Someone else’s legend

The culprit: The Legend of Zelda (Nintendo Entertainment System, GameBoy Advance, Gamecube, as part of The Legend of Zelda: Collector’s Edition, Wii and Nintendo 3DS via Virtual Console)

Forgotten heroHave you ever wondered why The Legend of Zelda series was named after Zelda? It’s not that I mind a female character getting recognition, but let’s face it: Zelda’s role in the series is secondary at best, and there are some games where she doesn’t appear at all. In fact, all things considered, it should really be The Legend of Link.

You’d think that the first game in a series would provide a good reason for its name (c.f. Mass Effect, Baldur’s Gate, even Final Fantasy), even if later games have a more tenuous link to it. Not so with the original Legend of Zelda: the princess only appears at the very end. And since it’s Patience is a virtuevery easy to miss the in-game backstory, which only appears if you wait instead of pressing “start” on the introductory screen, you may very well get through 99% of the game not knowing who she is or even that she exists. And you won’t know that Link is called Link either. This has actually created some confusion among players (myself included), who used to think that Link’s name was Zelda for a while.

Not that the in-game backstory is all that informative, especially if you’re playing the original NES version of the game, in which case, you’ll be treated to a painfully garbled Engrish text which explains that the Prince of Darkness, Ozz-err…Ganon, wielder of the Triforce of Power, invaded Hyrule to steal the Triforce of Wisdom from Princess Zelda. She split it into eight fragments and hid them in eight dungeons, all the while instructing her handmaiden, Impa to find someone brave enough to fight against Ganon.

The game then asks you what you want to name your character (this is where you can name Link ‘Bob’ if you haven’t watched the intro and have never played a Zelda game before), and he Helpful adviceis then plonked down in the middle of a rocky clearing in overhead view (a trademark of early Zelda games). The only noteworthy landmark in the vicinity is a cave. Inside this cave, Link finds an old guy, who tells him that it’s dangerous to go alone and hands him a sword. Either the sword is a cousin of Lilarcor from Baldur’s Gate II, or the old guy needs to get out of his cave more.

Nowadays, games often receive criticism for excessive hand-holding. Here, you’ve got entirely the reverse problem: the game omits to give you any sort of pointers as to where to go. I guess the idea was to let the player adventure at will and figure things out on their own. Which, admittedly, is a laudable goal: after all, exploration and discovery Could you be a little more specific?are what adventure is all about. Except that the desire to keep on exploring is based on finding clues and rewards, and if that is lacking, you run the risk of people simply losing interest. There are clues in this game, provided by a squad of identical old men. However, these clues are a) usually hidden in out-of-the-way rooms inside dungeons, and b) a tad on the cryptic side.

This is compounded by the fact that combat is pretty damn brutal, so aimlessly wandering around while looking for the entrance to a dungeon or a cave–which may or Keep walking...may not contain treasure or a shop–can quickly become an exercise in frustration, especially since enemies respawn whenever you leave a screen. In other words, you could randomly wander into one of the harder dungeons from the get-go, or spend five agonising, finger-nibbling minutes clearing a screen of tektites (those annoying bouncing insects) while trying not to get hit, then go to another screen, realize you’re going the wrong way, retrace your steps Go grab the money, you dolt!and have to face the same tektites again. Although you’d probably have the good sense to dash for the nearest exit this time around. That being said, slaughtering enemies is also a good source of money (or rupees, as they are called in this game), and considering just how stupidly expensive store-bought items are, this may be something you’ll find yourself forced to do sooner or later. And trust me, it’s not fun.

Total ripoffWhat’s more, not all stores have the same prices. So if you don’t know that beforehand, chances are you’ll find yourself cashing out for a bottle of potion…only to find the same potion being sold for much cheaper at another store a few screens away. And yet the game never tells you these things! It’s as if it were intentionally designed to penalize newcomers, which is completely mind-boggling to me. To add insult to injury, there are the archery mechanics. At one point in the game, Link acquires a bow. But the game apparently decided that arrows were too much of a hassle to implement. So, in exchange, each shot automatically subtracts the cost of an arrow from Link’s wallet. There’s no clearer metaphor for throwing your money away.

Target practiceCombat difficulty is further increased by the fact that Link doesn’t handle very well, only being able to attack facing the four cardinal directions. What’s more, while he has a shield, he can only block projectiles (not melee hits) and only if they so happen to align with said shield. In other words, avoiding damage is a losing battle. The problem here is that, when Link’s life-meter–represented by a line of hearts at the top of the screen–is full, his sword gains the ability to shoot lasers energy out of its blade, thus allowing him to attack enemies from a distance. This is extremely handy, but it also makes avoiding damage that much more crucial. And that much more frustrating when you can’t.

At this point, Zelda fans would probably say “come on, this is an old game, cut it some slack and look at its legacy!” Yes, this is an old game. And yes, oldschool games did have this tendency to be finger-numbingly difficult. But that didn’t prevent me from enjoying the first Super Mario Bros. That aside: it’s not because the game is par for the course with its contemporaries that it’s necessarily still enjoyable nowadays, even accounting for the innovations it helped introduce. The ability to save comes to mind: this was one of the first games to have this kind of feature. That’s great and all, but you "Save" is just a manner of speakinghave to get Link killed to be able to do this. You’ll excuse me if I don’t jump for joy. What’s more, whenever Link gets killed, he loses all the consumables he acquired prior to that point. So, say you made the effort to collect rupees to buy some bombs and potions prior to entering a dungeon, but then Link got killed by the boss. When he respawns, he’ll lose all the items he bought…but won’t get his money back. And if only for this reason, I never even tried finishing this game on console. Back when I first got it on NES, it was too difficult, and when I purchased it as part of the Gamecube Zelda collection, I didn’t even try playing (especially after seeing what Zelda II was like…), but went straight for an emulator instead. I’d rather conserve my progress when I save, thank you very much.

Objectively, this game does contain all the basics of a Zelda game. There’s a lad named Link, who must rescue Princess Zelda from the evil Ganondorf while collecting pieces of the Triforce. The gameplay and combat involve a variety of collectable objects, many of which have since become staples, The fountain of lovelike the boomerang. Many iconic enemies and creatures–such as tektites, keese or fairies–pop up. Even the music will be reused in later titles. But that’s just it: everything is basic. And if you’ve played the later games in the series, chances are you’ll feel like something’s missing. If you haven’t played them…don’t bother with this, unless you like gaming archaeology or have a massive bout of nostalgia. The game hasn’t aged well.

One person’s legend is another person’s nightmare. And this certainly isn’t my legend. Nor is it really Zelda’s, for that matter.

Very bad trip

The culprit: Sanitarium (PC)

Wake in frightI knew it would be difficult–if not impossible–for any game to match Amnesia in my horror charts, but that didn’t prevent me from continuing my search for inventive representatives of the genre. I can’t remember now where I first heard of Sanitarium–a fairly obscure effort by the now-defunct DreamForge Intertainment (sic) published in 1998. But hear about it I did, and its premise of a delirious romp through a man’s disturbed psyche intrigued me enough to pick it up from GOG.com.

The ‘delirious romp’ element is certainly there. You are put in the shoes of Max Laughton, a medical researcher, whom you first see leaving a hospital in a hurry, taking his car and making an excited phonecall to his wife. However, it’s a rainy night, Max is driving hard on a winding road, and his brakes end up failing, sending him over a railing and into a ravine. Welcome to the loony binHe then awakens inside what appears to be a mental asylum, with bandages all over his face and a serious case of amnesia. How he got there and why–a car accident doesn’t equate to madness, after all–, that’s up to you to discover. It quickly becomes apparent that Max’s environment is not real, and he wanders from one nightmarish vision centred on a common horror trope (e.g. children, aliens, body horror, clowns, insects, hospitals, ghosts, divine curses) to another, sometimes even finding himself embodying different characters. During these travels, there are short bouts of lucidity, and ultimately, the visions do provide the key to what really happened to him.

In urgent need of plastic surgeryThis is a fairly solid premise, and discovering the various scenarios that Max goes through is the main attraction of the game. Some are more successful than others–especially the two opening episodes and the conclusion to the circus episode–and while I wouldn’t say any of them are downright frightening, some are seriously disturbing. There are many graphic scenes, images and descriptions–blood, slime, corpses and body parts–, and even though the dated graphics and isometric view dampen the impact, I wouldn’t recommend this if you’re especially sensitive or squeamish. That said, I should put a word in for one of the final scenarios, where Max is put in the shoes of what is probably the last character you’d expect. The problem is that, as the plot unravels, you Stephen King would have a field dayrealize that the underlying storyline just isn’t all that compelling, and that while Max’s nightmares feel symbolic and get under your skin, you’re sometimes not entirely sure what it is they’re symbolic of. And while they’re interesting in and of themselves (certainly more so than the actual plot…), there’s really not much to connect them together, thus resulting in a disjointed experience.

