Monthly Archives: October 2018

The Inpatient!

 

The Inpatient Flat.pngThe Inpatient is the latest PSVR spinoff from PS4’s excellent (non-VR) horror adventure game Until Dawn.  Unlike Until Dawn’s first spinoff, Rush of Blood, which was was an arcade action game more akin to The House of the Dead than the original Until Dawn, The Inpatient goes back to the series’ roots and focuses on story, dialogue, and exploration with scant action.  In The Inpatient, the player takes on the point of view of an unnamed amnesiac patient at Blackwood Sanatorium in the winter of 1952. I don’t want to spoil Until Dawn, so I’ll be speaking a bit vaguely here, but the events that transpire at the asylum during this time period play a major part in the lore of the series and are described in detail during the original game.  Thus, The Inpatient seeks to give a new perspective on the series’ backstory and serves as a sort of prequel.

I’m going to be blunt and upfront here: as a huge fan of Until Dawn (and also PSVR), The Inpatient was a big disappointment.  While Rush of Blood was an arcade shooting gallery that hugely deviated from the carefully-paced, story-focused trappings of its predecessor, I still think its a better continuation of Until Dawn than The Inpatient.  Rush of Blood had interesting and varied environments, a ton of cool monster designs, and despite a few irritating jump scares, was a more moody and frightful experience. The Inpatient, despite launching at double the price of Rush of Blood, feels like a low budget project, in contrast.  It’s an incredibly stripped down experience with few actual scares and a story that is dull and insubstantial.

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As a patient at Blackwood, the player spends roughly the first half of the game almost entirely confined to their room at the asylum.  Early on, a new roommate is introduced, and most of the time is spent having conversations with him. Unfortunately, he’s not a terribly interesting character, and I found all of these conversations rather unmemorable.  Eventually, alarms go off and chaos ensues offscreen, after which the main character and this roommate are left abandoned for days. Those who have played Until Dawn will probably immediately realize what has happened, but I can imagine those who are unfamiliar with the series will be completely confused.

During this segment, the player occasionally rests, only to enter a dream sequence where the player is left to wander the long dark hallways of the asylum as mildly spooky stuff happens along the way.  And when I say mildly spooky, I mean it. It feels like a really cheap haunted house. The worst scare of the game happens in the very first dream sequence when something randomly appears in front of the player, screams in their face, and then disappears.  Cheap jump scares like this are questionable design in normal games, but as I wrote about in my Rush of Blood review, they are extremely uncomfortable in VR.  This one was so bad that I actually reflexively ripped off the PSVR headset.  Strangely, this was the only jump scare I encountered during my entire playthrough, but the experience left me anxious (in a bad way) for the rest of the game.  I found every other attempt the game made to scare me to be rather tepid.

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After a long boring period stuck in the room with Mr. Personality, the main character escapes their cell by way of…..something.  As far as I could tell, the story doesn’t even really attempt to give a real explanation as to how the main character gets out of the locked room, but nonetheless the player eventually finds themselves freely roaming the halls after they escape in a surreal dream sequence.  After the slow and lackluster first half of the game, one might be hopeful that it was merely building up to a more exciting escape from the grounds of the asylum, itself. Not so, however, as I felt the back half of the game was even more unfulfilling than the first.

After a bit of aimless wandering, the player meets up with a group of survivors who promise to take him/her back to a safe haven.  At this point in the story, the asylum should be overrun with bloodthirsty creatures, but the player only has one brief encounter with a monster.  The player basically spends the rest of the story following the other survivors through empty hallways and corridors while little else happens.

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Toward the end, some (human) violence breaks out, and I could only assume this was an attempt to try to create some excitement for the climax, but I felt it completely fell flat at creating any tension or raising my interest in the story.  The ending, itself, felt extremely anticlimactic. The Inpatient has multiple endings which are the outcomes of various dialogue choices the player can make, but I don’t feel the game grabbed me enough for me to give it another playthrough.

Even for superfans of the original Until Dawn, I don’t think The Inpatient is a necessary experience.  It’s story simply doesn’t stand on its own, and it doesn’t really meaningfully advance the Until Dawn lore.  The outbreak at Blackwood could have been a terrifying event to witness, but everything exciting happens off-screen, far away from the player’s view.  This is presumably the end of Until Dawn as a series, and it’s really too bad that it ends on such a whimper.

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Stories Untold!

