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Martian Gothic: Unification

Originally a PC title, this third person survival horror in the vein of Resident Evil would see a release on the PlayStation nearly a year after the PS2 was available in all markets. Because of this late launch, as well as graphics and a control scheme generally viewed as poor at the time of its release, it's been largely overlooked by the mainstream.
Here's a rough estimation of the plot:
"In Martian Gothic, the player is able to assume the roles of three characters sent from Earth to a Martian base to examine why it has been silent for 10 months, after a base member broadcasts a final message of "Stay alone, stay alive." Upon arrival the player finds that all the residents are apparently dead and that the base hides a horrible secret."
That's right, you play as three different characters with different abilities. While they all control the same and use the same weapons, each has skills required to pass the various puzzles or sections of the game. All three begin the game from different hatches on the base, and are not meant to come into contact with each other. If they do, that nasty unification bit occurs, and the characters are killed instantly. As for why that happens, don't worry, it will be explained in this bizarre Lovecraft-esque science fiction story.

Since the characters can never enter the same room together, items must be deposited in a series of vacuum tubes spread throughout the facility. Only four items can be put in the vacuum tubes at any time, and players can only hold limited items, so various item storage containers must be used. Unfortunately this means items can get lost and forgotten, though PC terminals will reveal what items are in certain containers around the base if necessary. You can still lose an item by putting it in the wrong location, so think before you stow something.
Maneuvering between these spots might also be difficult for some folks, as Martian Gothic uses the same "tank" control scheme used in the original Resident Evil, lending credence to the claim that this is just another poor RE clone. The game also uses pre-set camera angles, so enemies can sometimes be difficult to see(and it doesn't help that your basic enemy is a zombie). But Martian Gothic also borrows an interesting element from the first Alone in the Dark: you can't kill your enemies. You can put them down for a little while, but they do get back up eventually. This makes avoiding fights absolutely key, which can be extremely difficult in the cramped tunnels of the Mars colony. And even if you could kill some of these things, it's probably better to run from some of the nastier ones anyway.

To progress in the game, you'll have to listen to computer recordings, solve puzzles, and search corpses while making your way through the Mars base and eventually into Olympus Mons and both over and under the Martian surface. It's interesting to note that the game actually started life as a point-and-click adventure title for Windows, but was drastically rewritten and changed when author Stephen Marley(known for his Chia Black Dragon series) joined the cast as a game designer. This means there are lots of puzzles. And they're not easy, either.
The game wasn't exactly well received, getting a Metacritic score of 64. In other words, it's considered average, not spectacular. That said, it also tends to go for dirt cheap. While the Windows version was only released in the United States, the PlayStation version was put out in both the US and Europe.

Here's the intro to the PlayStation version:
http://www.youtube.com/v/gByv5rcuCVc&rel=0
Echo Night: Beyond

Since last week I went with a very well known title in horror gaming, I figured I'd go for something a little bit more obscure, and a bit more mellow. In fact, this odd futuristic ghost story is more sorrowful than anything else. That doesn't mean it's without it's freakier moments, but the gameplay in this title doesn't have all the big action sequences of other titles. It's also the third in the Echo Night series, so if you're familiar with those, you should know what to expect.
In Echo Night: Beyond, you play Richard Osmond, a passenger on a space shuttle heading to a small lunar base. His fiance, Claudia, lives there, and it's their intention to marry once he arrives. But things don't go according to plan. His shuttle crash lands, colliding with the very place you're trying to get. Richard awakens to find himself alone in the wrecked shuttle. He decides to grab a spacesuit and enter the base to find Claudia.
Unfortunately for Richard, it appears everyone inside the base is dead, the power is out, and ghosts are wandering the halls. To progress in the story, you'll have to find various items and appease the wandering spirits so that their souls get released from this mortal coil. To do this, you'll have to talk to them, which is a bit unsettling as they tend to fade in and out depending on how close you are. There's also lots of backtracking in the game, which can become annoying, though much of the game takes place around a central junction, so nothing is ever terribly far away.

