First Impressions: “Clive Barker’s Undying” (Retro Computer Game)

Well, with Halloween approaching, I thought that I’d take a look at an old horror game called “Clive Barker’s Undying” (which I bought for £1.19 during a sale on GOG last year).

Before I go any further, I should probably point out that this is more of a “first impressions” article than a full review. I’d planned to finish this game before I posted this review but, after getting somewhere between one-third and halfway through the game, I realised that I’d never finish it before Halloween without falling massively behind on my article schedule. Plus, I also found myself abandoning the game for other reasons that I’ll explain later.

I should probably also warn you that this review may contain a couple of (unrealistic) GRUESOME IMAGES. Likewise, the game itself contains FLICKERING lightning effects at the beginning.

Anyway, let’s take a look at “Clive Barker’s Undying”:

“Clive Barker’s Undying” is a first-person shooter game from 2001. Set in the 1920s, you play as an occultist and ex- soldier called Patrick Galloway who has been living in exile from his native Ireland until he is summoned back by a letter from his old friend Jeremiah Covenant.

When he arrives at Jeremiah’s remote mansion, he finds that Jeremiah has been taken ill. Not only that, there seems to be some kind of family curse that has filled the creepy old mansion with ghosts and monsters…..

Well, it would be a very boring game if there weren’t ghosts and monsters….

My very first impressions of this game were extremely good. Even the main menu not only looked really cool, but also had ominously dramatic background music and some amazing flame animations for the mouse cursor.

Plus, for the elitists amongst you, there’s actually a framerate slider in the options menu. A framerate slider!

Not only was this a game that Clive Barker helped to make but it was also an EA game from the early 2000s. As much as EA deserve all of the criticism they get these days, there’s no denying that for a very brief period during the early 2000s they seemed to be the best for gothic horror games. I mean, they published the amazing “American McGee’s Alice” a year before this game! So, my expectations were sky-high.

And, for the early parts of the game, they were more than met. You begin the game by exploring a gloriously gloomy old mansion and it is still creepy to this day. Although there are a few scripted moments, a lot of the horror here comes from the frantic, claustrophobic combat and the general atmosphere of the place. Seriously, the early segments set in the mansion are how to make a horror game properly.

I LOVE the lighting here too 🙂

Seriously, I got a real “Silent Hill 3“/ “Realms Of The Haunting” vibe in this area!

Seriously, I wasn’t exaggerating when I said that this location is still creepy to this day

Everything here is designed to ramp up the suspense. Whether it’s the fact that the lighting is dark enough to be creepy, but not dark enough that you get totally lost (eg: usually there is at least one lit area visible at any one time) or the constant sense of ominous suspense that gradually builds as you creep around the gloomy corridors in fear of your next monster encounter, this part of the game is scary.

This constant fear is amplified by the fact that you are occasionally attacked by powerful fast-moving monsters who will leap at you furiously.

Usually, your best bet is to get a headshot with your revolver in the few seconds you have whilst they are scampering towards you. But, of course, there’s usually more than one of them around at any one moment and you only have six bullets in your gun (and not enough time to reload if you miss too often..). This is how to add tension to an action-horror game!

Of course, once you see THIS, it’s almost too late…

In addition to this, Patrick also has several magical abilities that he can use (which use a recharging “mana” counter). The one you will be using most often is the “Scrye” ability – not only does this highlight enemies and allow you to see in the dark for a short time (with cool purple-tinted night vision no less 🙂 ), but it will also allow you to see things that you can’t ordinarily see.

Often, you will hear an ominous whisper telling you to use the ability and then, for example, a nearby painting will be transformed into a grotesque vision of hell:

Well, the game does have the words “Clive Barker” in the title. What did you expect? Unicorns and puppies?

However, as utterly awesome as the earlier parts of the game are – it doesn’t stay this way for too long. Even though there are some really cool locations after you initially explore the mansion, don’t get too used to them…

Seriously, this ominous floating building reminded me a bit of “American McGee’s Alice” 🙂

And just take a look at this gloriously gothic mausoleum 🙂

After a while, you will find yourself beneath an old monastery, and this is where I started to lose interest in the game. Not only do you have to trudge through endless dark underground catacombs (using the scrye ability every twenty seconds or so is practically mandatory…), but the game’s difficulty level goes from “enjoyably challenging” to “keyboard-smashingly cheap“. On “normal” difficulty, no less!

I’ve got six health points and skeletons have started spawning from this pile of bones. Skeletons that require expert marksmanship to defeat…

Not only does the game get more and more stingy with health packs and ammunition, but it also has a habit of spawning in lots of powerful monsters too. Many of these monsters require lightning-fast reflexes and/or precision aiming. Now, this would be ok if the game had a fast iteration time. But it doesn’t.

Every time you are killed, and it will happen a lot, you often have to sit through an unskippable 10-15 second death animation. Needless to say, this gets very old very fast. Other retro games like “Blood” can get away with being ultra-challenging because you can be back in the action about 1-5 seconds after you’ve died. Not so with this game…

This is a death animation from earlier in the game. Yes, these unskippable animations are creepy when you see them for the first time. Less so when you see them for the thirtieth time…

Eventually, this cheap difficulty and the sheer boredom of dingy catacomb after dingy catacomb just got the better of me and, whilst I’d planned to play more of this game before writing this article, I found myself skiving off and re-playing part of “Doom: The Golden Souls” instead. It seemed fifty times more fun than spending another hour of frustration in the catacombs….

What can I say? Fun wins every time…

Anyway, one strange feature of “Clive Barker’s Undying” is that it was designed for a future console port that was never actually made.

What this means is that there are short “loading” screens between some areas, and there’s also a spell/weapon wheel feature, which is actually quicker than cycling through your weapons and spells using the keyboard. Although these things are a little bit annoying, they’re hardly game-breaking problems. However, I noticed a fair amount of screen tearing whilst playing some parts of the game, but this might just be my computer.

From what I’ve seen, the game’s weapons are actually fairly good. In addition to a revolver and double-barelled shotgun (both of which require frequent reloading, which ramps up the tension), you can also find a “Tibetan War Cannon” which serves as an infinite-ammo freeze gun. Plus, I found sticks of dynamite and molotov cocktails too.

Of course, having played “Left4Dead2” quite a bit during my early twenties, I kept expecting Patrick to shout “throwing a molotov!“.

The “Tibetan War Cannon” is a golden dragon that spits chunks of ice! Seriously, I love how creative FPS game weapons used to be 🙂

In addition to this, you can find alternate ammo types for the pistol and shotgun (eg: silver bullets and incendiary shells) which can be very useful. Plus, one of the game’s spells allows you to shoot energy from your palms, and there’s a green stone you can use to repeal monsters. Seriously, I love how creative FPS game weapon design used to be.

The game’s monster designs are surprisingly good, with many of the monsters presenting a formidable threat to the player.

There are fast-moving “Howlers”, teleporting Lovecraftian horrors, invisible guards, powerful skeletons etc… Many of these monsters are vulnerable to different tactics and/or weapons. If they were used more sparingly, these monsters would be brilliant! However, the game will occasionally just spam these monsters at you sometimes. And, given how challenging they are, this quickly borders on unfair.

Seriously, if there were one or two Howlers here, it would be really fun! But, there are at least four….