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Stories Untold is a series of four vignettes tinged with horror and modelled after classic sci-fi anthology series such as The Outer Limits and Steven Spielberg’s Amazing Stories.  Each vignette is superficially a standalone experience with the commonality that they each feature stories in which the player interacts with an array of (by today’s standards) vintage electronics such as classic microcomputers, microfiche archives, radios, televisions, etc.  The exception is the final episode which manages to tie together the seemingly unrelated events of the preceding chapters into a surprisingly cohesive whole.

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Of the four episodes, I felt the first was easily the strongest.  It’s also the only episode that I felt leant deeply into the horror genre.  In this chapter, the player is rooted at a home desk with a “Futuro” microcomputer, which is essentially a fictionalized analogue of machines like the Amiga and Commodore 64.  Loaded up onto the system is The House Abandon, a text adventure that is essentially a game within a game. The entire episode is spent at this desk playing this one text adventure game.  The House Abandon begins as a seemingly warm and fuzzy story about returning to a childhood home, but eventually reveals itself to have a more sinister side. All of a sudden, the game turns a dark corner and begins distorting the in-game reality surrounding the microcomputer.  While this might sound gimmicky and a little cheesy, I found it to be executed surprisingly well. The metafictional interplay between the reality of the humble desk and Futuro computer setup and the dark residential setting of The House Abandon is one of the most creative mechanisms of producing tension and foreboding that I’ve seen in a game, and the creepiness of the experience left a distinct impression on me.

The subsequent episodes, however, were not quite as effective in creating the atmosphere and mood befitting a horror game.  The second and third episodes are more sci-fi oriented. Instead of a cursed computer game, the second episode involves the player operating lab equipment in a government research facility, and the third episode takes place in a radio outpost for an expedition above the Arctic Circle.  Horror is subjective, of course, and while I could see how someone might consider these chapters to be eerie, I simply did not come away with that impression.

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The fourth episode diverges significantly from the rest and serves as a capstone for the disparate stories that came before it.  A more grounded tale, eschewing supernatural and sci-fi elements, the final chapter is, in a certain way, the most chilling episode and deals with tragedy and deeply personal torment.  Not scary in the traditional sense of the oft-surreal horror genre, Stories Untold concludes with an upsetting story of loss and regret, real world horror if you will.  Beyond that, the fourth episode manages to color the entire experience with an interesting perspective that attempts to elevate the game above the sum of its parts.  The blurring of boundaries between layers of metafictional reality is a theme that permeates throughout, and this peculiar aspect of the individual vignettes serves as an important hook for the conclusion.

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Surprisingly, the text adventure aspect manages to find its way into the story beyond the initial episodes.  Of the actual interactive parts of the game, I found these segments to be the most enjoyable and interesting.  Text adventures have a bad reputation of obtuseness due to how frustrating it can sometimes be to figure out the right wording of commands to enter into the text parser, but I didn’t find Stories Untold to be too much of a hassle in this regard.  The other various tasks the player is given, on the other hand, can sometimes feel like busy work to fill in time between story beats. One part of the game has the player manipulating the various buttons, knobs, and levers of a microfiche display, and this activity was especially tedious.

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Ultimately, I have no strong feelings toward Stories Untold.  I can easily see that it’s competently designed with a well crafted story, but I simply did not resonate sharply with this game.  I chose this as a Halloween game after seeing it on a number of horror game recommendation lists, but, honestly, I personally have a hard time characterizing it as such.  The first episode featuring the cursed computer game was a great experience, but the remainder of the game felt like a different direction tonally. To me, the hook of the game is more for those interested in ‘80s nostalgia than it is for enthusiasts of the horror genre.  (Which is ironic, because I felt that one of the main themes of the game was that nostalgia is a coping mechanism that deters us from facing reality.) As a ‘90s kid, I have little attachment to this subject matter, which is probably why the game didn’t leave as strong of an impression on me.

The Evil Within!

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The Evil Within did not make a good first impression on me.  I started the game on PS4 near the time of its release, played maybe three or four hours, decided I wasn’t having fun with the gruelling experience, and I sold it off.  Years later, The Evil Within II came out to generally favorable impressions, and I thought I might give the series another try. But, I often get OCD around playing a series in order, and the first game was really cheap on Steam.  What ultimately pushed me over into giving The Evil Within another shot was some encouraging words here on the WordPress community and elsewhere that gave favorable, if not reasonably measured, praise to the game. And I’m glad I gave the game another chance, as I found I enjoyed TEW after getting past the hump that I got stuck on earlier, and I feel good having seen it  to the end. The game is a giant mess, of course, but it’s a mess that leaves a strange and surprising impression.