So, you're wandering in the dark, there are corpses everywhere, and their ghosts are wandering around. Could it get worse? Well yes, actually. You see, there's a bizarre mist that has spread throughout the base, making ghosts that inhabit it hostile, and if they get near you for long enough, your heart rate will spike and you'll go into cardiac arrest. This means two things: every encounter can be fatal fast, and your only options are to run away. There's no camera to fight with, no proton packs, no nothing. Instead, you have to sneak past them and pray one doesn't find you.
Also, the game's first person view really adds to the tension here, because these ghosts just have to be near you. You don't have to see them, and likely you won't: as your heart rates goes up, your vision blacks out. It can be a harrowing experience to enter a room with one and suddenly scramble for the door, only to realize you can hardly see where you're going. And if you do see it, well...some of these things get downright creepy.
Still, ghosts register on film, so you can use the vast network of security cameras to watch their patterns and discover their routes, since most of them follow set paths. Note I said most: there's one ghost in particular that will stalk you throughout the game, and he knows when you're using a security camera. Whenever you look at him he's got a nasty habit of looking back at you.

And then there's the atmosphere: you'll spend a good chunk of the game wandering around with just a flashlight, though it's not as bad as when you wander outside in my opinion. Once outside, there's little gravity so you jump really far, and the lighting gets a bit odd. The first time outside, I nearly threw myself off a cliff into a crater. To make matters worse, there are quite a few jumping puzzles while outside, and you do still have to look out for spirits.
The lack of action might bother some players, so this game definitely isn't meant for everyone. But if you're a fan of the old point-and-click adventure gameplay or enjoyed titles like Penumbra or other first person horror games, such as Juggernaut, D, or Hellnight, this may be right up your alley. And as an added bonus, it saw release in all three major regions, so getting it shouldn't be too difficult. Just be aware that in Japan it's known as Nebula: Echo Night.

Here's the intro for you:
http://www.youtube.com/v/jB9dLLGOp9A&rel=0
Silent Hill

I figured for the first one of these, I'd post a mainstay to the horror genre. If you're a fan of survival horror, I feel that you must try this game. I'm not going to say it's perfect(no game is), but what Silent Hill did was absolutely phenomenal. I've seen it referred to as "the scariest game of all time", and I feel this title still holds true today. Even if one absolutely detests the game, it should be easy to see the positive impact on the genre. Today the Silent Hill series is one of the two most easily recognized series in survival horror(the other being Resident Evil, of course).
Here's a very brief plot analysis:
"The plot focuses on Harry Mason as he searches for his daughter, Cheryl, who has disappeared following a car accident which left Harry unconscious. He finds Silent Hill to be largely abandoned, shrouded in a thick fog, snowing out of season, filled with monsters and being over taken by a hellish otherworld. As Harry scours the town, he begins learning about the history of Silent Hill and stumbles upon a cult ritual undertaken to bring a God to Earth."
Silent Hill plays entirely from a third-person perspective, with a mix of pre-set and controllable camera angles, depending on the location. Through certain sections of the game, Harry's flashlight is the only lighting, but this has a double effect of also attracting monsters. A radio that Harry has emits static whenever a monster is near, serving as the only means to know when something is approaching.

And then there's the other world. The only real way to describe it is Hell on Earth. There's all kinds of disturbing imagery and audio. To add to it, the developers were influenced and made reference to many other works of horror, fantasy, music, literature, film, and so on. Here's Wikipedia's list of influences and references:
* The surname of Lisa Garland is taken from the actress Judy Garland, Cheryl Mason's first name is based on Twin Peakss actress Sheryl Lee, Michael Kaufmann is a combination of Troma Studios producers' Lloyd Kaufmann and Michael Herz and both Alessa (originally named Asia) and Dahlia (originally named Daria) are names derived from relatives (daughter and former wife respectively) of Italian filmmaker Dario Argento.
* On the side of a garage door near the gas station is painted in blood with the word "REDRUM" painted on it in reference to The Shining.
* Some of the creatures and puzzles were named or designed with the books Alessa was fond of in mind, such as The Lost World and Alice's Adventures in Wonderland.
* The names originally intended for the characters of Harry and Cheryl were "Humbert" and "Dolores," the narrator and title character of Lolita. The American staff altered the names, given that the names were uncommon.
* At the beginning of the game there is a sign that says Bates Motel, which is a reference to Norman Bates' motel from Alfred Hitchcock's 1960 film Psycho.
* In "normal" version of the Midwich Elementary School one can find a list of teachers. The teachers listed are K.Gordon, T. Moore, L. Ranaldo, and S. Shelley. These names all refer to Kim Gordon, Thurston Moore, Lee Ranaldo, and Steve Shelley of the rock band Sonic Youth.
* The names of the streets are taken from various science fiction and horror novels or writers, such as Bradbury Street, Bachman Road, Matheson Street, and Midwich Street. These refer to Ray Bradbury, Richard Bachman, Richard Matheson, and The Midwich Cuckoos.

