This brutally atmospheric horror
adventure will make you jump at every
blood-splattered plot twist. If you’re
after something uniquely next-gen, this
is the game to buy… if you dare.
SCORE
11/DEC/05
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Gaining notoriety for all the
right reasons (this is a horror
game after all) when it was
first shown at this year’s E3 show in Los
Angeles, Sega’s first Xbox 360 release
caused uproar amongst the national
press. The game’s depiction of violence
and criminality pushed the limits of
acceptance, no one had seen a man’s
face get battered with such brutal
realism in a videogame before. Not since
GTA had the national press found itself
so fearful. Here was a game that looked
real, fed gamers gruesome images of
first-person thuggery and to all intents
and purposes put players – children
(who’s thinking of the children?) – in the
position of a serial killer. “How far can
this sickness go? How real do games
need to get before we outlaw this
filth… ban it, ban it all!”
Well, those were the cries coming from
the ill-informed mainstream press about
a game they didn’t understand, on a console they
hadn’t taken the time to read up on. Sure,
Condemned is a violent, graphic and unsettling
game that uses the Xbox 360 to create
believable situations. But it’s no different
from a movie like, say, Silence Of The
Lambs, and that sucker won Oscars.
The game, which initially at least,
feels like no other adventure you will
have played is a third-person horror
FPS with elements of Silent Hill, bits of
Doom 3 and portions of Myst. From the
outset, this game intends to shock you.
Beginning at a crime scene that should
be safe and secure, weird things begin
to happen. Noises unsettle the cops
at the scene, a man is seen scurrying
around the rooftops and the crime itself
is a bizarre mixture of something from
The House Of Wax and Se7en. Two
bodies are positioned having dinner,
one a manikin and the other a tortured
corpse. In the game’s bump-mapped,
high-def, eerie torchlight this looks
horribly real. Combined with the shouts
and gunshots from other rooms in the
office block, the game sets out on a
genuinely unstable path.
Within this first unhinged opening
you will become acclimatised to your
weapons and gadgets. Obviously, the
first thing you need to do is batter the
men in boiler suits trying to make a
break from the crime scene. The triggers
control attack and defence, whilst the
new shoulder buttons toggle the use
of a weapon – a gun with no ammo
can be used as a club – and blast an
enemy with the stun gun. All too soon
you’ll realise that those Michael Myers
wannabes making a break for it aren’t
your usual videogame fodder. These
criminals will weigh you up in much
the same way as you’ll gauge them, if
they see you have a gun they are likely
to make a run for cover. More so, and
something quite disconcerting in a
videogame, you will see them actively
look for better melee weapons to hit
you with. It’s not uncommon to corner
a foe and watch him judge your weapon
strength, glance at his own paltry
looking stick, throw it down, rip a
cabinet door off its frame
and then lunge at you. These villains
think. They judge you and the situation
and then react. This one element of
the game will have you on edge like no
other before it, for the first hour or so
anyway. You can never enter a room
knowing what the enemy will do and so
nothing is a given.
Of course, eventually the slugging
will begin and the AI steps up a gear
further still. They will block and parry
melee attacks and when disarmed these
freaks will lunge at you for a Berzerker
Attack, in which they will grapple you
and chew on your face – juggling the
analogue sticks will break you free of
their grasp. One unusual trait that you
don’t often see in a game is the AI
character dummying a blow; they will
often raise a bar to slug you, then pull
back at the last minute before following
up with a quicker but weaker hit. You
will usually find yourself trying to block
what looks like an attack, leaving you
vulnerable to the follow-up strike.
After spending some time in the
game’s grasp you will begin to develop
particular combinations of attacks for
each enemy type, proving this is just
a game after all. The smaller enemies
can be taken down with a strike
from a hammer or piping, the larger
sledgehammer wielding butchers will
need to be subdued with a stun gun,
and whilst dazed, steal their hammer and
give it back to them smack in the face.
Condemned presents its first-person
melee violence in high-def graphico-
vision. Every blow is bloodier than
the last and every strike from a nailembedded
piece of 4x4 feels realistically
solid. Your enemies will react to hits with
visceral appeal, doubling up at blows
to the body and losing teeth with every
smack to the mouth. After a few seconds
of pounding, the screen will be awash
with blood. Seriously, it’s everywhere.
Your crowbar is caked in the stuff, the
walls and floor are dripping with it, and
the poor goon on the receiving end of
your justice is a mess of cuts, seeping
wounds and missing teeth. With an
enemy out for the count you can move
in for the final blow by using the D-pad;
will you deliver a punch to the face or
snap the neck of the bloody, gurgling
corpse to be?
