Developing a AA game is like walking a tightrope. The developers of these types of games don’t have the same wallets to fund their efforts or the same staff, but at the same time AA games need to be disguised to look like AAA. Some manage it better than others, others fail despite clear, good and promising intentions. Unfortunately, {Alone in the Dark} falls into the latter category.
{Alone in the Dark} is a survival horror game that effectively answers the question of what if {Resident Evil 2} was set in the American South in the 1920s. There are two protagonists, each exploring a disturbing old building while discovering new secrets in an almost Metroidvania style through a series of unique puzzles of varying difficulty. There’s a bit of resource gathering, supernatural and spooky enemies, a clear thematic central narrative that wants to draw you in and then scare you silly. It’s very, very clear that developer {Pieces Interactive} considered RE2 (the best {Resident Evil} game, fight me) as the main inspiration for {Alone in the Dark}.
While one could point the finger at this as encouraging a lack of originality, I would say that the tried and tested format has simply been tweaked in this game, adapted to a story that makes you want to keep playing and unraveling the strange and spooky threads that hold everything together. There are narrative brilliance and moments of authenticity that stand out in {Alone in the Dark}, and while you could argue that this has already been remade, the very framework of this game is so different from its 1994 predecessor that there’s not much to say compare. This is a completely new game with modern and novel ideas, and that’s why it bothers me that it disappointed me in more ways than one.
First of all, the idea that there are two central, intertwined protagonists isn’t entirely true. The stories of Emily Hartwood (Jodie Comer) and Edward Carnby (David Habour) are virtually identical, as the characters solve the same puzzles and travel virtually the same areas in their respective stories. There are some unique conversations with side characters, a few smaller, unique levels, and ways to get certain collectibles depending on the story you’re playing, but the overall narrative is virtually identical, unlike what we saw in, say, RE2 , where Leon and Claire’s stories took them down different paths, although there were conflicts and repetitive elements from time to time.
I would like to add here that Comer and Harbor do a good job as the protagonists of this game. Neither stands out as {Alone in the Dark}’s saving grace, but neither is flimsy and disjointed like we’ve seen in the past with other mainstream actors taking on roles in the gaming industry. Basically, don’t expect Comer-Villanelle-level performance, but you won’t be disappointed either.
The level design is also quite well done. {Pieces Interactive} has created {Derceto Mansion}, a complex, multi-level structure comparable to that of RE2’s {Raccoon City Police Station}. There are nooks and secrets everywhere, and you’re taken to the highest attics and deepest basements, following clues and clues to unravel the twisted tale, and by and large it works. One of the main problems is that {Alone in the Dark} struggles with the consistency of its puzzles, which range from needlessly complex to incredibly simple, and also struggles to overcome moments that leave the player stumped and at a loss Seeks answers without any help, which happened when I accidentally managed to skip an important puzzle, which later left me stumped.
Added to this is the lack of complexity that characterizes a game like RE2. There are no clear progressive sections where characters get a new weapon, for example. You either find it as you progress through the story, or you get it after collecting enough collectibles around the world… Additionally, the {mansion} appears to be empty and you find yourself wandering through lifeless hallways looking for a new clue or clue , without rushing or panicking, to complete a task before a scary creature catches you. There is no equivalent of Mr. X chasing you in this game. Most of the time you are… {Alone in the dark}.
Sure, there are some enemies along the way, but they’re poorly implemented and paired with a pretty abysmal combat system. Enemies never seem threatening, they are slow and sluggish, and thanks to the miscalculated ammo economy throughout the game and melee combat, you can easily take down any enemy that comes your way. In {Alone in the Dark} you don’t have to judge whether this enemy deserves your ammo or not, as you are never pressured when it comes to ammo or health resources, which are considered dubious here for some reason. "Drink". There are unique melee weapons that do exactly the same thing, and the game’s largest and scariest creature, {The Dark Man}, never really has a presence worth celebrating, with one of its scariest phases occurring in the early parts of the game. in which he acts on rails and not as a living and receptive lurking enemy. Since {Alone in the Dark}’s fear factor and excitement level are so limited, one might wonder why there are also stealth mechanics.
Added to this are the technical problems. First of all I would like to say that the environment design is of very high quality and the game has surprising locations and scenes, but the ugly character models with asynchronous mouth movements quickly tear open the veil that the game creates. Of course, this is often interrupted by textures fading in and out, characters crashing or getting stuck in the environment and violent crashes that make you sigh audibly.
It’s a shame that {Alone in the Dark} faces all these problems, because there are moments that impress. The game does a wonderful job of mixing the real and the surreal in an almost {Alan Wake} way, and as I said before, the narrative has compelling aspects and twists that leave you wanting to keep going. But the shallow and sometimes frustrating puzzles that this game offers cannot be overlooked. No enemies, no fights, no performance issues.
I just want to like {Alone in the Dark}, it was actually one of my most anticipated games in March, but the more time I spent with this game the harder it became for me to do so. Of course, updates and fixes will address performance issues and perhaps even refine and improve enemies, combat, and ammo economy, but there are more important core elements that require more work with this game, elements that cannot be salvaged with a simple post-release patch. Now if you feel like playing a survival horror like this, I recommend you just go back to RE2 or even {Alan Wake 2} as both offer much more cohesive and rewarding gaming experiences.