Still, the atmosphere is properly eerie and gruesome, and the ideas are there. However, a game lives and dies by the execution of its potential, and, in this case, if the execution isn’t outright fatal, it at least leaves Sanitarium moribund.

QuestionnaireThis is a point-and-click game, and progress is based on an uneven mix of puzzle-solving and combat. Max can converse with NPCs to gather clues about his surroundings via a system that feels like a hybrid between Mass Effect and Final Fantasy II. Every interlocutor has their own list of topics or questions they can address, sometimes sequentially, meaning that discussing one topic will grant you access to another one. Max can also pick up a variety of objects, stored via an inventory system, which he will then use to interact with his environment. As for the uneven distribution between puzzles and combat, there are only two battles in the game. It seems that more were originally planned, but never made the cut, for some reason or other. This has a strange consequence. On the one hand, it feels like a jarring imbalance, and this is coming from someone who doesn’t think that combat is a necessity in a game. On the other hand, however, it’s probably just as well that there isn’t more of it, considering how painfully clunky the Want some pumpkin pie?controls are. It’s very simple on paper: you automatically enter combat stance and simply need to click on the enemy to attack it. But compound that with a moving target which you can’t lock onto and you have yourself a recipe for frustration. To make matters worse, the way movement is designed in this game makes it near impossible for Max to dodge incoming attacks. Granted, this is a bit of a moot point, since you’re allowed to save wherever you like and, if Max dies, he’ll simply respawn prior to the combat sequence. But you must still win the fights to progress, and this is, therefore, distinctly aggravating.

It only looks straightforwardTo clarify the movement issues: you pick a direction and keep the right mouse button pressed while Max saunters over to where you need him to be; he can’t run. This is already awkward to achieve, but he also has an outright maddening tendency to get stuck on corners or simply not move quite where you directed him. Having delved into the issue, I found out that this is apparently due to the programmers skimping on movement angles. Be that as it may, there are instances where this may make you want to tear your hair out, particularly during the finale, where you’re presented with a ‘walking’ puzzle involving shifting patterns and a timer.

When a game has no fatal flaws, it’s easy to overlook and forgive minor ones, like graphics or voice acting. When there is a fatal flaw, however, these small aggravations suddenly become so much weight to drag the game down further, and this is exactly what You talkin' to me?happens here. Stilted movements, plasticky-looking cinematics, pseudo-humorous credits, shoddy voice acting, it all comes to the fore. Max himself is the greatest offender here, with many of his lines sounding forced, overemphatic or gratingly whiny. Mind you, we’re not talking Valkyrie Profile levels of quality (or lack thereof) here, but then Valkyrie Profile had a lot to redeem itself. This game…not so much.

It's right next to Crazyville via Bonkers RoadTo sum it all up, I’d call Sanitarium more of a curio than a must-have. It starts off with good intentions–or at least original ones–, and there are moments of genuine creepiness and unease, but the delivery is so uneven that it mars the overall product. Ultimately, it feels a bit like watching a bunch of B-movie excerpts: entertaining, perhaps even intriguing, but overall sloppy and inchoate.

Get on with it

The culprit: Assassin’s Creed: Brotherhood (PlayStation 3, Xbox 360, PC)

Assassin's Creed: Brotherhood promotional artWhen Assassin’s Creed: Brotherhood was first announced, my reaction was one of suspicion. It’s not that the AC series hadn’t produced spinoffs before: there were two for the first game and one for the second already. And it’s not that I didn’t fully expect Ezio’s decision at the end of ACII to come back and bite him–or at least someone–in the rear end. However, ACB wasn’t a spinoff: it was a fully-fledged game giving Ezio more limelight than I thought he deserved. The fact that it also looked like a poorly-disguised vehicle for multiplayer didn’t help. All in all, it felt like an unnecessary filler episode.

KillchainJust to get this out of the way: I am not a multiplayer person. With some very rare exceptions, you’ll never see me advocating it. Blame it on my completionism, my non-competitiveness or my extensively exploratory gaming style, but there you have it. So all I know about ACB multiplayer is that you can play as a variety of Assassin types.

Back to the matter at hand. Despite my first impression, I did give single-player ACB its due. And well…it is a filler episode, there’s no way around that. But if you like Ezio, you’ll probably be glad that he gets more screentime. And if you don’t, there are other things that Friendly faceACB could reel you in with. For instance, it confirms a trend of memorable secondary characters. Our good old pal Leo is still there, even though his relevance to the main plot is greatly reduced; he’s only there to provide Ezio with gadgets (including parachutes) and some sidequests to destroy his war machines, which he doesn’t want used by the Templars. Additionally, the Da Vinci Disappearance DLC provides him with a lengthier side-story.

Other recurring faces include Caterina Sforza, whom Ezio gets to know a lot better, if you catch my drift, and the garrulous, yet sympathetic mercenary captain Bartolomeo d’Alviano, thanks to whom Ezio finds himself involved in a rather hilarious linguistic Nemesisepisode. But the main highlight of the cast is the main villain: Cesare Borgia, son of Rodrigo, ACII’s big bad. As Ezio, for some obscure reason, spared Rodrigo at the end of ACII, it’s only fair that his son should want payback. Let’s not mince words: Cesare is a colossal jerk. But he’s precisely one of those you love to hate. Flamboyant, petulant, arrogant and infinitely ambitious, he provides enough theatrics and cruelty to make you want to kick his butt. I may also rather like his dark looks…Anyway, no story about the Borgia would be complete without Lucrezia, Cesare’s infamous sister, and sure enough, she’s there, even though her role is less prominent than her sibling’s. And if you’re wondering whether the game upholds the historical rumours concerning the two, the answer is clearly ‘yes’.

When in RomeThe storyline I found to be distinctly weaker this time around. Ezio finds himself in Rome, trying to sap Cesare’s influence and put an end to the Borgias. And…that’s about it. You’ll spend 95% of the game in Rome; the rest is comprised of Desmond’s sequences, which are set in modern-day Monteriggioni, and some short secondary missions, which briefly take you back to Florence, Venice and other, hitherto unknown locations. I find this to be a distinct flaw: part of the appeal of the AC series so far, for me, has been the exploration of different cityscapes, so to be effectively limited to one city, no matter how large and varied, feels restrictive. Moreover, the plot casts Ezio in a rather poor light: he made a big mistake, and now he has to fix it, but considering the amount of faffing he gets up to once again, he doesn’t seem to be in too much hurry to do so. Then again, what are seven more years when you’ve already spent twenty doing who knows what, right?

ParatrooperCombat is virtually identical to ACII with some additional gadgets. Parachutes have already been mentioned, thus allowing Ezio to survive potentially lethal falls. Moreover, he now has poison darts, which spare him the trouble of walking up to guards to poison them, but also a crossbow, which has the advantage of a longer range over throwing knives and silence over the gun. What’s more, Ezio is now able to dual-wield, usually the gun alongside a sword. The most significant change, however, is the introduction of execution Learn it, love itstreaks. To wit: if you select a different enemy than the one Ezio is currently killing (it has to be in the middle of the killing animation), he’ll immediately kill him in one hit straight afterwards, and you can keep going until everyone’s dead. That is, provided you don’t get interrupted, as other enemies can attack you while you’re doing this. The key is pre-empting attacks by keeping an eye on their health bars. If one starts flashing, that enemy is about to attack, meaning that Ezio should target him next. It’s not always easy, but if you manage it, combat becomes a cakewalk. I’m not sure that’s an advantage, but there you have it. If you need practice, you have the Virtual Training Program, an upgrade to the Animus which allows Desmond to participate in a variety of simulations–both combat- and agility-related–as Ezio.

Gameplay also receives several noteworthy brushups. First of all, while Desmond simply had to perform a set goal during each of Altaïr’s and ACII Ezio’s memories, the new and The way you do the things you doupgraded Animus spices things up. Now, simply achieving the mission goal will only grant you 50% sync. If you want the full 100%, you’ll have to fulfil an additional requirement, such as completing the mission within a certain time, killing the target in a specific way or not falling into water (or some other equally arbitrary condition), presumably to do things exactly like Ezio did. I understand the developers’ desire to keep things challenging, but I found this change aggravating.

FireworksSecondly, instead of renovating Monteriggioni, you now renovate Rome. In order to start renovating a district, you have to free it from Borgia influence, which involves killing the local Templar captain, then setting fire to a lookout tower. You can then put shops back into business, renovate monuments (eg. the Coliseum) and sewer tunnels, which are a new addition to allow faster travel between the various districts, but also assign vacant buildings to various factions, thus strategically distributing groups of courtesans, mercenaries and thieves throughout the city. As if that weren’t enough, each faction now has a set of challenges Ezio can undertake (such as killing a certain number of guards with poison). There are various advantages to completing these (reduced hiring costs, new weapons), and they’re also needed for a trophy/achievement.

Have at them!Last but not least, the reason behind the game’s name: Assassin recruits. Partway through the storyline, Ezio will be able to help civilians being harassed by guards. In return, they will pledge themselves to the Assassin cause. Ezio can then send them on missions, which will gradually increase their rank. Mission difficulty is indicated by stars and a percentage of success. Obviously, you don’t want to send a fresh recruit on a 4-star mission: if they fail, they die, and you’ll have to recruit someone new. Recruits can be of either gender, depending on the location where you find them, and their names are randomised. You can change the colour of their outfits and, once they gain a level, Full-fledgedupgrade their weapons and armour. When they finally reach the rank of Assassin, you can travel back to the Assassin HQ to formally induct them into the Order via a ceremony. The advantages of recruits? Ezio can summon them in combat or have them unleash an arrow storm, which usually kills all soldiers in the immediate vicinity. Of course, this only makes fighting even easier…

Overall, I’d say that this game is a mixed bag at best. It does have its good moments, and after a while, you get into the old AC-swing of things. On the other hand, it also shows distinct signs of getting bogged down by bling. I was already concerned about excessive variety in ACII, and ACB only adds more chips to the pile. Ultimately, you’ll still wind up with a mountain of cash and a boatload of optional things to accomplish that make you lose track of the overall goal. On the other hand, if you just go for the overall goal with as few distractions as possible, you’d end up with a rather meagre story, more akin to a scraggly, underfed pony than a well-groomed, healthy purebred. Desmond’s plotline does get a rather shocking twist at the very end, but apart from that, it’s still as I kill you!dull as before and doesn’t help the rest of the game. I guess it’s not easy to deal with this sort of hybrid: crammed into ACII, the events would’ve felt inconsistent and tacked on. But, as a standalone game, it’s a bit too light, and, in the immortal words of Monty Python, I frequently found myself mentally telling Ezio to “get on with it”.

State of grace

The culprit: Journey (PlayStation 3, via PlayStation Network)

The beginningIt’s seldom that I’m blindsided, swept away and awestruck by a game. And yet, that’s exactly what happened with Journey, the latest offering from indie developer Thatgamecompany. Having downloaded it upon a friend’s recommendation, I started out with little more than idle curiosity, only to be promptly and thoroughly spellbound. It’s not a stretch to say that this is one of the most stunningly beautiful games I’ve ever had the pleasure to play and a uniquely emotional experience in its own right, made all the more powerful by the fact that it doesn’t contain a single spoken word. Simply put: it goes straight for the heart.

The game opens on a sweeping vista of a desert; glittering sand as far as the eye can see, inexplicably dotted with a multitude of gravestones, while a lonely cello spins out a thread of melody (“Nascence”). Then what looks like a shooting star goes streaming across the sky, Sandy munchkinlanding beyond one of the dunes. The next thing you know, the camera pans down to reveal your character, sitting cross-legged in the sand, as if meditating. This queer little figure in a long red cloak is immediately sympathetic in and of itself, with its glowing white eyes, shadowy face and what appear to be small pointy ears peeking at the top of its hood. As you pan the camera around, a dune with two gravestones on top comes into view, and climbing it reveals your goal: the silhouette of a mountain with a cloven summit looming ominously in the distance. As for the purpose and meaning of this journey, that’s for you to determine. The game doesn’t give any definite answers.

First stepsThe gameplay is very straightforward, yet elegant. The first notable thing you come across after descending the initial dune is a shining white symbol on top of a small ruin. Approaching it has the effect of creating a short strip of cloth with glowing embroidery at the back of your character’s hood, like a short scarf. You’ll also notice more strips of cloth fluttering above the symbol. The scarf enables your character to fly (by flapping their cloak like wings), as long as there is embroidery remaining. When it runs And whee!out, approaching the aforementioned fluttering strips of cloth will recharge it, and you’ll notice several clumps of them dotted around the landscape. Moreover, finding more white symbols will gradually extend the scarf, thus allowing for longer bursts of flight, which is an infinitely more graceful means of locomotion than running around on spindly little legs.

Strips of cloth come in a lot of varieties, from small patches like the ones you encounter at the beginning, which resemble schools of fish, to long, seaweed-like bands and other living creatures which appear to be entirely made of cloth. They all Encounterhave aquatic characteristics, and, indeed, after a while, it seems more like your character is swimming rather than flying. Anything made of cloth will also recharge your character’s scarf. The most common type of creature vaguely resembles a dolphin. They emit soft chirping noises, tend to travel in packs and will occasionally carry your character on their backs, if asked.

Singing in the sandAsked? Why, yes. I did say there wasn’t a single spoken word in the game, but that doesn’t mean your character is mute. Pressing O will make them sing a note. The longer you keep O pressed before releasing it, the louder and stronger the note. This has various effects: it will call any nearby cloth creature for assistance, and, more generally, serves to interact with any cloth construct you encounter. Moreover, if you’re an inquisitive explorer, you’ll come across several murals which appear blank at first glance, but will reveal carvings or glyphs when ‘sung’ to. These might not make much sense at first (not the first one you find, at least), but they help to establish the game’s backstory.

Lady in whiteSpeaking of backstory, there’s another, more straightforward means of filling it in. The game is subdivided into several stages or levels, punctuated by platforms with a statue of a robed figure which looks a lot like your character. Interacting with these will trigger visions describing how the desert and the ruins came to be, as well as allowing you to progress to the next stage of the journey. It’s a simple, but all-too-sad tale of paradise lost, and every vision is steeped in a regretful, nostalgic aura.

Deep blueBoth of these feelings permeate the game, which isn’t to say that they’re the only ones. Every stage of the journey has its own look, dynamic and prevalent emotion associated with it: wonder, awe, empathy, exhilaration, fear, enchantment, determination, as well as both hope and despair. And all this is achieved exclusively through exquisite visuals and sound. Austin Wintory’s music meshes in seamlessly with the environment and events, the prevalence of strings creating a poignant general atmosphere. Graphically, colours are vibrant, movement is fluid, and the omnipresent sand ends up becoming an entity of its own, more akin to water. You may notice that your character ‘surfs’ down steep dunes, and there is an absolutely breathtaking episode involving what can only be described as Stream of golda rushing river of sand, turning to liquid gold in the sunlight. This is immediately followed by a trek through some menacing, dark tunnels with a decidedly aquatic atmosphere, even though there isn’t a drop of water involved, culminating in a luminous swim through the air. And the final sequence…well, I’ll just leave you with the word ‘transcendental’.

Once you’ve finished the game, the first level becomes a hub: you can access any stage from the circular arena right before the first vision statue. Moreover, a group of stones on the lower right of this arena keeps track of all the white symbols Ghostlyyou’ve found across all playthroughs. Should you find all 21, a clump of seaweed-like cloth will appear nearby, enabling you to turn your character’s cloak white (like the figures in the end-of-stage visions). This white cloak has a longer default scarf, which also regenerates automatically, thus making your character more autonomous and more mobile. What’s more, every time you finish the game (up to three), more embroidery is added to the regular red cloak.

Journey has another peculiarity: you can play it offline or online, and depending on which you choose, it will be a vastly different experience. If you play offline, you’ll obviously be on your own. If you play online, you will run across other characters during your explorations. Outwardly, they look exactly like your own, give or take some embroidery or a white cloak. Other than that, you have no clue of who they are and no Travelling companionsmeans to interact with them except by ‘singing’. While this may appear awkward and restrictive at first, you’ll quickly find that a wordless camaraderie tends to develop on its own, based on that most primal of sensations: the feeling of another living creature keeping you company. There’s even a physical manifestation of this, as walking close together will enable your characters to recharge each other’s scarves. If you manage to make it all the way through the game with one person, that companionship will definitely be both valuable and welcome in the final stages. I was even surprised at how distressed I was to lose my first companion at that point, although this may have also been due to the circumstances in which it happened. A list of the usernames of every person you bumped into during your journey is displayed after the credits roll, but there’s no indication of who was which. Overall, this upholds the impression that you’ve just shared something universally human with a stranger. That is, of course, provided the people you encounter do travel with you; some will just run by on their own merry way. As a side-note, if you are with a companion for the final end-of-stage vision, it will reflect that fact, which I found to be a thoughtful little detail.

GloryAll in all, I have no real criticism about Journey. Of course, your mileage may vary, and you may find it too short, too cryptic, too contemplative, too simple, too restrictive in terms of online options or even lacking long-term replay value. I, however, was left with nothing but a warm, bemused melancholy after the credits finished rolling…and after the wave of goosebumps I got from the song which accompanied them (“I Was Born for This”) subsided. And if only for that, I’m happy to have had this experience. A truly unforgettable game.