This brutal combat system is made all
the more realistic due to the nature of
playing in first-person. When you smash
an enemy’s face into a locker you’re right
there, your hands are performing the
act. By placing you in the game world
from this perspective and developing the
story around your actions as situations
unfold, this creates a very real experience.
In fact, the last game to attempt this
was Namco’s Breakdown, which unlike
Condemned had a uniquely Anime world
to explore, losing the sense of immersion
that Monolith has created here.
More important than the directness of
the combat, is probably the structuring
of the story. Again, everything plays out
in first-person and the plot evolves via
your actions – we won’t divulge the story
or its twists, only to say this game puts
you in the mind of a serial killer. Each
level has a set of clues to the serial killer’s
true identity. You, as the hero Agent
Ethan Thomas, need to gather them
using a set of FBI tools. For example, a
UV light will show body fluids, and then
using the sampler you can gather DNA.
The selection of tools is automatic, but
using them is manual – so zooming and
snapping with the digital camera takes a
degree of skill.
More than just using this cluegathering
exercise to progress the story,
Monolith has spotted an opportunity
to mess with your head. A number of
levels require you to follow the trail of
clues using either the UV light or infrared
camera. Following the trail of blood in
a screen imbued with the green glow
from the video camera is a genuinely
freaky exercise. As we followed the grim,
bloody drag marks winding through the
corridors of an abandoned department
store, surrounded by manikins, muffled
screams and shuffling in the shadows,
we were totally immersed and ready to
jump at the first sign of danger. Which
we did, and so will you.
In fact, shocks are what Condemned
is all about; sharp, violent shocks.
Whether it’s those from real assailants,
such as entering a room of statuesque
manikins and discovering one of them
suddenly lunges at you, or those from
your character’s mind, you will physically
jump. This illustrates the playfulness
of this game. As the plot evolves you
will, as your character does, begin to
question what is and isn’t real. Like a
fist-heavy Frank Black (from Chris Carter’s
Millennium) Condemned’s hero has the
handy knack of putting himself in the
shoes of the killer. By being in or around
a scene where violence has occurred,
Agent Thomas can visualise what went
down. This leads to scenes of torture and
extreme violence, in some cases Thomas
sees images of himself killing colleagues
in amongst the mutilations.
Not content to throw gruesome CSI
scenes our way as you hunt the serial
killers, Condemned mixes in random
flashes of weirdness to make you jump.
Until the closing credits you’re not quite
sure whether these are in Thomas’ mind
or actually happening. Bodies will float
above your head, an empty swimming
pool will fill with blood-covered freaks
dropping from imaginary skylights who
will begin hunting you, and most oddly
of all, the cubicle doors of an empty
school toilet will tear themselves from
their hinges and begin flying around the
room. It’s all a bit ‘spooky’.
So, Condemned gets kudos for
creative AI enemies and brutal fight
scenes. But keen readers would have
noticed we only said this game is ‘initially’
different to play. This is because all too
soon a routine sets in. A routine of
entering a room, killing enemies, finding
the right weapon to unlock the next
door – keys aren’t used here, instead
axes smash some doors while spades
and crowbars are used to levy locks –
and collecting story clues. If you discover
an axe there will be a door that needs
breaking down nearby. That old chestnut
‘the last enemy has the key’ also rears its
head. In one of the later levels you will
need an axe to break a stair rail to free
a piano, only there is no axe available.
However, a bunch of killers flood in
through the windows, and the last one
you kill holds the axe you need.
So, whilst keys have been done away
with, the formula still remains the same
– find the level exit and kill everyone
on the way to this goal. It’s an overly
simple premise that kind of jars with
the development Monolith has put into
the AI and combat physics. Also, it’s
a formula that can become repetitive
towards the game’s final scenes as
you step-and-repeat the same attack
and defend patterns against the overly
similar enemies you’ve been battering
for the last five hours – oh, didn’t we
mention that? That’s how long it takes
to complete Condemned. It’s a short
adventure, saved somewhat by the
collectables (or achievements as they’re
known in the game) found hidden in the
levels. Finding six dead birds, three pieces
of unusual metal or discovering hidden
Xbox 360 consoles rewards you with
unlockable content and Gamer Points
to boost your Xbox Live score. There are
two endings to experience, dependent
on a moral choice to be made at the
game’s conclusion, and in all honesty
repetition would set in all too quickly if
the game were any longer.
This isn’t to say that Condemned is a
particularly dull game – in fact the AI,
physics and storytelling are all excellently
executed. Actually, without such
attention to detail, Condemned would
have been a distinctly average game.
As it is, this is a game that needs to be
experienced just to test yourself against
the inventive AI. It’s fun, atmospheric
and in some ways different without
ever really being overly original. Perhaps
Monolith is saving its truly original ideas
for the sequel?
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson