Horror Gaming with Ack

Posted on Nov 15th 2009 at 10:36:49 PM by (Ack)
Posted under Martian Gothic, PlayStation, PC, PS1, horror, classic gaming

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:





Posted on Nov 11th 2009 at 03:49:51 AM by (Ack)
Posted under Echo Night, PlayStation 2, horror, classic gaming

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:




                                                                                                                                                                                                                                               
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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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