The Evil Within begins with Krimson City detectives Sebastian Castellanos (the protagonist), Joseph Oda, and Juli Kidman responding to an emergency at Beacon Mental Hospital.  The lobby of the hospital has been the site of a massacre, and Sebastian is subdued by a strange assailant in a white robe. He wakes up chained deep in the bowels of the facility, the captive of a large blood-soaked man who has other corpses strung from the ceiling and looks to be cannibalizing his victims.  Defenseless, Sebastian manages to evade and escape from his captor, but not before the hospital reveals itself to be filled with gruesome mechanisms designed to slaughter those attempting to flee. In the courtyard, he meets up with Oda and Kidman, and the group finds an ambulance to make their exit. As they race through the city, an immense earthquake strikes.  Massive fissures open up in the ground, and buildings begin to tumble down. They narrowly avoid being consumed by the cataclysm that destroys the city, only to fly off the edge of a cliff when their driver loses control of the vehicle. After the crash, Sebastian wakes up alone in the dark countryside. With his colleagues having abandoned him and the overturned ambulance, he begins his long journey to survive the complete breakdown of reality itself.

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That long and ridiculous last paragraph perfectly encapsulates the experience of The Evil Within.  I feel exhausted just having written it. The game simply never settles down. I don’t think there is ever a moment when I thought to myself “I understand where this is going.”  Settings are constantly being shifted, enemies are constantly changing, the story picks up in one direction only to abruptly change course. There’s never any moment of comfort to be found.  There is never any expectation that will not be subverted.

There are many types of horror games that are distinguished both by theme and mechanics, and what makes The Evil Within incredible is that it basically tries to do everything a horror game can do.  It manages to find a way to merge psychological horror (e.g., Silent Hill), supernatural elements (e.g., Fatal Frame), and science fiction elements (e.g., Resident Evil). Superficially, it is a game that focuses on action and shooting (like Resident Evil 4 or Dead Space), but it also attempts to prominently include stealth (like The Last of Us), run-and-hide sequences (like Amnesia), and survival and resource management mechanics (like the original Resident Evil).  By trying to fuse together all of these different approaches to making a horror game, The Evil Within is at its best highly admirably for ambition, but also many times manages to go over the edge and collapse into a clumsy or confusing mess.

In his quest to figure out just what the hell is really going on, Sebastian Castellanos treks across a post-apocalyptic cityscape, an evil mansion, a depraved hospital, an infested sewer, dreamcapes carved out of nightmare, and essentially almost every other popular staple of the horror genre.  Each of the different environments absolutely nails the aesthetics of its chosen subject and feature expertly designed atmosphere, mood, tension, and foreboding. The Evil Within never lets the player forget they are in a horror story. And despite each setting being radically different, they all feel as if they are a part of the same gruesome world.  There is a distinctive aesthetic style to The Evil Within that it manages to maintain across the entirety of its expansive journey.

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Principally, The Evil Within is the successor to Resident Evil 4, the prime connection between the two being legendary director Shinji Mikami.  As such, the action focused parts of the game tend to dominate over everything else, which is to say that the player spends a lot of time shooting at pseudo-zombies and other warped creatures.  Another important feature of the game are the stealth kills, whereby the player can sneak up directly behind an enemy and execute a sneak attack that results in an instant kill. I found this to be a fairly important element of the game considering that ammo is relatively scarce, and I also just personally enjoy games that let me sneak up on enemies like this.

But aside from these key components, the game introduces a ton of other mechanics.  Some of them work really well. For instance, levels are wired with inconspicuous booby traps that can do a lot of damage to Sebastian if triggered.  However, if the player is cautious enough and manages to dismantle these traps, they turn into spare parts which can be used to craft bolts for Sebastian’s crossbow.  There are a handful of different types of bolts that deal different types of damage (for instance, proximity explosives, freeze bolts, etc.), so the player is offered the choice of determining the best way to spend the spare parts.  My favorite aspect of the game, which I’ve never seen any other horror game do, are the matchbooks that Sebastian uses to set enemies on the ground on fire. So, for instance, if Sebastian knocks an enemy to the ground, he can light them on fire with one of the matches for an instant kill.  If there are other enemies standing in close proximity to the burning hostile, they will also catch on fire and suffer the insta-kill. This also applies to corpses on the ground, which creates a fun strategy where Sebastian can lure enemies over to a defeated corpse which can then be set ablaze to chain together several standing enemies with the ensuing flames.