Snakes for breakfast, frogs for lunch

The culprit: Metal Gear Solid 3: Snake Eater (PlayStation 2, PlayStation 3, Xbox 360)

Ahh, my favourite MGS game. Which may be odd, since it features several noteworthy differences from the rest of the series: a) it’s mostly set outdoors in a jungle, b) it doesn’t involve Metal Gear as a final opponent, and c) it includes some gameplay elements that are either new or haven’t been reused since. Heck, it doesn’t even feature Solid Snake.

"Badass" is his middle nameLet me qualify that last statement: it doesn’t feature Solid Snake in name only. The protagonist is Naked Snake (…no comment), who will later become known as Big Boss, arch-nemesis and biological ‘father’ of Solid (and Liquid and Solidus). If you’ve played the first two games, you’ll know that they’re not so much his children as his clones, so essentially, you’re controlling a character who looks and sounds exactly like Solid Snake, and behaves pretty much like him too. And everyone calls him Snake anyway.

The main opponent is not Metal Gear simply because it hadn’t been invented at the time. Its predecessor is involved, though, bearing the much more pedestrian (har har) name of The woman in chargeShagohod (literally “which moves by walking” in Russian). The game is set in Cold War USSR and involves Snake’s former mentor – known as The Boss – defecting to the Soviets, while he has to prevent a nuclear incident from escalating into outright war and rescue a Soviet scientist who had defected to the US but was subsequently used as a bargaining chip to defuse the Cuban Missile Crisis. This setting serves to increase the series’ similarity to a Bond film. This is further enhanced by the inclusion of a hammy, Bondesque theme song with hilariously preposterous lyrics like “someday you go through the rain, and someday you dine on a tree frog”.

This brings us to the main gameplay mechanic and the reason behind the game’s title. Since Snake gets dumped in the wilderness with nothing but the clothes on his back and his gun, he has to rely on the local flora and fauna to survive. In addition to his Life Gourmet menumeter, he has a Stamina meter, which gradually depletes and affects his aim accuracy, among other things. The only way to recover Stamina is to find some grub. However, to complicate matters, not all foodstuffs have the same nutritional value. Some are downright poisonous (this, however, can be used against enemies), some Snake just doesn’t like the taste of and therefore won’t recover much Stamina from (but he can get used to the taste over time and even grow to like it), and some require skill to catch (e.g. Gavials or the elusive Tsuchinoko). Other foodstuffs, like the False Mango, have medicinal properties, and the Russian Glow Cap mushroom can even recharge batteries…which makes you wonder whether those nukes in the Shagohod aren’t leaking or something. One thing to take into consideration, however, is the fact that, although Snake can catch up to three live animals, he has no way of actually preserving food, meaning that it will spoil after a while (signalled by flies appearing on its menu icon). Specifically, as the game has an internal clock, if you quit and come back to that save later, you’ll be guaranteed to find every non-industrial food item spoiled. And while I must applaud the game’s realism, it can become aggravating to have to constantly renew your food supplies.

Instant diagnosisI mentioned medicinal properties, and this is another feature specific to the game: Snake can get seriously wounded or poisoned, which will affect his Life meter until treated. Each type of injury requires a specific treatment routine (e.g. disinfecting or suturing). Again, bonus points for realism, but it does mean that you have to keep an eye on your medical supplies.

UnsuspectingOther than this, the controls are very similar to previous games, so you won’t have any difficulties if you’re a veteran of the series. One difference is the absence of a radar, due to the fact that the game is set in the ‘60s. Instead, you can use a motion detector system, which basically performs the same function. However, the stealth element has received a significant upgrade with the addition of camouflage. Snake can change his outfit and even his face paint to blend in with his surroundings. These are indicated atBricked the top right of the screen, alongside a camouflage percentage. Obviously, the higher the better, and crouching or lying down will increase the percentage further. You can find new outfits and face paints as you progress, and picking the right one in any given situation is a definite tactical plus. Although you do have to wonder where exactly he stows all those outfits (in particular, the crocodile cap…).

Femme fataleAs far as characters are concerned, the game fares a lot better than its immediate predecessor. For starters, you’ve got EVA, who acts as a competent sidekick for Snake, even though her status as the game’s official ‘femme fatale’ wouldn’t have been diminished if she’d zipped up her overalls at least a little bit more. The villain department can also stand proud. The Boss is a strong, charismatic presence throughout the game, miles ahead of anything Solidus Snake could ever hope to achieve. Unfortunately, the game ends up contriving a completely ludicrous reason (that is NOT how a caeserean works) for her to flash some cleavage as well during Snake’s inevitable confrontation with her. It’s a dent to her credibility, but as it occurs through no actual fault of her character, I just try to ignore it.

Moreover, not only does a young Revolver Ocelot make an appearance (although he’s rather annoying this time around), but the familiar group of sub-bosses is more memorable than the MGS2 ones. The Boss used to be part of a Soviet special forces squad, the Cobra Unit. Each member of the unit is named after a specific emotion which they associate with combat. There’s The Fury, The Pain, The Fear and The End; The Boss herself used to be The Joy, and there’s a defunct member known as The Sorrow as well. Each has a characteristic way of fighting to go with it, which makes for some exciting boss battles. Special mention Pretty sly for an old guygoes to The End, the extremely old sniper, whose boss battle involves Snake trying to sneak up on him over three separate areas. This is rendered more difficult by the fact that he’s an expert at camouflage, can recover stamina from sunlight, relocates every time Snake shoots him and has a parrot which acts as a spotter. However, the game’s internal clock can be used to humorous advantage here. If you save during the battle and come back to the game after a week, The End will have died of old age.

Each MGS game has its own theme: the first one revolved around genetics, the second around memetic engineering. Snake Eater deals with moral and cultural relativism. This is exemplified by the various defections throughout the game and drives home (with a baseball bat) the fact that different sides of a conflict result from different cultural backgrounds and circumstances, and that those circumstances can change. This is particularly relevant for Naked Snake himself, since he will be considered as a villain in later games. I found this to be a more compelling thematic than the two preceding ones, even though it’s unavoidably treated in the same hamfisted, overdramatic way as every plot point in MGS. And, of course, silly humour still abounds. For instance, the Target practicecollectibles in this game no longer include the usual dog tags, but instead…toy frogs, named Kerotans, scattered in semi-hidden locations throughout the game. Shooting all of them (and there’s a handful of infuriatingly difficult ones towards the end) will grant you the Kerotan codename at the end of the game, as well as the Stealth camo (which makes Snake invisible) for subsequent replays.

I must, however, mention something which I found particularly grating. The game does a surprisingly good job with its Russian. Most of the place names are believable, and they’re even transcribed correctly on the loading screens 99% of the time. Even most of the character names are realistic. But then…the game throws the ludicrous “Adamska” at you during the final cutscene, a Russified parody of a name that doesn’t even sound right, as, not only is “ska” a typically Polish name ending, but it also usually occurs in last names. For women. And they were so close to getting it right.…

No parleyBe that as it may, I must still commend Snake Eater. It delivers everything which makes MGS fun and does so in spades. It’s possible that the stronger Bond parallels made me enjoy it more, but whatever the reason, I had a blast playing this. Especially due to the fact that I’d seen the infamous “Crab Battle” video prior to starting.

In fact, if at all possible, try to get your hands on Metal Gear Solid 3: Subsistence, a remake released two years after the original and also the version included in the HD Collection. Not only does the game now include a free third person camera (invaluable), but also extra camo items. Additionally, a separate disc titled Persistence features various extras, such as a Boss Duel Mode, a Secret Theatre featuring Computers galorehumorous cutscenes, a silly minigame called Snake vs Monkey, but, more importantly, the first two games in the saga, Metal Gear and Metal Gear 2: Solid Snake, which were previously all but unavailable outside Japan. Honestly, they’re old games, and not really much to write home about, but if you’re interested in the origins of MGS, then this is for you. The disc also features Metal Gear Online, a multiplayer mode which has since become obsolete, so it can safely be disregarded. Finally, the European edition of Subsistence (and the limited US edition) includes a third disc titled Existence, which basically strings together all the game’s cutscenes, condensing it into something like a film format. For people who want an even more cinematic experience.

Erase and rewind

The culprit: Prince of Persia: The Sands of Time (PlayStation 2, GameCube, Xbox, GameBoy Advance, PlayStation 3, PC)

Having played and enjoyed the Assassin’s Creed games, I became curious about Prince of Persia. Ubisoft took over the series from the PS2 trilogy onwards, and I’d heard that it involved similar gameplay to AC. So I got my grubby mitts on its HD re-release for the PS3 and got cracking on The Sands of Time.