In terms of voice-acting and sound design, this game is variable. Whilst the game’s music is brilliantly suspensful, the voice-acting can vary in quality somewhat – although this just adds to the vintage charm of the game. Likewise, the sound effects are all reasonably ok too.

All in all, wait until this game is on sale and then play the earlier parts of it. This game has a timelessly brilliant beginning, which is still utterly creepy to this day. The earlier parts of this game are atmospheric, suspenseful and a perfect example of a horror game. However, as soon as you start finding yourself in dingy underground catacombs, then save yourself the frustration and play something else instead….

If I had to give what I’ve played so far a rating out of five, it would probably get a three.

Review: “Kathy Rain” (Computer Game)

Ever since I watched this ‘first impressions’ video by PushingUpRoses, “Kathy Rain” has been one of those games that ended up on my ‘I must play this someday. This is my kind of game!‘ list.

However, although my computer met the system requirements for it, the game seemed somewhat pricey at the time. But, eventually, it went on sale. So, I was able to pick up a DRM-free copy of the game for £2.39 on GOG during their Black Friday sale last year. And, yes, I write these articles very far in advance.

Plus, since Halloween is only a few weeks away, this seemed like the perfect time to review this game too.

So, let’s take a look at “Kathy Rain”. Needless to say, this review may include some SPOILERS, but I’ll try to avoid major ones.

“Kathy Rain” is a horror/detective “point and click” game from 2016. The game begins in September 1995, when a journalism student called Kathy Rain returns from a wild party, only for her roommate Eileen to tell her that she read something in the paper about a man who had died. He had the same surname as Kathy. The man is none other than Kathy’s grandfather.

Interestingly, many of the characters here are people you meet during other parts of the game.

The next day, Kathy travels back to her old hometown for the funeral. But, after talking to her grandmother, Kathy learns that something happened to her grandfather in 1981 – which left him a hollow shell of his former self. Bewildered by this, Kathy decides to look for an explanation…..

Well, it would be a very boring game if she didn’t investigate.

One of the first things that I will say about this game is “WOW!” The best way to describe it is that it’s a little bit like a cross between “Twin Peaks” and “Silent Hill 3” – with some hints of “American McGee’s Alice”, “The Longest Journey”, “The Last Door” and Dave Gilbert’s “Blackwell” games too. In other words, it’s an interesting, intelligent, dark and mature character-driven game. It’s shocking, creepy, funny, depressing, intriguing and compelling.

Whilst I’d love to talk about the game’s story in depth, I’m wary of spoiling the plot too much. But, don’t be put off by the slow pacing (and lack of scares) in the earlier parts of the game. This game is something of a slow burn, with many of the game’s more dramatic, dark and/or disturbing moments happening later in the story. The game is a lot like the first two seasons of “Twin Peaks” in this respect, being an ordinary detective story that gradually turns into something much creepier and more bizarre.

And, like in “Twin Peaks”, there are bizarre dream sequences too.

In terms of horror, this game generally tends to prefer psychological horror, mysterious horror and/or story-based horror. Not only are there “Silent Hill 3″/”The Last Door”-style hints of H.P.Lovecraft here, but there are also a few wonderfully understated “shock” moments. These aren’t jump scares, but they are the sort of thing that makes you raise your eyebrows and quietly gasp. Again, I’d love to talk about some of these but, well, I don’t want to spoil them.

These are contrasted with about four chilling moments where Kathy is directly threatened by other characters and has to defend herself. All of these scenes are disturbing for different reasons, and this game is one of those rare games where violence itself is presented as a source of horror (rather than just as a type of gameplay).

Likewise, Kathy’s reaction to defending herself varies from scene to scene. In this one, she responds to this lecherous biker with righteous fury but in other scenes, she’s clearly mortified by having to harm other characters.

Despite some fantastical elements, the game also keeps much of it’s horror grounded in reality – even though it may sometimes be expressed metaphorically or through fantastical elements (like in “Silent Hill 3”). So, expect a lot of fairly dark subject matter throughout the game.

Thematically, this game is also fairly complex too. In addition to the theme of being haunted by the past, this game also includes a rather complex presentation of religion too (showing how it can be both a force for good and evil). It’s also a game about introspection too (with Kathy often being given the option to “think about” things as well as just looking at them).

The game’s characters are brilliant – with Kathy being one of the best game protagonists that I’ve seen for a while. In addition to being an ultra-sarcastic chain-smoking horror movie-watching biker (with so, so many brilliant lines of dialogue), she’s also a bit more of a complex character too.

Seriously, she has so many hilarious lines of dialogue.

A lot of the game revolves around Kathy trying to understand and reconcile herself with her past. In this regard, the game reminds me a lot of “American McGee’s Alice”, “Silent Hill 3” and “The Longest Journey”.

But, although Kathy’s journey through the game involves some hair-raising moments and some rather depressing subject matter, she never really comes across as a depressing character. However, she isn’t a typical “emotionless robot” game protagonist either (and will actually have realistic emotional reactions to the game’s events).

The game’s supporting characters are pretty interesting too, with many of them also being complex characters too. Eileen is a good example of this – at first she seems like she was just designed to be the opposite of Kathy (eg: religious, optimistic and cheerful) in order to add comedy to the game. But, although there are some absolutely hilarious dialogue exchanges between Kathy and Eileen, they are not only shown to be friends but Eileen is also a much more complex and open-minded character than she initially seems to be.

Seriously, she isn’t the “annoying character” that she initially appears to be.

The writing and voice-acting is on par with other intelligent Adventure Game Studio games like “Technobabylon“, “The Blackwell Epiphany” and “The Shivah“. Like in all of those games, the dialogue segments also feature wonderfully detailed character illustrations which help to add even more depth to the game’s lushly detailed pixel art world.

Seriously, I love this style of character illustrations 🙂

In terms of the game’s historical setting, it’s really interesting. Although I talked yesterday about how the game uses fake anachronisms (eg: things you wouldn’t think would exist in 1995, but actually could have), the game’s setting comes across and wonderfully and convincingly retro 🙂 There are dictaphones, floppy disks, CRT monitors, pop culture references and lots of other 1990s stuff 🙂

Such as the fact that CRT monitors are still seen as “high tech” LOL!

However, one jarring anachronism is the bizarre – and out of character- fact that Kathy seems to religiously follow 2000s-style restrictions about smoking. She can be standing in the middle of a bar with ashtrays on the tables and people lighting up a few feet away and yet she primly comments that she only smokes outdoors if you click on her cigs. This could just be the result of a lack of programming time (eg: one simple line of code instead of lots of realistic location-specific responses) but it comes across as a bit anachronistic and/or out of character.

Visually speaking, this game is really good. I absolutely love 1990s-style pixel art and this game doesn’t disappoint here. Whilst many of the game’s locations look fairly “ordinary” (which adds to the “Twin Peaks”-like atmosphere), there are some brilliantly creative areas found throughout the game. Plus, like in many great 1990s movies and TV shows, the lighting is often a little bit on the gloomier side of things.

Seriously, I really wish more of the game’s locations looked like this one. This is like a gothic version of “Silent Hill” 🙂

Plus, the game sometimes does the classic 1990s-style thing of placing items in the close foreground to “frame” the picture.

This game is detailed. In addition to the fact that you can look at pretty much everything, there are loads of other clever little details too. One of the best ones (which I only noticed whilst looking through the screenshots for this review) is that, in each segment that takes place in Kathy and Eileen’s halls of residence room, various things move slightly compared to when you were last there.

This isn’t very noticeable when you’re actually playing the game, but it gives the impression that people are actually living there. They could have easily just re-used the same background for all of these segments, but they didn’t. Now, that’s attention to detail!

In terms of the actual gameplay, it’s fairly ordinary “point and click” gameplay. Before I talk about the puzzles, I should probably point out that I’m terrible at these types of puzzles. In other words, I enjoy “point and click” games for the story, characters, humour, dialogue, atmosphere, locations etc… rather than the puzzles.

Even though the game gives you hints, this was probably the first of many times that I reached for a walkthrough….

But, even though I had to consult a walkthrough a fair number of times, many of the puzzles here seemed fairly logical. The game gives you clues and there didn’t seem to be any “moon logic” or pixel hunting here. So, if you’re an experienced adventure gamer who actually enjoys the puzzles, you’ll probably find this game to be “easy”.

The game also occasionally does inventive things with traditional “point and click” game mechanics too. For example, if you look at Eileen’s stuff when she is nearby, she’ll hear Kathy’s voice-over narration and comment about it. Likewise, the game occasionally does some inventive things with the classic “take everything that isn’t nailed down” approach that most adventure games take to in-game items….

Yes, this sort of thing is actually considered to be burglary. Who would have thought it?

In terms of length, this game is what you would expect from an indie “point and click” game. With moderate to heavy walkthrough use, it took me approximately six or seven hours to complete this game. However, if you don’t use a walkthrough, then the game may take longer than this.

Likewise, although the game contains a relatively limited number of different locations (about 10-15 places, albeit with multiple rooms/areas in many of them) – this helps to keep the narrative reasonably focused.

Not to mention, the fast travel map is absolutely badass too 🙂

In terms of music and sound design, this game is fairly good. Although there aren’t that many memorable musical moments, the music inside the biker bar and the eerie “Silent Hill”-like music that plays near the lakeside cabin are two stand-out moments.

All in all, “Kathy Rain” is a brilliant horror game. Not only is it wonderfully 1990s, but it also features interesting characters, brilliant dialogue and a compelling story. Yes, it isn’t a game for the easily shocked, nor is it a typical “jump scare”-based horror game. But, if you like “Twin Peaks” and/or “Silent Hill 3”, then you’ll love this game 🙂

If I had to give it a rating out of five, it might just about get a five.

Review: “X-COM: Enforcer” (Retro Computer Game)

Well, although I had planned to review one of the “The Incredible Machine” games, I ended up being distracted by various other things.

But, before I could resume playing that game, I noticed that a vaguely interesting-looking game called “X-COM: Enforcer” was on special offer on GOG. And, since it had been reduced to £1.19 at the time (and the download was just a little under 300Mb), I thought that I’d check it out.

However, I should point out that I haven’t played any of the other “X-COM” games – so, I can’t compare this one to them. Still, from what I’ve read, the other “X-COM” games are very different to this one. So, if you’re an “X-COM” fan, your experience of this game may differ from mine.

I should also point out that at least one part of the game contains FLICKERING LIGHTS, although I don’t know if they’re intense and/or fast enough to cause problems.

So, let’s take a look at “X-COM: Enforcer”:

“X-COM: Enforcer” is a sci-fi third-person shooter game from 2001 (wow, that’s… 17 years.. ago!). The game begins with a scientist building a combat robot, called “Enforcer”, to defend Earth. However, before he can finish testing the robot, an alien invasion begins…..

It literally happens just after the robot has been brought online. What perfect timing!

One of the very first things that I will say about this game is that, although it is nothing groundbreaking, it is fun! I talked about this yesterday, but the entire game is designed to keep you playing it.

Everything from the short levels (which encourage you to play “just one more level”) to the way that the game handles combat, difficulty and mission objectives are designed to make you want to play more. So, yes, this is the kind of game which you plan to play for ten minutes, but end up playing for three hours.

This game is a time bandit, but in the best possible way 🙂

Plus, despite being released in 2001, this game is very 1990s in terms of style and atmosphere. It isn’t a gritty, serious, realistic shooter or anything like that. It is a knowingly silly sci-fi action game about robots and aliens. It is bright, colourful, gameplay-focused and fun.

It also contains some vaguely imaginative weapons and some “Duke Nukem 3D“-style witty dialogue from the Enforcer too – mostly consisting of lines like “Don’t mess with Earth!” etc.. delivered in a Robocop-like voice. Which is hilarious!

It’s down to you and me, you one… oops! Wrong game!

As you would expect, the vast majority of the gameplay revolves around combat. In many ways, this game is slightly similar to games like “Alien Shooter” or “Serious Sam“. It is an intense and gloriously mindless “shoot-em-up” game with an emphasis on frantic, fast-paced combat against hordes of monsters.

The game’s combat is, in a word, streamlined. The aiming system has been simplified to a “Doom“-style horizontal-only aiming system, which reduces the need for accuracy. Your character can only hold one weapon at a time, which encourages you to search for better weapons and means that you don’t have to worry about choosing weapons in the middle of a fight. The monsters drop time-limited bonuses when defeated, which encourages you to play quickly and aggressively.

Yes, THIS is an action game!

This simplified and streamlined combat works surprisingly well, and it helps to make the experience of playing the game a lot more intense and thrilling. Like in several other third-person shooters, you can also upgrade your character and the game’s weapons between levels (using “data points” you find in-game).

Yes, you actually have to collect the points in-game. Since this game is from 2001, there are absolutely no annoying micro-transactions here 🙂

The only slight flaw with the game’s combat is that one of the weapons – the freeze gun – slows down the pace of the combat considerably, and trying to avoid picking it up can be a bit of an annoyance. Likewise, the camera angles in the game can sometimes be angled very slightly too steeply – most of the time, this isn’t an issue, but it can be annoying at times.

The game’s upgrade system is fairly good, and provides a great incentive for getting high scores in each level. However, new weapons and abilities are often only unlocked if you find “unresearched objects” scattered around certain levels. Whilst this (and another system that allows you to unlock bonus levels) provides an incentive for the player to look around and explore a bit, it also means that the player can finish the game without even seeing all of the weapons.

In terms of saving, this game uses the dreaded checkpoint saving. However, I can sort of understand this. Since it is mitigated somewhat by the short level length, the lack of a proper saving system lends each level an “all or nothing” quality which encourages you to play more and play in a more assertive fashion. However, this system annoyingly doesn’t let you revisit previous levels though.

Which is a shame since this is one of the few games where I’d actually want to revisit previous levels to grind for more points.

Thankfully, “X-COM: Enforcer” contains a proper health system – which helps to add suspense to each battle. However, a very slow and limited form of regenerating health can be unlocked as a special ability. Given the limits of this system and the fact that you actually have to earn it, it feels reasonably fair and can actually come in handy during some of the later levels.

The game’s difficulty is deliberately designed to make the player feel like an expert. Whilst I wouldn’t call this an “easy” game, I only died a few times when playing it (and at least half of those times involved accidentally falling off of ledges).

Although a couple of the boss battles are slightly challenging, the game’s difficulty curve is fairly gentle – and it is intense enough to make you feel like an expert player, whilst also being considerably more forgiving than a game like “Alien Shooter” or “Serious Sam”. Basically, this game contains the illusion of challenging difficulty – but this is done really well (eg: I really wouldn’t be surprised if the game spawned in extra health power-ups when your health is running low etc..)

Even so, the final boss battle is at least somewhat challenging 🙂

Generally, most of the game’s mission objectives revolve around destroying a certain number of alien teleporters and/or rescuing a certain number of civilians. Occasionally, the game shakes things up by including a wave shooter-style level, a boss battle or a level where you have to protect a group of trapped civilians for a certain amount of time. Surprisingly though, these simplistic objectives work really well, since they keep the emphasis firmly on the thrilling fast-paced action.

Although the game contains a few non-linear levels, many of the levels are fairly linear. This actually works quite well in this context since, again, it keeps the action fairly streamlined. Plus, there’s even an optional hint function that helps to ensure that you don’t get stuck. If this was an FPS game, I’d consider the linear levels and hint function to be a major flaw. But, since it’s an arcade-like third-person shooter, then it actually fits in with the game surprisingly well.

Yes, this feature is actually useful rather than patronising.

In terms of visual design, this game has some reasonably good moments. Although a fair number of the levels consist of very slightly generic outdoor and urban areas, there are some visually-interesting and creative levels on offer here too. And, even the more visually-boring levels aren’t that much of a problem – since they just serve as a blank canvas for the much more exciting action within each level.

I absolutely love the architecture in this level 🙂

Plus, there’s a very vaguely “Blade Runner”-style cyberpunk level too 🙂

Then there’s this shopping centre that reminds me of “Silent Hill 3”.

In terms of length, this game took me about 6-8 hours to complete. But, thanks to the fact that it consists of lots of shorter levels, the game feels a lot more substantial when you are actually playing it. Still, given how compelling this game becomes, it’s the sort of game that would still feel “too short” even if it was twice as long.

Plus, thanks to being very gameplay-focused (rather than story or puzzle-based), this game has a lot of replay value. However, your only reward for completing the game seems to be a few extra unlockable skins for the Enforcer. Still, things like finding bonus levels etc.. help to increase the replay value too.

Early in the game, the bonus levels are very generic. But, later, you can find bonus levels like this “Pac Man”-style one…

The game’s sound design is reasonably good, with the best sound effects being the satisfying drilling sound when you pick up some health or the crunchy ice sound that accompanies the freeze gun. Likewise, the music is fast repetitive electronic music, which goes reasonably well with the style of the game. One stand-out musical moment is that one piece of background music features a sample of the famous “Houston, we have a problem” recording.

The voice acting, on the other hand, is “so bad that it’s good”. Throughout the game, there are voice-overs from the scientist who built the Enforcer. He sounds endearingly annoying – that’s the best way I can think to describe his dialogue. The Enforcer’s dialogue is.. well… robotic. Still, this adds a lot of comedy value to the game – since he delivers “badass” witticisms in a Robocop-style way.

Seriously, I miss the days when action games had sarcastic protagonists…

The voice acting for the final boss is hilariously terrible though. Seriously, the voice acting in this game is quite literally “so bad that it’s good”.

All in all, although this game isn’t perfect, it’s an overlooked gem. Yes, it’s a gleefully mindless shoot-em-up game that is relatively short and not too difficult – but it is fun. It is designed to be thrilling and to make you want to play more. If you’ve played “Alien Shooter”, “Alien Shooter 2”, “Zombie Shooter”, “Painkiller” and both classic “Serious Sam” games, and you want something vaguely similar (but a bit easier), then this game is worth playing.

Most of the game’s design decisions work really well and, although it doesn’t sound like much on paper, the actual experience of playing this game is highly enjoyable. It is a thrilling, streamlined action game that will entertain you with robotic efficiency.

If I had to give it a rating out of five, it might just about get a four.

Review: “Silent Hill 3” (PC Version) (Computer Game)

A few days before I originally wrote this review, I was in a nostalgic mood. In particular, I was nostalgic about a game that I played on the Playstation 2 when I was about sixteen – the one and only “Silent Hill 3”. But, since my PS2 sadly no longer works, I realised that it would be best to re-play this game on the PC.

But, although I’d found a demo of the PC version of this game on the internet a few years ago, copies of the full version were slightly on the pricey side of things. Not only that, at the time of writing, the game seems to be on neither GOG nor Steam. The only way to get this game is on DVD.

This DVD to be precise. Still, it’s good not to have to wait ages to download game data.

So, when I noticed that a second-hand copy of the game was going for about £13 (plus postage) on Amazon, I decided to splash out on it. So, let’s take a look at the PC port of “Silent Hill 3”:

Before I go any further, I should warn you that this review may contain some mild SPOILERS and GRUESOME/DISTURBING IMAGES.

Even the game itself warns you about this!

“Silent Hill 3” is a survival horror game from 2003. Although it can theoretically be played on it’s own, it is a direct sequel to the first “Silent Hill” game and the game’s story will make more sense if you’ve played that game.

Anyway, “Silent Hill 3” begins with a teenage girl called Heather finding herself trapped inside a rusty old fairground filled with nightmarish monsters. As she tries to escape the fairground by climbing a rollercoaster track, she is promptly run over by a carriage.

Waking up in a cafe in her local shopping centre, Heather is relieved to discover that it was nothing more than a nightmare. But, since it is getting late, she calls her father and begins to walk home – when she is startled by a rather dishevelled and dodgy-looking man who wants to talk to her.

After running away and hiding in the bathroom, she climbs through a window into a nearby alleyway and prepares to go home – only to discover that the alleyway has been blocked!

Luckily, a backdoor to the shopping centre is still open. So, she goes through it – only to notice that the centre is completely deserted and slightly gloomier than usual. Still, after a bit of searching, she finds a shop that is still open.

Well, that was lucky! I’m sure there’s nothing horrible in HERE!

When Heather enters the shop, she finds an unearthly monster feasting upon a mysterious corpse. Shocked and horrified, she looks around for a weapon and finds a mysterious pistol lying on the floor. Picking it up, she kills the creature and begins to explore the rest of the shopping centre. But, something isn’t right….

Oh right! This is a “Silent Hill” game! How could I forget?

One of the first things that I will say about “Silent Hill 3” is that it is a lot scarier than I remember! It could be because I’m less familiar with the horror genre than I used to be, or because I was playing it on the PC with headphones (rather than on a tiny TV screen) or even because I’m not comparing it to “Silent Hill 2“. But, this game is scary! It is a game that will make your heart pound at a hundred miles an hour and it will make you feel slightly jumpy for a while after you’ve finished playing.

The game’s horror works on so many levels. Not only is Heather a somewhat vulnerable character who has limited weapons, but the game has a uniquely dark and creepy atmosphere.

And this is one of the “safer” areas in the game!

Add to this all of the symbolism inherent in the monster design (more on that later), the game’s pacing, the sheer sense of bleakness throughout the game, the claustrophobic camera angles, an utterly terrifying soundtrack, some grisly location designs, some disturbing set pieces and a few well-placed jump scares and this is the kind of game that will leave you feeling at least mildly traumatised after you’ve played it.

But, the game’s main source of horror is probably suspense. A lot of the game will be spent nervously exploring dark buildings (and methodically checking everything in sight), with the camera carefully positioned to ensure that you never quite see everything around you at any one moment.

Not only that, when there’s a monster in the general vicinity, the game’s soundtrack changes slightly (with the creepy music varying depending on the monsters). So, you know that something is there, but you don’t know where.

So, there’s a lot of suspenseful running and/or nervously waiting for monsters to appear.

The game’s monsters are all suitably disturbing too. A lot of this has to do with the symbolism inherent in the monster design. Many of the monster designs revolve around the theme of disease – such as undead nurses, mosquito-like creatures, bandage-covered zombie dogs, giant tumour monsters etc..

This is pretty creepy in and of itself. But, more than this, at least a couple of the monsters in the game also have a somewhat phallic appearance – which adds an extra level of disturbing symbolism to the game.

Another thing that makes the monsters scarier is that you can’t fight them all. Not only does the game carefully ration the amount of ammunition it gives you, but even the game’s array of melee weapons aren’t that powerful (and you’ll probably end up getting hurt if you use them).

Since Heather isn’t a soldier or an action hero, the combat in the game reflects this fact by deliberately being slightly clunky and imprecise. So, expect to flee in terror more often than you draw your gun.

And, this emphasis on fleeing in terror is one reason why the classic “Silent Hill” games are scarier than the classic “Resident Evil” games are.

Unlike the open-world design of the previous two “Silent Hill” games, Silent Hill 3 has more of a level-based structure. However, since the levels themselves are non-linear areas that require exploration and puzzle-solving, this change doesn’t feel too limiting.

Not only that, this structure also helps to keep the game slightly more focused too. Even so, you do get to explore the town of Silent Hill a little bit in one later part of the game.

Ah, ominous fog! I’ve missed you! 🙂

The game’s puzzles are also reasonably sensible too – and they never quite reach “point and click game” levels of randomness (although they occasionally come close).

Best of all – if, like me, you’re terrible at puzzles – then the game even has separate difficulty settings for combat and puzzles. For the most part, I was able to solve the puzzles on my own – although I had to consult a walkthrough about five times whilst playing.

In terms of the lighting and location design, this game is magnificent! In addition to wonderfully gloomy lighting that is shadowy enough to be ominous, without being too dark to see anything – the game’s location designs are exquisitely creepy. As you would expect from a “Silent Hill” game, many of the locations appear in both a “normal” form and a dark, rusty, nightmarish, diseased and grisly “otherworld” form.

This is probably one of the least disturbing parts of the “otherworld”.

Plus, in addition to lots of nightmarish interior design, there are beautiful paintings too!

As always, this is absolutely terrifying. Not only that, like in previous “Silent Hill” games, even the “normal” versions of various locations will still feature creepy background details in order to ensure that there is little respite from the game’s unnerving terror.

For example, this place has seen better days!

One particularly outstanding location in this game is the “Boreley Haunted Mansion”. This is a carnival ghost house with a bit of a macabre twist to it, and a Vincent Price-style narrator who manages to be both hilarious and terrifying at the same time. Seriously, this small segment of the game is a perfect blend of old-school horror and more modern horror. However, it is followed by a somewhat frustrating running-based segment (but, more on that later).

Seriously, it’s only a small part of the game but it is brilliant! It’s classic 1950s-style horror with a grisly modern twist!

Although I don’t want to spoil the game’s story too much, I will point out that this game is a direct sequel to the original “Silent Hill”. But, the themes from that game are explored in a slightly different – and creepier way – with more emphasis on the horrors of religious fanaticism, more emphasis on the series’ backstory and a darkly memorable scene featuring a character from the first game.

On the plus side, there are some cool little references to the first two games, like this “Silent Hill 1”-style notebook.

The game’s writing and voice-acting is fairly good. Although some of the dialogue is a little bit on the melodramatic side, this works well with some of the game’s creepier characters (Vincent and Claudia spring to mind). However, some of the in-game text is slightly clunky – but in an endearing way. The voice-acting is surprisingly good too, with no glaring examples of “bad voice acting” or anything like that.

And, yes, the conversations with Claudia can be ridiculously melodramatic!

In terms of the controls, the PC port allows you to configure them to your own liking. Plus, it also contains two alternative movement schemes, with the “2D” option being very similar to the movement scheme in the classic “Resident Evil” games.

Yes, the movement in this game can take a bit of getting used to if you’ve never played a survival horror game before – but the slightly unwieldly controls and unusual camera angles are designed to impart a feeling of vulnerability and confusion. Most of the time, this works really well – although it is annoying as hell when you have to outrun a cloud of mist through a series of narrow corridors at one point in the game.

Seriously, it took me about seven attempts to get past this part of the game!

Best of all, the PC port of this game also includes a proper saving system. Although the save points from the original Playstation 2 version of the game are still there, the people behind this port have realised that this is a computer game and, in a good computer game, you can save (almost) anywhere. Seriously, this tiny change makes the game so much better!

Ha! I don’t need YOU any more, save point! You’re nothing more than a source of mood lighting now!

Another cool feature of this game is that, after you complete it, an “Extra New Game” mode is unlocked (which, depending on how well you play the game, can include extra weapons).

In addition to this, completing the game also unlocks an option to enter codes that allow you to unlock an array of alternate costumes – some of these codes can be found in-game, but there are also lists on the internet. Surprisingly though, some of the codes from the PS2 version (eg: the OPS2 magazine T-shirt code etc..) don’t seem to work in the PC version. Plus, you can also unlock an extra options menu that allows you to do things like change the blood colour, give yourself extra ammo etc.. So, this game has at least a slight amount of replay value.

Finally, I should probably mention the game’s amazing soundtrack. As I mentioned earlier, the game will play a different piece of disturbing music depending on which monsters happen to be nearby (eg: when zombie dogs are nearby, the music will include howling. When giant mosquitos are nearby, the music will include buzzing etc..).

This in-game music is, in a word, terrifying. It is also beautifully counterpointed with some hauntingly relaxing acoustic music during a number of cutscenes too. Seriously, the soundtrack in this game is an integral part of what makes “Silent Hill 3” so incredibly creepy!

All in all, this is pretty much a perfect horror game! Yes, there are a couple of slightly frustrating segments but the game is overwhelmingly brilliant. Best of all, the PC port is surprisingly well-made and runs really well on an ancient computer like mine, although I don’t know how it would handle on more modern PCs. Yes, this game is a little bit difficult to find these days – but it is well worth doing so! Just remember, don’t play it at night!

If I had to give it a rating out of five, it would get six hundred and sixty six.

Partial Review: “Legend Of Kyrandia – Hand Of Fate” (Retro Computer Game)

Firstly, I should probably point out that this isn’t a full review of “Hand Of Fate” (for reasons I’ll explain later, I haven’t completed the game).

But, since this game holds a lot of nostalgia value for me and because I’d planned to review it about three weeks ago, I felt like writing a review of what I have played. So, although this is slightly more than a “first impressions” article, it is far from a full review.

That said, I have a lot of nostalgic memories of playing the CD-ROM version of “Hand Of Fate” during my early-mid teenage years. Although it was already a retro game by the time that I found a budget re-release of it in a game shop, it was a game that would actually run on the ancient Windows 98 machine I had at the time. However, being terrible at point-and-click games, I quickly got totally and utterly stuck on a relatively early part of the game.

Fast-forward to last summer. It was a hot day and I was grappling with of the more difficult levels of “SiN“. I also wasn’t in a good mood and I needed something to cheer me up. Then I remembered “Hand Of Fate”. But, from my memories of digging out my CD-ROM copy of it a few years ago – I knew that it wouldn’t run on my current “ancient” PC. However, since GOG was having a summer sale at the time, I decided to re-buy a discounted digital copy (that actually works on PCs from the 21st century) of it for less than £2.

Of course, history has a funny way of repeating itself….

Anyway, that said, let’s take a look at “Legend Of Kyrandia – Hand Of Fate”:

It could be YOU!

“Hand Of Fate” is a comedic fantasy point-and-click game from 1993. The game takes place in the mythical land of Kyrandia, where random objects are mysteriously disappearing. The kingdom’s magicians are absolutely baffled by this turn of events:

Yay! Piles of books! I KNEW there was a reason why I loved this game 🙂

After a lot of discussion and research, they decide that the problem can be resolved by finding a mythical Macguffin of some kind or another (an “anchor stone”, I think). Of course, despite being magicians, they somehow haven’t developed powers of teleportation. So, it is up to a cynical magician called Zanthia to go on an epic quest to find the Macguffin and restore order to Kyrandia.

Well, after dealing with the obligatory “local idiots” first.

One of the very first things that I will say about this game is that it showcases both the very best and the very worst elements of early-mid 1990s point-and-click games. But, I’ll start with the good stuff…..

The first thing that I’ll say about this game is that it is hilarious. Like a lot of games from the time, this one has it’s own distinctive personality. Not only is the game’s fictional world filled with all sorts of random things and surreal characters, but all of this is filtered through Zanthia’s hilariously cynical perspective.

Seriously, I cannot praise the dialogue in this game highly enough. It’s hilarious!

There’s even a little bit of Monty Python-style humour too.

There’s also a vaguely “LucasArts”-style segment with poetry-reading pirates

Zanthia is, by far, one of the best comedic game protagonists that I’ve ever seen. This is mostly because she’s this brilliantly contradictory mixture of a tough adventurer, a typical down-on-their-luck adventure game protagonist and a spoiled aristocrat.

All three of these elements of her character are combined in a way that is both absolutely hilarious and brilliantly distinctive. Seriously, I’ve never seen a character quite like Zanthia.

WHY don’t they sell mineral water here? What is this, the middle ages?!

All of this character-based humour is supplemented brilliantly by several other types of humour such as slapstick comedy, surreal elements, funny storytelling, a mixture of modern-style stuff with historical fantasy settings etc.. Seriously, as a light-hearted comedy game, “Hand Of Fate” is absolutely brilliant!

And there are zombies too. Zombies! (Well, sort of..)

Likewise, this game’s artwork looks absolutely brilliant too. If, like me, you’re a fan of early-mid 1990s pixel art, then you’re in for a really nostalgic treat here! Seriously, just take a look at some of these locations:

Oooh, this place reminds me of the cave level from “Super Castlevania IV” 🙂

“Wonderful!” sums it up perfectly! I LOVE this place 🙂

In addition to the amazing artwork, cynical dialogue and hilarious characters, another reason why you’re going to enjoy hanging out in Kyrandia is probably the music and voice-acting in the CD-ROM and GOG versions of the game. Seriously, I cannot praise these elements of the game highly enough. This game is funny, atmospheric, unique and gloriously retro 🙂

However, you’ll notice that I haven’t mentioned the actual gameplay yet. Although it is mostly typical “point and click” gameplay (with an additional potion-mixing mechanic and lots of inventory slots etc..), it is typical of everything that is wrong with old-school “point and click” games.

Not only did some of the puzzles I encountered border on “moon logic” but, even with frequent walkthrough use, it is still possible to get stuck in an unwinnable state if you aren’t careful. For example, if you forgot to note down a sequence of flashing lights that you saw earlier in the game or make a foolish decision, you’ll get stuck here:

Fun fact: During my original attempt at playing this when I was a teenager, this is where I abandoned the game in frustration. I remember that gloating octopus all too well!

Yes, a lot of this is mitigated by the fact that the game contains a real saving system (where you can save anywhere an unlimited number of times). However, it is easy to make a mistake that requires lots of tedious and repetitive backtracking. This is the exact opposite of “fun”. Which, if you’ll remember, is why people play computer games!

In fact, the reason why I didn’t finish the game on my current playthrough (even though I was using a walkthrough very regularly) was because I accidentally threw away a seemingly useless tree branch at one point in the game.

It was only after repeating a highly-convoluted puzzle (which I don’t know how anyone could work out on their own) and traipsing back-and-forth across the map three times that I realised that I actually needed the branch. Needless to say, “ragequit” is probably an apt description of my subsequent actions.

Yes, solving this ultra-convoluted and hyper-repetitive puzzle won’t do you any good if you accidentally discarded a random branch that you found here earlier in the game. *Facepalm*

All in all, this is a game that is worth playing for everything except the gameplay.

If you want to hang out in an interesting fictional world, then this game is worth getting. If you want a hilarious game that really doesn’t take itself seriously, then this game is worth getting. If you want a quintessentially 1990s game that showcases the sheer amount of personality, imagination and uniqueness that defined games from this golden decade, then this game is worth getting. But, if you’re interested in gameplay, this game isn’t worth getting.

If I had to give what I’ve played a rating out of five, it would get five and a half for the characters/art/dialogue/voice-acting/atmosphere etc.. but maybe two for the actual gameplay, if I’m being charitable.

Review: “SiN: Wages Of Sin” (Expansion Pack For “SiN”)

As regular readers of this site know, I reviewed a very nostalgic cyberpunk-influenced FPS game from the late 1990s called “SiN” recently. And, because I bought a direct download of the “SiN Gold” collection (when it was on special offer on GOG last summer), it also came with an expansion pack from 1999 called “Wages Of Sin” too.

If you’re too young to remember expansion packs, they’re kind of like modern “DLC” but larger and more impressive. Often, they would be anything from one to two thirds the length of a full game (but, there are exceptions) and they would originally be sold as boxed CDs. So, yes, “Wages Of Sin” is pretty much almost a full-length game (with 15-20 levels or so). In fact, I’d even go so far to call it a sequel to the original game.

Still, you might possibly need a copy of the original “SiN” to play “Wages Of Sin” (although the in-game menu gives you the option to play the original game) but if you get the “SiN Gold” collection on GOG, then this is included anyway.

Anyway, let’s take a look at “Wages Of Sin”:

Taking place a while after the events of the original game, John Blade is still hunting for Elexis. However, he has other things on his mind.

And not just dramatic car chases!

There have been reports of strange creatures killing people on a construction site, not to mention that it seems like the local Mafia boss – Manero – seems to be up to something too…..

One of the very first things that I will say about “Wages Of Sin” is that it is way better than the original game in so many ways! The difficulty curve is fairer, the combat is more enjoyable, there’s a greater degree of visual variety between levels, there’s even more humour, there’s better level design, there’s a much greater variety of enemy types and it’s just, well, cooler.

Even some of the loading screens look more badass too!

You also get some cool night vision goggles in one level too!

To give you an example, the first level or two of the expansion are genuinely creepy horror-themed levels that take mostly place in gloomy, claustrophobic subterranean tunnels (but, unlike the gloomy areas in the original game, you actually have a torch this time!).

Seriously, this one little change improves the game so much! No more stumbling around aimlessly in the dark! Plus, although the torch has a limited battery, it’s so large that you’re unlikely to run out.

Not only are there monsters that are reminiscent of the “Licker” monsters from Resident Evil 2 but, when you shoot some of the bloated “zombie” enemies that you encounter, a mutant spider crab creature will sometimes burst out of their chests in a very “Alien“-like fashion. Seriously, this expansion starts out really well. These early levels even reminded me a little bit of “Doom 3” in some parts.

And “Resident Evil 2” too 🙂

And those are just the first few levels- there’s also an art gallery, a laboratory, a nightclub, an opulent casino, a swanky penthouse, a shipping terminal that is split into three segments etc…

Seriously, the variety of locations here is so much better than in the original “SiN”. Yes, I’d have liked to have seen more neon-filled cyberpunk locations, but the focus on more opulent locations helps to give the expansion a slightly “Duke Nukem“-style atmosphere too.

Always bet on Duk… I mean, Blade.

Unfortunately, this cool-looking nightclub really doesn’t appear for anywhere near as long as it should!

Amusingly, there’s actually a silly cutscene if you jump out of any of the windows in this room.

There’s even possibly a slight nod to the “Blood” games here too, with a level where Blade witnesses an ominous robed man giving a dramatic speech to a horde of mutants. The level that precedes this cutscene is fairly short, slightly repetitive (since you sort of revisit an earlier area) and kind of random – but it features some astonishgly epic music that reminded me a little bit of the original “Blood“.

He doesn’t appear anywhere else in the game and seems to be part of the set up for a sequel that never really came to fruition, but this part of the game is still really cool 🙂

Plus, true to the original game (and 90s FPS games in general), there’s a good dose of humour here too.

Not only does Blade get a few new lines of dialogue when he defeats his adversaries (eg: “Barney Miller is back!”, “Cleanin’ up the gene pool” etc..), but the hilariously sarcastic radio conversations between Blade and his assistant JC also return in abundance too 🙂 One stand out comedic part of the game is probably the art gallery level, where Blade and/or JC will make comments when you stand near many of the paintings:

And I’m guessing that this is probably a cameo from the developers. JC seems to think that they’re rock musicians though.

Not only that, the levels also seem to be far more well-designed too, with most of them being non-linear enough to require exploration but linear enough to prevent you from getting lost or stuck too often. Yes, I got stuck once or twice – but it didn’t happen nearly as often as it did in the original game, not to mention that it wasn’t that hard to work out what to do (which is just as well, given the near-total lack of walkthroughs for the expansion on the internet at the time of writing).

Likewise, the enemy placement in “Wages Of Sin” is much fairer than in the original game. Yes, there are a couple of “trial and error” segments but this expansion avoids many of the cheap tricks used in the original game (eg: placing snipers behind the beginning of a level etc…) and the combat just feels fairer. Yes, it’s still thrillingly challenging – but it rarely becomes frustrating. Likewise, the couple of levels that could be *ugh* stealth levels actually make the stealth parts totally optional too 🙂

For example, if you get spotted by a camera in this level, Blade will just shout some (bleeped) dialogue and you’ll have to fight a few more henchmen, but you DON’T automatically fail the level.

The combat in this game is also improved by the fact that “Wages Of Sin” is a bit more generous with both health and ammo placement too, which also helps the game to feel a little fairer (without reducing the challenge too much either).

Not only that, the larger variety of enemies (various mutants, Mafia members and a few enemies from the original game) helps to add some much-needed variety to the combat.

Yes, THESE guys return – but there are only a few of them and plenty of other types of mutants, robots and henchmen too.

However, there is one “cheap” new enemy here – in the later parts of the expansion, you’ll encounter tiny flying robot drones. They blend into the shadows slightly and have a powerful laser attack (which you only have about a second to dodge at most). Given that your health will probably be below fifty for large parts of the game, trying to shoot small, rapidly-moving flying robots whilst also dodging their powerful attacks can be frustrating to say the least.

And, if they’re difficult to see in this screenshot, then imagine what it’s like in game!

The boss battles in “Wages Of Sin” also follow a much better difficulty curve than in the original “SiN” too. In the first one, you have a large monster and a medium-large arena. In the second one, you have to fight two waves of large monsters in a medium-sized arena.

Although I don’t know whether this really counts as a “boss battle” or not. Still, given that you don’t encounter these monsters anywhere else in the game, I’d say that it does.

The final boss battle, against Manero, is the most challenging boss battle in the game – as it should be. Not only do you have to shoot down his helicopter, you also have to fight him when he’s wearing a “photonic shield”, when he is using a cloaking device and when he isn’t.

And yes, the “Photonic Shield” just happens to make him look like the T2 from the second “Terminator” film…

Still, even this fiendishly difficult boss battle is beatable if you use the right strategy (hide under the platform at the beginning of the level, crouch and shoot at his helicopter with rockets. Once he’s left the helicopter, jump off the platform when he gets near you, wait for him to jump off, then run up the ramp and wait for him to run up the ramp – whilst he’s doing this, shoot at him. Rinse and repeat.)

This strategy even works when he’s using the cloaking device. Although JC annoyingly tells you to use the night-vision goggles you found earlier in the game – however, I didn’t have them during this level!

“Wages Of Sin” also introduces a few new weapons too, some of which are useful.

The stand-out weapons are probably the dual pistols and a plasma crossbow that can be used to either one-shot enemies or as a device for laying timed plasma mines (eg: the crossbow bolts explode after a couple of seconds if they get stuck in the floor or a wall).

There’s also a mediocre flamethrower, a recharging concussion gun, a nuclear rocket launcher (which you get to use three times and that’s it!) and a remote control that fires a burst of about five small missiles. These weapons are cool, but you probably won’t be using them that often. Still, it’s good to see an array of creative new weapons on offer.

Not only does this weapon look cool, but you also get a decent amount of ammo for it too. However, it’s lack of accuracy and the fact that the rocket launcher is a better long-range weapon mean you probably won’t use it that often.

All in all, compared to the original “SiN”, “Wages Of Sin” is a major improvement – it’s fairer, more spectacular and just generally more fun. On it’s own merits, it’s a reasonably solid late 1990s FPS game that takes heavy influence from mid-1990s FPS games (like “Duke Nukem 3D” etc..) in terms of humour, location design etc…

If I had to give it a rating out of five, it would get at least four.

Review: “SiN” (Retro Computer Game)

Like with “Blood II: The Chosen” and “Shogo: Mobile Armor Division“, “SiN” is one of those games that I first discovered on a magazine demo disc when I was a lot younger – but only got round to actually getting the full version nearly two decades later. If I remember rightly, I thought that the demo was kind of cool, but didn’t really get into it that much. Then again, I was playing it on a Pentium 166 computer, so it was probably a bit slow…

Still, when I noticed that the “SiN Gold” collection (which also contains the expansion “Wages Of Sin” that I’ll review in early April) was on special offer on GOG last summer, I just had to get the full version of this half-remembered game. Although the extras for the GOG version of this game aren’t spectacular, the manual is definitely worth reading just for the hilariously immature 1990s style humour. Yes, even the manual contains comedy!