Not bad for a game that was labeled a "Resident Evil clone" before its release. And while it did borrow a few things from Resident Evil in terms of gameplay(which had in turn borrowed from Alone in the Dark), its themes were its own and what it added to the Resident Evil formula helped distance it from the pack of RE-wannabes. Gone were the days of playing a well-trained police officer fighting with superior firepower against an enemy that has, frankly, become campy and overused. Instead, you play an everyman character, someone not proficient with a gun, or able to sprint long distances. Just an average guy.
Also gone was the setting, a plague of science run amok in the real world, something that could be blown away to restore the normal order. In Silent Hill we begin questioning what normal really meant. The trouble in Silent Hill couldn't be shot, stabbed, or beaten to death, because the trouble was with reality. This was normalcy in Silent Hill, at least in our heads. And while the creatures Harry encountered could be killed, there's some suggestion in the series that they weren't monsters at all, depending on who looked at them. And perhaps that's the biggest difference between the two:
Resident Evil gets in your blood. Silent Hill violates your mind.
Please, take a moment and check out the intro:
http://www.youtube.com/v/eds1ivwq1oc&rel=0
Hey fellas, Ack here. I'm using this introduction to explain a bit about what I'd like to talk about, as well as teaching myself the blogging software here.
And now...picture break!

Ok, glad I understand how that works. And yes, that is a map of Silent Hill.
Anyway, I'm Ack, and I like video games. I especially like video games with horror themes, though I do play a lot of other stuff, so please don't think I'm a one-trick pony. I just happen to have a soft spot in my heart for games that terrify me when I play them in the dead of night.
In fact, horror games have given me some of my favorite gaming memories. Resident Evil 2 was my first...I remember sitting up in a little hole-in-the-wall game room in my stepmom's house in Maine, controller gripped tightly in my hands, eyes wide at the carnage in front of me. We went out to dinner that night, and on the way back I kept glancing out the windows into the pitch-black woods wondering if zombies were really out there. Were they? Were they coming for me? I didn't sleep well for days. I didn't realize it until later that this had been one of those little gaming epiphanies, where you suddenly realize just how powerful the medium can be. But I digress.
I've discovered over the years that a lot of people avoid this genre because it terrifies them far more than any movie or book, likely because in this medium they have the power to control the so-called "victim," the player character, though they're still confined to the game's rules. But there are some folks who rise to the challenge, who subject themselves to this sheer, unadulterated terror, who sit up late into the night while playing Silent Hill, palms sweaty, hair unkempt, fear in their eyes. It is for these people that I'm doing this article: I'm giving them a list of nightmares, with some discussion of mechanics, a few screenshots, and sometimes a few insights of my own on the game.
Or maybe I'm just overthinking this, and some folks just want to play some games.
Either way, I'll be focusing on an individual game each post, following a thing I did over at the Racketboy.com forums, where I talked about one game each day for October. In fact, some of my earlier posts will likely just be straight ports of that material, if only to give me a platform to springboard off of with original content once October is over.
And if you have requests, such as you've heard of a particular title and want to know more, or think that certain games should be discussed, or you just want to know the thoughts of myself and the rest of the folks here at RFGeneration, post it in the comments! It's the best way to have a conversation.
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This blog is about horror games. The good ones, the bad ones, and the ugly ones. And the obscure ones. The point of this is to educate, both the reader and the writer. Because I love horror games, and I love learning about them. |
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