Defying the laws of gravityShocking as it may sound, the game’s protagonist is the nameless Prince of Persia. The namelessness is actually rather jarring and only becomes more so as the series progresses. I assume that this was a way to encourage player identification, but it’s just odd that no one ever calls him by name. That aside, it’s easy to see the link with AC. The Prince is an accomplished athlete, far more so than either Altaïr or Ezio. He has some rather spectacular stunts at his disposal, the most famous of which is probably the ‘wall run’. This exaggerated acrobatic prowess fits in with the series fairytale-like atmosphere. The game is even presented as a framed narrative: a tale being told by the Prince himself to an (at first) unknown recipient. Which, I must admit, is a rather clever device. If you ever get the Prince Don't leave me hanging!killed, the Game Over screen will be accompanied by a comment along the lines of “no, no, that’s not how it happened”, as if the narrator had had a sudden lapse of memory, or as if his interlocutor had tried to butt into the story. Similar comments accompany pausing or saving, thus integrating these actions into the narrative.

It's right over thereThe story begins as the Prince’s father, King Shahraman, allies himself with the traitorous Vizier of a small Indian kingdom. He helps Shahraman to sack the local Maharajah’s palace and retrieve the Sands of Time from his treasury. These supposedly confer immortality to whoever can control them (which is the Vizier’s goal, as he appears to be terminally ill), but turn all other living things into sand monsters. The Sands are contained within a giant hourglass and can be unlocked by means of a dagger, which also protects its user from the Sands’ corruptive power. Additionally, a staff and a medallion have the same effect. The former is in the possession of the Vizier, while the latter is worn by the Maharajah’s captured daughter, Farah. Prevented by the Prince from obtaining the coveted dagger, the Vizier tricks him into unleashing the Sands when the Persian army stops in the friendly kingdom of Azad. This partially destroys the palace of Azad and transforms all its inhabitants, except the Prince, Farah and the Vizier, who absconds with the hourglass to the top of the highest tower. The Prince must then make his way through the palace, solving puzzles, evading deadly traps and fighting sand creatures to get his revenge. Except that this also brings the dagger within the Vizier’s reach…

Just try it, punkThe dagger is the basis for the game’s combat and gameplay. It contains a small portion of the Sands, which allows its user to manipulate time, slowing it down, stopping it or rewinding it for a short period. All of this functions with the help of sand tanks and power tanks. Sand tanks are indicated by a string of circles at the top left of the screen, which become yellow when full. These are used for rewinding time (one tank per rewind), or for a special attack which freezes all enemies on the screen. This bad boy requires six sand tanks, but also six power tanks. These are indicated by crescent shapes next to the sand tanks and are used for all other time-related special attacks. Sand tanks and power tanks can be replenished either by absorbing sand from the enemies the Prince vanquishes or from sand fields, which look like small puffs of sand dotted around the palace. Each sand field fills all power tanks and all sand tanks, while Got sand?absorbing sand from an enemy fills one sand tank at a time. Once all tanks are full, it begins filling half a power tank at a time. Absorbing eight sand fields will create a new sand tank, while absorbing sand from 16 enemies will create a new power tank (although you can only have as many as you do sand tanks). Overall, this is a rather redundant and convoluted system, and subsequent games in the series wisely get rid of power tanks altogether.

Care for a drink?Other gameplay elements include fountains…or any body of water, really. You see, drinking water recovers the Prince’s health. A good steak would’ve made more sense to me, but what do I know? There are also several hidden areas (recognisable as corridors hung with draperies) which all lead the Prince to the same mysterious fountain, then inexplicably vanish. Drinking from that fountain increases his maximum health. Finally, there are also sand clouds, which enable the Prince to save, but also provide a sped-up flash-forward of his progression through the next area. And while these are accurate at first, they gradually become disturbingly less so, showing the Prince falling to his death and so on.

Leap-frogAs far as combat is concerned, the Prince fights with a sword in one hand (which he’ll be able to upgrade twice over the course of the game) and the dagger in the other. He can block enemy attacks and has several combos at his disposal. But by far the two most effective tactics are making him vault over enemies to stab them in the back, or propelling him from a wall to knock them over.

Invasive hairThe Prince is also eventually joined by Farah, as they would both like to do very nasty things to the Vizier, and the dynamic between them is one of the game’s stronger points. She’s a pretty little thing, and he’s not half bad himself, even allowing for the somewhat cartoonish graphics, but they’re both rather pig-headed, so expect belligerent attraction expressed through abundant bickering. That aside, Farah also provides assistance in various ways: not only will she help in combat with her bow, but she’s also skinny enough to fit through various cracks and holes which are inaccessible to the Prince, thereby helping in exploration as well. Although he’ll still spend a good deal of his time opening doors for her. You also need to make sure the enemies don’t swarm her, as, if she dies, it’s Game Over. Moreover, she’s entirely capable of accidentally nailing the Prince with an arrow if he stands in her way. The joys of a sidekick, I tell you.

The game has several other annoying aspects. First of all, there’s the Prince, who, to be entirely honest, is a bit of a jackass. He’s proud, rash, snobbish and more than a little whiny. The snobbishness wears off a bit, but the rest remains, so he’s not exactly You can leave your hat onthe most likeable hero ever. Also, he inexplicably ends the game topless. You’ll see him rip off a sleeve, then another, then the rest of his shirt (including his chest-guard) for seemingly no reason. Presumably, it’s because his clothes are torn, but surely, going bare-chested into combat is hardly going to help? Another drawback is repetitiveness. It’s not a very long game, but while the puzzle solving mostly keeps you on your feet, the combat does get rather old after a while. One other thing that irritated me considerably was the lack of subtitles. I don’t know what it is about the sound in this game, but it’s sometimes very difficult to hear what some of the characters are saying (the Vizier especially swallows a lot of his words), and there’s no way to remedy that except trying to fiddle with the background music volume. You’d think this could have been resolved in the HD remake, but apparently not.

Sandy princeStill, I found this to be an enjoyable, spirited romp. The graphics are colourful and stylish, Stuart Chatwood’s music has flair and a nice Middle-Eastern vibe (special mention goes to the ending credits song “Time Only Knows”), and overall, the game does an honourable job of what it sets out to do. What’s more, the ending provides a surprising little twist. Well, unless you’ve seen the film based on the game. Then you know what the twist is. But if you have to decide between the two, pick the game. It’s just better, Jake Gyllenhaal’s abs and Gemma Arterton’s curves be damned. Although Ben Kingsley does look remarkably like the Vizier.

Goth and cheese

The culprit: Castlevania: Lament of Innocence (PlayStation 2)

I’d never played a Castlevania game before, but I’d heard plenty about them, so I thought I’d see for myself what the fuss was about. Lament of Innocence being chronologically the first episode in the series, that’s where I decided to start. For those who are unfamiliar with it, it (mostly) chronicles a century-spanning feud between one family, the Belmonts, and none other than Dracula (it even integrates Bram Stoker’s novel into its chronology). The gist, then, is killing vampires. With whips. Go figure.

Full-on gothConsidering the subject matter, you may expect cheesiness. And you’d be right. As is fitting when dealing with vampires (*throws bricks at Twilight*), the games are steeped in gothic and baroque imagery, albeit with an anime twist. Expect looming castles filled with ominous statuary; rainy nights over dark forests; pale, virginal maidens who get abducted; demonic creatures and fiendish traps; hammy dialogue; long-limbed, sharp-featured virtuous heroes, and a (thankfully) non-sparkling Dracula waiting for them at the end. Although you have to wonder at the efficiency of it all…I mean, if Dracula keeps coming back, maybe they should take a hint and start using stakes instead of whips? Just saying.

Indy called, he wants his whip backBe that as it may, since Lament of Innocence deals with the origins of Dracula, he’s not actually the game’s main antagonist. That title goes to another vampire, rather ludicrously named Walter. Don’t know about you, but that says ‘dignified English butler’ rather than ‘bloodthirsty fiend’ to me. Anyway, the game takes place in 1094, and the hero is Leon Belmont, a blonde nobleman in a distinctly non-XIth century outfit, whose bride gets kidnapped by Jeeves. Obviously, he rushes to the rescue with help from an alchemist named Rinaldo who lives in a cabin near the vampire’s castle (read: he will be Leon’s go-to supplier throughout the game). It seems that Alfred gets a kick out of kidnapping brides and defeating the suitors who come to rescue them, and Rinaldo’s not exactly down with that.

Is that tomato juice?Leon is fairly reactive and easy to control, and the game guides you through a tutorial sequence at the beginning to get acquainted with his moves. He can run, jump, double-jump (i.e. gain an extra boost in midair) and latch onto things with the magical whip given to him by Rinaldo. The whip is also his main weapon, and he can upgrade it by facing three optional bosses. There are several combos he can perform with it, all of which are automatically learned and helpfully listed in the menu. He also has access to several sub-weapons, such as an axe or a vial of holy water, of which he can equip one at a time (you do have opportunities to swap them, however). Sub-weapons can be used to perform special attacks, but consume energy, measured in hearts. These are sometimes dropped by enemies, but can also be found by breaking Holy protection, bitchez!candle-stands. Sub-weapons can be further powered up by coloured orbs obtained after defeating the main storyline bosses, which lends a lot of variety to combat. Things tend to get a bit hairy when enemies attack in large groups, however, which isn’t helped by the fact that opening the menu in combat doesn’t pause the action and renders Leon unable to attack.

In terms of defence, Leon has a magical gauntlet, which can be used for guarding against attacks. Furthermore, if guarding against a special attack or performing a perfect guard (guarding at the last possible moment before an attack hits), Leon will recover MP. Unfortunately, this is the only way to do so, which can sometimes be aggravating. MP are used to power relics: various offensive or defensive magical objects (such as the Invincible Jar or the Crystal Skull) of which Leon can also only equip one at a time. A suit of armour and two accessories complete his outfit.

Apart from the engaging combat system, the game also does a good job in the setting department. Nestor’s castle is enormous. I mean, it’s the size of a town. The entrance lobby is a hub area, from which Leon can access various wings of the building. There Do vampires go to church?are seven in total, each with its own general thematic, atmosphere and overdramatically pompous name. For example, the House of Sacred Remains looks like a sprawling cathedral, the Anti-Soul Mysteries Lab is a fiery forge, and the Ghostly Theatre looks like you’ve stumbled backstage at the opera, while the Garden Forgotten by Time is an overgrown ruin and the Dark Palace of Waterfalls is just a poetic name for the sewers. These five areas are available from the beginning, and clearing each one will earn Leon one of the aforementioned coloured orbs, which will light up a corresponding globe in the lobby. Once all have been lit, he will gain access to the Pagoda of the Misty Moon, He could use a makeoverwhich looks nothing like a pagoda, but leads up to the final confrontation with Jenkins. The seventh area is the Prison of Eternal Torture, containing a very difficult optional boss, if you’re eager for a challenge and an extra coloured orb. Although it’s definitely not for the squeamish. There’s just one problem: the only indication as to the order in which to explore these areas is a hint on where to go first, but after that, you’re on your own. Which means that you could pick wisely…or wander into the Dark Palace of Waterfalls and tear your hair out. It doesn’t help that each area features a locked door which usually leads to a nifty item, but requires a key found in a different part of the castle. That means backtracking through respawning enemies, which can get distinctly tedious, due to the sheer size of the areas and the developers’ inordinate love for all things corridor-y. That being said, there are some ways to ease the pain. First of all, save points (situated in small rooms marked in red on the map) will always replenish Leon’s HP. Secondly, Magical Tickets will whisk him off to Rinaldo’s shop from anywhere within the castle, while Memorial Tickets will take him back to the latest save point he used. Thirdly, he can use coloured Marker Stones to signal points of interest on the map.

Floor websThe one indisputably successful aspect of this game is the music. Michiru Yamane’s score is simply fantastic, featuring beautiful, haunting melodies, such as the theme of the House of Sacred Remains (my personal favourite), with its slow buildup, the measured lilt of the Garden Forgotten by Time or the dramatic flair of the Ghostly Theatre. Even the more surprisingly rhythmical Anti-Soul Mysteries Lab works well with its environment. This is a great bonus for the game’s atmosphere, almost counterbalancing all the backtracking, and possibly what I enjoyed the most about it.

Girdle of smokeThe game also makes an effort in the replayability sector. Once Leon is done showing Poole who’s boss–notably lambasting him with a ham of epic proportions (“I’ll defeat you AND the night!”)–you have several new options. You can play in Crazy mode, which will significantly raise the difficulty level. You can also play the Boss Rush mode, which strings all the game’s bosses together back-to-back, provided you’ve beaten them in the course of the storyline (this includes all optional bosses). You can start a new game with all of Leon’s skills learned, or, more interestingly, with a different protagonist. The first one available is Joachim, a vampire whom you may remember as a boss. He has a longstanding feud with Winston, and the story changes accordingly. There are a few crucial differences between him an Leon, namely that he uses magical swords which circle Blade barrieraround him instead of a whip and can’t block enemy attacks. The lack of a whip also means that he can’t perform acrobatics, but the game accommodates him by introducing moving blocks instead. Joachim also can’t equip or carry any items (Rinaldo won’t deal with him, and anything he finds is consumed immediately), although he can collect stat upgrades. All in all, it makes the game distinctly more challenging, especially if you decide to take on the optional bosses.

Trick or treat?Once you’ve cleared the game with Joachim, you’ll unlock another protagonist: Pumpkin, an…adorable little munchkin with a pumpkin for a head and giant sweets for hands. He has puny HP and MP, and his only sub-weapon is *gasp* a pumpkin, but boy, does he pack a wallop. Especially since he starts with the strongest whip in the game. In all other respects, he handles exactly as Leon did, which, amusingly, makes him the most powerful character of the three. As an added bonus, leave him idle for a while, and he’ll start humming Joachim’s theme tune.

My name is WALTER, dammit!All in all, this is a decent bit of entertainment. The storyline is nothing to write home about, the characters are cardboard cutouts, the voice acting is mediocre at best, the dialogue is cheesy as all hell, and Wilkins is a terrible name for a vampire. On the other hand, the combat system is entertaining, and while exploration does get repetitive, the lavish, gloomy gothic castle and its various musical pleasures do have definite style. I’ve noticed that Castlevania fans tend to snub this particular entry in the series, but while it’s far from being a masterpiece, it’s not a complete disaster either, as some may lead you to believe.

Be very afraid of the dark

The culprit: Amnesia: The Dark Descent + Justine (PC, Mac)

Dracula would love this placeYou who are faint of heart, stop reading now. I thought that Penumbra was a strong contender for the top spot on my horror list, but Frictional Games have since outdone themselves and produced Amnesia, premium quality, high-octane nightmare fuel. Taking a common plot device (amnesia) and running away with it (into a dark wood) has never been so effective, and it’s no exaggeration to say that this is the scariest game I have played to date. People–and the game itself, in fact–will tell you to play at night with the lights off. Well, even with the lights on, I was still terrified. Heck, to this day, I can’t look at a picture of a Grunt for more than a few seconds without wincing.

Everything that Penumbra did right is reused and amplified in this game, from lack of combat to unreliable perception. The interface is largely Carpet needs cleaningthe same (first-person view, hand cursor and physics engine), as is the menu. The game is set in XIXth century Prussia, in the foreboding Brennenburg Castle, situated in the middle of a forest. You are put in the shoes of Daniel, a young Englishman, who wakes up, confused and disoriented somewhere in the building. He can barely remember his name, and yet he must make sense of both his surroundings, which are anything but reassuring or safe, and his situation, which is downright horrifying. You discover snippets of Daniel’s history from short texts on loading screens, but also through flashbacks, letters and diary entries strewn throughout the castle…which he has left for himself. Apparently, his amnesia is self-inflicted and voluntary, and if you’re wondering what could possibly have driven him to such an action, well…play and find out. I’ll just say that he was involved in an ill-fated archaeological expedition, and it was all downhill from there.

Worse for wearDaniel is one of the game’s best assets, as a channel for fear, because saying that he has a fragile psyche is an understatement. Philip, his predecessor from Penumbra, could panic if staring directly at an enemy for a prolonged period of time. But compared to Dan, that makes him a paragon of stoicism. And where Phil was a gasper, Dan’s a professional whimperer. He whimpers like a boss. This is especially striking when compared to his normal, somewhat gruff baritone, showcasing just how much of a wreck he has become. Dan’s other defining characteristic is his severe nyctophobia. Just walk him through a dark corridor, and you’ll see what I mean. The screen will start distorting and blurring, and you’ll hear the unnerving sound of grinding teeth. Should he remain without a light source for long enough or witness one horrifying event too many, hallucinations­ may kick in. Those could be bugs crawling across the screen, imaginary corpses or a portrait distorting into a nightmarish vision (this is a particularly nasty one). That, or he will start talking to himself. This is a system most likely inspired by Eternal Just how mad are you?Darkness: besides his health meter (indicated by a human heart on the menu screen), Dan also has a sanity meter (indicated by a brain and spinal cord). You can increase it by solving puzzles or stabilise it by staying in the light, but its natural state, so to speak, is a steady downward curve. Should it ever deplete completely, Dan will collapse on the floor in a gibbering mess for a few seconds, before getting back up with a hit to his health. The problem is that if this happens when an enemy is nearby, he might as well be blowing a foghorn.

To make matters worse, since Dan can’t fight, his only recourse when faced with a hostile is to cower in a dark corner until it lumbers away. Except that, with his condition, you’d better hope that it happens quickly. This makes for some particularly tense moments, and a crucial issue in the game is balancing the amount of ambient light: enough to keep Dan decently lucid, but not enough to make him a sitting duck. This is compounded with the fact that both of his Feeble lightlight sources are limited. Where Phil had his trusty, inexhaustible glowstick, Dan has an oil lantern–and available oil refills are scant at best–and some tinderboxes, which he can use to light candles or torches. The other commodity in short supply are laudanum vials, which are used to recover health. Another clue, if you needed any, that you need to avoid damage as much as possible.

SilhouetteEnemies…oh god. The most common type–and, unfortunately for me, the one I find scariest–is the Grunt. Affectionately dubbed ‘Mr.Face’ by the fanbase. This should clue you in as to the most distinctive part of its anatomy. And I’ll leave it at that. If you want a clearer image (think very carefully before deciding), look here. I just don’t want this thing staring back at me every time I look at this review. *shudders* Although your mileage may vary: some people find the Brute, which shows up in later levels, scarier. It’s certainly more deadly, as it will usually down Dan in one hit, whereas he can weather Wet footstepsa couple of Grunt slashes. The third enemy goes by the uncouth moniker of ‘Kaernk’ and…it’s invisible. To some, that’s even more terrifying than visible monstrosities. Fortunately, it’s the rarest enemy of the three. Unfortunately, the sequences involving it are pretty harrowing. There’s one other hostile out for Dan’s blood, but I’ll leave you to experience that one for yourself.

There are three endings to the game, and while one of them is indisputably bad, it’s a toss-up as to which of the other two is the best. Up to you to make up your mind, but there’s certainly food for thought involved. The other positive aspects are the graphics and the music, composed by Mikko Tarmia, who already worked on Penumbra. Where Safe for nowthe former game had that gritty, semi-industrial feel to it, Amnesia is unabashedly baroque, with wooden furniture, thick red curtains and carpets, and old stones dimly lit by flickering candlelight. An old castle is a perfect setting for horror, and Amnesia  is more pleasing to the eye than its predecessor. Especially the Back Hall…at first. The Back Hall also features my favourite piece from the game’s soundtrack, a surprisingly calm, solemn and soothing track, which contributes to giving the place a temporary aura of safety. The rest of the soundtrack is none too shabby either, successfully upholding a creepy, gloomy atmosphere, with some disturbing sound effects interspersed with the music.

Several months after the release of the game, an expansion titled Justine saw the light of day. While it’s also set in the XIXth century, it bears no relation to Daniel’s story (or a very tenuous one), and features a different protagonist–amnesia being the only common characteristic–and a very different perspective on things. The goal She's got a plan for youthis time is to find a way through a series of psychological ‘tests’, set up by Justine, a French noblewoman, who is a sadistic sociopath (it’s no wonder she’s named after a book by Sade). You find yourself in her Cabinet of Perturbation, and she guides you through a series of phonograph recordings she has left behind. It’s a shorter experience than Amnesia, but no less intense. There’s still no combat and only three enemies, but they all used to be Justine’s suitors…before she decided to experiment on them: Aloïs, the tennis player, Basile, the carpenter, and Malo, the violinist. Each represents a different kind of ‘love’ and exhibits the corresponding personality: Aloïs is needy and devoted, Basile is rough and abusive, and Malo is passionate and…well, insane. And if I were in their shoes, I’d swear bloody revenge on Justine as well.

No guardian angelJustine is also made significantly dicier by the inability to save. Your character dies, you start over from the beginning. And considering that there is an excruciatingly difficult chase sequence towards the end, the likelihood of having to start over is a very real one. So if you become frustrated after being repeatedly mauled, like I did, you may consider installing a mod which implements saving, fittingly titled “Softcore Justine”. This problem aside, I did enjoy this storyline for its difference in tone. It even has a chilling twist ending. Special commendation goes to the profoundly unsettling messages on the wall of the mazelike Crypt corridors (“death shall move across the floor”Writing on the wall gave me a hearty wave of goosebumps) and to the adrenaline-charged music which plays when a Suitor gives chase. Still gives me a jolt when I hear it.

Into the darknessAll in all, Amnesia is a heck of an experience. There is room for improvement, such as randomising enemy encounters, which are currently scripted and therefore lose some impact after the first playthrough, but don’t let that deter you. It would just be the cherry on top of a deliciously terrifying cake. If I had to recommend one horror game above all others, this would be it. But I decline all responsibility for any involuntary yelps, screams, nightmares or sudden trips to a different room which may ensue.

A wolf in hero’s clothing

The culprit: The Legend of Zelda: Twilight Princess (GameCube, Wii)

In the Zelda series, Ocarina of Time (or OoT) stands tall as a monument of greatness. It’s the most famous and the best-loved opus, and for those who have played it before Twilight Princess, it almost invariably wins by comparison. Well, not for me.

Of course, I recognise the older game’s merits and fully agree that it has earned its status. I’m aware how heavily it has influenced the series, Twilight Princess included. In fact, you’ll find many elements from OoT peppering the game: from Epona the Sharpshootinghorse, to the Gorons and Zoras, to the Temple of Time. Link also gets a female sidekick, although she’s a distinct step up from Navi. Even the controls are largely similar, involving quick-button mapping, lock-on targeting and so on. There’s also a musical element involved, although it’s significantly less prominent than in OoT (or in Majora’s Mask, or in The Wind Waker, for that matter). Still, even with all the borrowing going on, Twilight Princess is my favourite Zelda game to date.

The first reason, shallow as it may sound, would be the graphics. I’m sure that even the most diehard OoT fans will agree that N64 graphics weren’t exactly of the highest quality, and that they made numerous NPCs look really ugly. I mean nightmare-fuel ugly. Not so here: Twilight Princess is, first and foremost, lovely to look at. It couldn’t hold a candle to some of its contemporaries on beefier consoles, but that’s not really Dappled groundthe point. To me, the Zelda series has always had a fairytale-like quality to it, and this game does it ample justice. Whether it be the quaint Ordon village, where Link resides, the lush forest which surrounds it, the green fields of Hyrule, the sweeping expanse of Lake Hylia or the grandiose architecture of Hyrule Castle, every environment is bright, warm (well, except Snowpeak) and alive, striking what I find to be exactly the right note for this kind of game. All these locales are populated with quirky, colourful characters who no longer look like they’re auditioning for Playing the herothe latest Tim Burton film (well…mostly *edges slowly away from Fyer and Falbi*). Most importantly, the graphics greatly help in the expressiveness department, which is vital in making a silent protagonist relatable, and Link’s baby blues and sharp features have never looked so good. Especially since he spends the entire game as an adult, rather than switching between being 7 and 17, as he did in OoT.

The second reason is the gameplay. While the basics are essentially a direct copy of OoT, there is one major innovation. According to the storyline, the kingdom of Hyrule becomes parasitized by the Twilight Realm, a dimension which usually exists in parallel to the ‘normal’ world, but suddenly begins to manifest directly into it, shadowy black monsters included. It appears as a golden glow with dark particles rising up from the Lupine accessorisingground, and transforms Hyrule’s inhabitants into spirits. However, Link, who holds the Triforce of Courage, as he usually does in the series, reacts to it in quite a different way: he transforms into a large wolf. And while this feature unfortunately dwindles in importance as the game progresses, it nevertheless lends a welcome change of pace to several of the game’s sequences. Wolf Link may not be a genius swordsman or a master bowyer, but he’s fun and original to play as. Paradoxically enough, he is also instrumental in learning sword techniques: peppered around the world are stones with holes in them, which look like Gossip Wolf karaoke!Stones from OoT and produce a melody when the wind blows through them. By howling along with the melody (there’s your musical element), Wolf Link can trigger sequences which allow vanilla Link to perfect his swordplay. Some of these techniques are particularly handy, by the way, lending an extra layer of sophistication to combat.To continue in the gameplay department, one of the main features of any Zelda game are the various gadgets Link picks up during his travels, such as a boomerang or bombs. While the selection available in this game is fairly run-of-the-mill, it does feature three highlights. Bomb arrows–which, as their name implies, can be created by attaching a bomb to an arrow–allow for long-range destruction without the iffy aim of simply throwing a bomb (they can still detonate in Link’s face if not fired promptly, however). The double clawshot turns Link into a Spiderman-wannabe and allows him to perform aerial stunts. It is acquired and abundantly used in the infamous City in the Sky dungeon, which I must Spin it like you mean itpraise for its originality (especially the boss battle at the end), but also curse abundantly for its setting. I’m afraid of heights! Finally, you have the spinner, which is best described as a clockwork hoverboard. It can attach itself to grooves in walls, propelling Link along at high speeds, which makes the boss battle in the dungeon it’s acquired from a lot of fun.

