but a strategy game nonetheless. More important than the actual moment of execution is all the planning you have to do beforehand: absorbing intelligence, setting up your route and tactics, picking your team, and equipping the troops for battle.

Here's where Rogue Spear first runs into trouble. The PC version uses a navigation system built around waypoints. Before the mission, you plan your route through the area and what you're going to do from moment to moment by placing waypoints throughout the map -- you connect up those dots to define where your teams move, and attach actions to particular waypoints to define what they're going to do there. If you want a team to toss a grenade into a room, for example, you stick a waypoint just outside the door and tag that point with the grenade action. To coordinate team actions, you use "go-codes," waypoints where a team will hold and not progress to the next action until you deliver a signal.

This works well enough in the PC version, because you can define very complex routes and actions. You could have a team zig-zag or do loop-the-loops through a room if you want, tossing flashbangs in every direction as they go. The PlayStation version, however, has to simplify things, and that's a problem, because even the PC navigation system isn't quite versatile enough to deal with some threats. On PlayStation, you can only navigate room by room, not point by point, and the AI follows a set path through every given room. It becomes immediately obvious that this isn't quite adequate, because your teammates die with unusual frequency, seemingly due to poor navigation and insufficient adaptability.

For example, the Pandora Trigger mission (the first one, in the art museum), breaks your squad into two teams. One clears the ground floor, the other clears the second, and the two meet up for the climactic assault on the room where the hostages are kept. On the PC, at the default difficulty, the upstairs team generally has no problem clearing the upstairs on its own (you default to controlling the downstairs team). On the PlayStation, also at default difficulty, the buggers die like flies. All-too-frequently, I heard "Man down! Man down!" over the tac net and found myself with no backup once it came time to rescue the hostages.

That is, if I got that far at all. The AI tends to die through its own foolishness; you yourself usually die due to the poor control. Rogue Spear demands precision in movement and aiming, precision which is not afforded by the Dual Shock. This is a game that very much wants a mouse and a keyboard, the latter especially when it comes time to manage complex inventory and command options (have fun managing four teams with the command subscreens), but more immediately just for getting around and whacking the bad guys. The dual-analog controls are slow, not very exact (even with a heaping helping of auto-aim), and include no option that I can find for adjusting the analog sensitivity (which is ridiculous, because the default sensitivity is much too low).

A few other peculiarities of the console-PC transition rear their ugly head -- for example, the menu screens are often nigh-unreadable due to the small, blurry font. Even on my sharp WEGA TV, I couldn't tell whether I was supposed to hold down L1 or L2 to rotate the map. The same problem makes the map hard to read, and decreases the usefulness of the in-mission radar. Finally, you lose the little map in the HUD that showed you around your waypoints in the PC version. Now you just have the weak radar and an arrow leading you by the nose.

Two-player multiplayer is available, but not really worth mentioning, considering that there are four-player deathmatch games available on PlayStation with far better looks and control. Rogue Spear multiplayer isn't any fun with just two players, anyway -- all the excitement of LAN cooperation is gone.

Graphics
The framerate is up in comparison to the original PS Rainbow Six, but it's still pretty slow, and the game in general still doesn't look too good. The texture quality, for one, is very low, with the same flat colors of the PC version and additional blurring and pixelly bits. The models are shaky, with plenty of breakup and the joints and strangely shaped limbs, and the quality of the environments leaves a lot to be desired at times. The Arctic Flare mission, for example, which takes place on a hijacked tanker, includes no sea or sky or coast. On the other side of the rail is nothing but inky blackness, not even stars, and the rest of the tanker takes some time to be drawn in as you move along the deck.

I'm willing to forgive the poor animation, because it's more or less the same as in the PC version. I've often wondered why PC FPS developers generally produce such stiff character motions -- any opinions? Perhaps a problem of sychronizing realistic animations to unrealistic movement speeds and maneuverability, I don't know. Anyway, Rogue Spear includes the usual curious tendency of characters to seem as if they're running on an invisible treadmill and being superimposed over the environment as they move about.

Sound
Rogue Spear still sounds about as good as it did on the PC, which is pretty good. The cool Hans Zimmer-esque orchestral score is intact -- sitting still on the intro and menu screens is fun just so you can listen to the soundtrack. The voice acting is all there in both menus and missions, sounding very cool at all times (the intelligence reports are generally useless, but well-spoken nonetheless), and the effects do the same fine job of creating the atmosphere and hinting at what you ought to be doing. The tac net chatter is fun (it's always very satisfying to hear "Tango down!" from your teammates), and being able to hear the bad guys just around the corner, before you silenced-MP5 them to death, is great fun in an admittedly evil sort of way.

 

 

 

 

 


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