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However for every good idea The Evil Within puts together, there seems to be at least one bad one.  I thought one of the dumbest mechanics of the game were the hiding spots which presumably were meant to conceal Sebastian from enemies.  Sebastian can hide under beds, under cars, in closets, etc., but enemies always seem to be able to find him in these spots. There is this one unkillable enemy that chases Sebastian through a mansion, and when I encountered him, I put some distance between him and I, rounded a few corners, and then went into a room and hid in a closet.  About fifteen seconds later, the thing chasing me walked in, went directly to the closet, opened it, and insta-killed Sebastian. I looked up the best way to escape from this enemy, and most of the recommendations I saw told me to just circle strafe around him until he disappears. What even is the point of the hiding spots then? And this wasn’t an isolated incident.  Each time I tried to make use of the hiding spots, the results were more or less the same: they do nothing to keep Sebastian out of sight.

One of the real highlights of The Evil Within were the boss monsters that the game is really good at building up.  The bosses are all really well designed and creatively distinct from an aesthetic standpoint. The boss fights themselves tend to be more creative than simply requiring Sebastian to unload ammo into the creatures.  Usually, they require the player to make use of aspects of the environment, almost like a puzzle. This tends to lead to a trial-and-error cycle, which can be frustrating at first, but I also felt was very rewarding once I was finally able to nail it.  While there are a few boss encounters that just felt clumsy and confusing, on the whole, I thought these enemies were one of the high points of the game.

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Sebastian’s journey took me approximately 16 hours to complete which seems to be typical going by howlongtobeat.com.  That’s a huge amount of time for a linear action game like The Evil Within, and the entire quest definitely felt epic as a result.  This is in spite of the story being largely meandering and insubstantial for the first three quarters or so of the game. Sebastian’s warped reality is constantly shifting, and at any given moment he can be teleported to a completely different setting with seemingly no rhyme or reason behind it.  This results in plot threads being constantly interrupted with no resolution until the very end. In one moment, Sebastian will be trying to help a doctor and his patient survive a haunted village, and then abruptly the world will change around him, and he’ll be trying to survive an onslaught of monsters in the basement of a hospital, all with no thought given to the doctor and patient that were just left in danger in the countryside.

In this way, The Evil Within feels like a nightmare.  A real nightmare.  When I wake from dark dreams, for the fleeting moments I can remember them, I usually realize that they don’t have any form of sense.  Nightmares and dreams are largely illogical, unstable, internally inconsistent experiences. The only reason they can feel the way they do is because the mind exists within them in a semi-conscious, semi-functioning state.  When thought and reason are applied, they fall apart. Of course, I don’t necessarily think a desire to replicate the qualities of dreams was the intent behind the sloppy story of The Evil Within. I think they just had a lot of ideas they wanted to include in their game and gave no real thought toward creating more substantial connective tissue between them all.

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Nonetheless, The Evil Within is best appreciated when simply opening oneself up to raw, uncritical, moment-to-moment experience is prioritized over the need for overarching narrative to create a coherent world.  The Evil Within, as a story, is utterly unsatisfying otherwise. The last stretch of the game does begin to try to satiate the player’s need to understand the events of the game, and for the most part, I understood the broad strokes of the plot.  But there’s still so many things I don’t understand, and I don’t know if they’re just the result of plot holes, or if there are things that just went over my head. The game has three DLC chapters that perhaps shed more light (I have yet to play them), but I find it unfortunate that the main game really left me with more questions than answers.

I have basically done a complete turn around on The Evil Within, and I’m glad that I gave it a second chance.  It oozes style. It’s boss monsters are well designed terrors. It has a satisfying loop of stealth and action.  It’s almost an encyclopedia of horror. However, everyone I’ve known who likes this game will immediately admit that it has numerous flaws and sharp corners.  It’s incredibly ambitious, a creation that wasn’t designed to be restrained. This is precisely what makes the game special, as it wouldn’t have nearly the gravity if it wasn’t as expansive as it is.  But at the same time, the game struggles under the weight of it all. It has a ton of weaknesses, and patience and perseverance is required to enjoy the totality of the experience. I’m glad I was able to finally get past all of these faults, but I don’t necessarily begrudge anyone who can’t.

 

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