The third reason is the supporting cast. I’m sure Navi was created with the best intentions in mind, but “hey listen!” got infuriating after a while. Tatl, her successor in Majora’s Mask, did little to improve the score with her rudeness. This time around, Link Giddy up!is (literally) saddled with Midna, a mischievous, imp-like inhabitant of the Twilight Realm who has a bone to pick with the game’s main antagonist, Zant. She finds him in his wolf form and proffers her help by riding on his back and using the decidedly strange properties of her hair (which can turn into a large hand…) to help him execute certain manoeuvres. When he is in Hylian form, she hides in his shadow and continues to supply guidance. Sounds like just another variation on the annoying-yet-lovable sidekick thus far, but Midna trumps her predecessors by dint of being a fully-fledged, sympathetic character and one of the main protagonists of the game, second Cuddlyonly to Link himself. Sure, Princess Zelda’s in there too, and she both offers and needs assistance as well, but she takes a definite backseat to the driving duo, the dynamics of which are one of the game’s main perks. Other than that, there’s also a handful of resistants to Zant’s rule who try their best to help Link, making him feel a bit more integrated than his ‘lone ranger’ persona in OoT. And I must also put a word in for the pair of yetis he runs into during his travels: the female one, aptly named Yeta, is all kinds of adorable. Even though she’s a crack snowboarder and may give you trouble in the minigame which involves challenging her and her husband Yeto for a piece of heart (hearts being the typical health-measuring unit in a Zelda game).

What IS this?With all this in mind, the game does have its flaws. For one thing, the Wii and GameCube versions are mirror images of each other: as Link is traditionally left-handed, but the Wiimote isn’t, the developers solved the problem by flipping the entire game over (so what’s east on the GameCube is west on the Wii). I’d classify it as a nitpick, but Link purists may disagree. Moving along, strange creatures called Oocca have been introduced, their main gameplay purpose being to serve as quicksave points within dungeons, allowing Link to exit and come back in where he left off. I suppose this could be handy, if you found you needed to leave a dungeon for whatever reason, but I don’t think I’ve ever used them, so I find it a supremely superfluous feature. Not to mention that they look downright disturbing. There are still minigames, as mentioned earlier, usually for winning heart pieces, but if you were looking for a challenge, you may be disappointed. None of them reach the punishing heights of the archery challenges in OoT or Majora’s Mask. I actually thought that was a good thing, but your mileage may vary. However, if Sinister escortyou were getting tired of the formulaic nature of the Zelda series, this won’t be the game to change your opinion, as it is not only the spiritual successor to OoT, but retains many traditional elements of the series as well. This notably applies to the villain department. While Zant is a successfully nefarious presence for the greater part of the game, his charisma takes a nosedive towards the end, and Ganondorf still turns out to be the big bad. That being said, you do get the satisfaction Horseback heroicsof a bona fide, one-on-one swordfight between him and Link. And you could put the repetitiveness in a different perspective. Twilight Princess could be perceived as the culminating point of the OoT formula in the series. That’s certainly what it felt like to me.

High-speed stunts and fictitious pastries

The culprit: Portal (PC, Mac, PlayStation 3, Xbox 360)

Whee!Sleeper hits are great. Not only are they a proof of inventiveness from game developers, who, despite not banking on commercial success, decide to try something new, but also a testimony to the players’ curiosity. In short: think outside the box, play outside the box. That’s how innovations occur.

Portal was just one such sleeper hit. Released as part of The Orange Box package by Valve, it is set in the same universe as the Half-Life series, at some point in time between Half-Life and Half-Life 2. However, it’s not required to have played either one of those. Portal is a largely self-contained experience and works perfectly fine on its own. You’ll probably miss some references, but it’s nothing dramatic.

She never agreed to thisThe premise is a simple one: you are put in the metaphorical shoes (she’s actually barefoot, with only some leg springs for support) of Chell, a young woman who somehow ended up as a test subject in a strange facility named Aperture Science, all glass walls and pristine white surfaces. She is awoken by a robotic female voice, an AI which identifies herself as GLaDOS, and informs her that she must make her way through a series of test chambers, to ultimately be rewarded with “cake and grief counselling”. She then proceeds to instruct and advise her on getting through the tests…in her own way.

Open doorsChell’s available commands are pretty basic: she can crouch, jump, pick up objects or press switches. However, the core of the gameplay is the clever use of portals: oval-shaped holes which can be created on almost any flat surface with the help of a portal gun (or Handheld Portal Device), which Chell acquires a couple of rooms in. There are two types of portals: a blue one (primary) and an orange one (secondary). Chell can freely pass between them and reposition them at will, and if they’re not situated on the same plane, she’ll be reoriented head up in relation to the gravity upon exiting. The only thing she can’t do is fire a portal through another portal. The idea is straightforward, but the possibilities are endless, allowing for creative use of space to resolve what may at first appear to be impossible conundrums. You could have her put a portal on a wall and one on a ceiling through the door of a different room, for example. And don’t worry about falling from too high: as long as it’s a floor Chell is landing on, the leg springs will take care of it. This is a wonderfully adaptive system, and it wasn’t long before I found myself ‘thinking with portals’, as the advertising for the game puts it, and hopping my way through the various rooms with relative ease. I say ‘relative’ because, while it may be easy to figure out the principle behind a certain puzzle, the execution may require some fine-tuning, as well as some top-notch reflexes.

Let's see you figure this outOf course, if that’s all there was to it, the game would be too easy. So it also presents Chell with impediments, such as moving platforms, timed switches, pools of acid, High Energy Pellets, which she’ll need to redirect, or Material Emancipation Grills, which will not only vaporise any solid object that’s not the portal gun (although they have also been known to ‘emancipate’ fillings and teeth…), but also reset any previously placed portals. Chell will also encounter sentry turrets, which, despite greeting her in disarmingly polite, childish-sounding voices (“hello, friend”) will attempt to shoot her on sight, intoning guilt-inducing messages such as “I don’t hate you” or “no hard feelings” when she destroys them. To counteract all these obstacles, Chell only The one and onlyhas her wits, her portal gun and Weighted Storage Cubes. These are…well, exactly what the description says: large cubes meant to be used as props for solving puzzles (usually by being placed on switches). Although one of them, the Companion Cube, designated by a large pink heart drawn on each of its sides, may come to hold a special place in Chell’s tribulations.

Are you still there?Portal’s other major distinguishing feature is the delightfully quirky black humour pervading the game, the great majority of which is dispensed by GLaDOS, who also sings during the ending credits. On the surface, it sounds like she’s providing helpful advice. However, when you hear things like “while safety is one of many Enrichment Center goals, the Aperture Science High-Energy Pellets seen to the left of the chamber can and have caused permanent disabilities, such as vaporisation”, you may very well start asking yourself questions. This, alongside the friendly killer turrets, the sometimes less-than-reassuring instruction diagrams found at the beginning of each test chamber as well as the strange scribblings which start to crop up in hidden nooks towards the end of the game, all ends up creating a unique blend of the worrying and the hilarious.

The main portion of the storyline is fairly easily cleared, once you get the hang of the portal mechanics. However, you also have access to the Advanced Chambers and the Challenge Mode under the Bonus Maps heading of the main menu. The former are chambers 13 to 18 from the main game, redesigned to be more difficult. The Challenge Mode takes place in those same chambers (now identical to the main game), except with one of three restrictions: clear the chamber placing the least You take the cake!portals, taking the least steps or the least time. Each chamber has its own set limit for each of these categories (represented by a cake on the tally screen), reaching or beating which will grant you a gold medal. There are also limits for the silver medal and the bronze medal. And, of course, there are achievements/trophies involved. By order of difficulty, I’d say the “least portals” challenges are the easiest, while the “least time” ones are–and by far–the hardest, especially for people playing on a console. Moreover, folks on the Xbox 360 actually got their own version of the game, called Portal: Still Alive, which contains a whopping 14 additional test chambers.

Ad infinitumAll in all, Portal is great fun. However, for the sake of providing some criticism, I must say that it’s a bit of a one-trick pony. There is an interesting backstory to the game (which has since been explored in a comic entitled Lab Rat and in the sequel, Portal 2), and GLaDOS may be a wellspring of repartee, but this can only go so far when, in point of fact, you’re being made to do the same thing over and over again. Fortunately, the game is rather short, so you won’t have time to get bored on your first time through. It does, however, mean that it suffers in the replayability department, since, apart from collecting hidden radios, it’s the same old show. Still, I won’t be a party-pooper: in spite of this, Portal remains one of the most original games released in the past decade, and the premise behind it is Mmm, cake...wonderfully inventive. GLaDOS has become a fan-favourite (for good reason), and chances are you’ve encountered the “cake is a lie” meme somewhere at least once. In short, give it a try. It’s a blast. Oh, and did you know you can donate one or all of your vital organs to the Aperture Science Self-Esteem Fund for Girls?