Plus, although I rarely directly recommend one game site over another, the version of this game that is available on GOG is closer to the original game than the version available on Steam. This is because the Steam version apparently contains some censorship (eg: the removal of suggestive content, marijuana references and/or pop culture references from some of the game’s textures), whereas the GOG version seems to be the original uncensored version.

Anyway, this review has been nearly two decades in the making. So, without any further ado, let’s take a look at “SiN”:

“SiN” is a first-person shooter game from 1998 by Ritual Entertainment, which uses a modified version of the “Quake II” engine. Set in a dystopian cyberpunk future, you play as John Blade – an elite member of a private security organisation called HardCorps (pronounced “Hardcore”, because it’s from the 1990s).

Being from 1998, Blade only looks THIS realistic during the game’s few pre-rendered cutscenes though!

After a report of a robbery at the local bank, Blade goes to investigate – with a sarcastic ex-computer hacker called JC providing remote support for him. Of course, what begins as a routine “shoot the bad guys” mission quickly turns into something much larger and much more menacing…..

One of the first things I will say about this game is that it contains some of the best and some of the worst elements of 1990s FPS gaming. It is a game that you will hate to love, or love to hate or both.

For everything it gets right, it also gets something wrong. For every moment of gameplay that is brilliantly fun, there will be another one that will frustrate the hell out of you. Let’s just say that I’m glad I got another two decades of FPS gaming experience before playing the full version of this game!

Seriously, don’t let the easy on-rails turret segment at the beginning of the first level fool you, this is a challenging game!

Yes, this isn’t an easy modern FPS game! Even on “standard” difficulty, this game is hard. HardCorps, even! Sometimes, this challenging difficulty is achieved in enjoyable and fair ways (which fans of other challenging old FPS games like “Final Doom”, “Blood”, “Duke 3D” etc.. will love). When it is at it’s best, the combat in this game is thrillingly challenging, and well within the traditions of 1990s FPS gaming.

Yay! Late 1990s FPS gaming 🙂 Seriously, there will be very few combat-based screenshots in this review because the game’s combat requires your full attention and reflexes!

Plus, this game contains a proper saving system – with none of that annoying modern “checkpoint saving” rubbish either! So, remember to save regularly! Seriously, save your game once every minute at least! I’m not joking here…

Seriously, you’ll be seeing this death animation (and hearing the accompanying voice-over from JC) a LOT! So, save often!

But, for all of the “good” difficulty, a fair amount of the game’s difficulty is also achieved in all sorts of cheap, borderline unfair and/or annoying ways.

This can include things like placing long-distance snipers directly behind the beginning of a level (and it’ll take you several deaths before you work out where they’re shooting from), sending infinitely respawning waves of henchmen at you during one level, extremely gloomy areas with few to no light sources, a *ugh* stealth level, a (thankfully optional) vehicle segment, occasionally stingy ammo/health/weapon distribution etc…

Yes, a stealth level! One of those boring, frustrating, slow-paced levels that has no place within a thrilling FPS game!

The game’s difficulty curve is also a little bit uneven too – with earlier boss battles being considerably more difficult than the final boss battle at the end of the game, to give one example. Likewise, some of the game’s more difficult levels occur earlier or during the middle of the game, rather than consistently towards the end.

So, yes, you will need the kind of perseverance and determination that can only be gained by playing other fiendishly difficult retro FPS games and/or modern fan-made levels for “Doom II” in order to complete this game. And, yes, it can be completed! Just don’t expect to do it in a single weekend though!

Like a lot of old FPS games, “SiN” is a full-length game! It’s up to you whether you consider this to be either “good value for money” or “Oh my god! This game is so long! I’ll never finish it!“, but it contains something like 20-30 challenging levels – with some larger levels being split into two halves.

However, the quality of the level design is extremely variable. For every great, interesting-looking, thrillingly fun and/or inventively non-linear level – there’s also a level that you will probably get completely and utterly stuck on.

Often, you’ll be able to work out what to do after you’ve spent 10-80 minutes wandering around in circles. But, occasionally, you’ll find yourself so stuck that you’ll actually have to look online for a walkthrough – only to find that the solution is seemingly “obvious”, but implemented in a way that doesn’t make it obvious to the player.

For example, all you need to do to lower this lift is to press a little button. Yes, that tiny little thing shrouded in shadows that is really, really easy to miss if you don’t know to look for it! *shakes fist angrily*

I almost had to check a walkthrough for this bit. Fortunately, I eventually happened to look upwards and notice a crane on top of a tall building nearby that I was supposed to shoot.

Still, that said, some areas of this game look really cool. Yes, there are a lot of generic-looking levels, but this game can get really creative sometimes – including locations such as an oilrig, a vaguely “Goldeneye”-style jungle segment, a surprisingly good underwater segment, futuristic areas with cool lighting, a creepy mansion etc..

Seriously, more of the game should look like this!

Finally! An underwater level that I DON’T hate!

The weapon and enemy designs in this game are acceptable, but not quite as creative as many FPS games from the mid-late 1990s. Although the later levels give you some slightly more interesting weapons and include a greater variety of enemies to fight, many of the early levels mostly involve just fighting almost identical henchmen (who are very vaguely similar to the Strogg from “Quake II” but with different graphics) with the standard pistol, shotgun and assault rifle. *yawn*

Still, there is a certain element of skill to the combat, since this game allows for headshots (which you’re going to have to use regularly, since the henchmen are bullet sponges otherwise). Likewise, in the earlier parts the game, enemies will occasionally shoot your weapon out of your hands.

However, you have to manually pick up any ammo etc.. that enemies drop by pressing the “use” button. Yes, you’ll get used to doing this after a while, but it can be confusing at first.

Even so, the later parts of the game are certainly better, and the monsters on offer include robot spiders, robotic zombies (the Strogg again?), large muscular mutants and even a monster who reminded me a bit of the Bandersnatch mutants from an early 2000s Playstation 2 game called “Resident Evil: Code Veronica X“:

Yay! Survival horror 🙂

“SiN” also comes from an age where FPS games weren’t dreary, “realistic”, ultra-serious things. In other words, this game actually contains some creativity and humour! Whether it’s the numerous sarcastic conversations that Blade and JC have over their radio or lots of silly background details, this game doesn’t take itself ultra-seriously.

For example, the bad guys in the first level quite literally kiss their asses goodbye when they die.

Yes, this humour might not be to everyone’s taste, but it really helps to add some light-hearted fun to the game, not to mention that it also keeps the player’s spirits up during some of the more frustrating and/or annoying parts of the game. For example, whenever Blade kills one of the monsters, robots, mutants or identical henchmen you’ll face throughout the game, he’ll sometimes say a vaguely “badass” line such as “Ha! Schooled ya!” etc… Seriously, this is wonderfully 90s 🙂

However, I should probably also point out that this game is a bit “politically incorrect” by modern standards. I have mixed views about this.

On the one hand, the game’s immature humour can still be absolutely hilarious at times. However, some other parts of the game do seem a little uncomfortable by modern standards – such as the game’s “men vs women” theme (eg: Elexis’ speeches, Blade’s frequent use of the word “bitch” etc..). So, yes, this game can be somewhat eyebrow-raising when played these days.

In terms of music, this game is reasonably good. Although some of the music is kind of forgettable, some of the music – especially in the later levels – is fairly good, and it really helps to add some atmosphere to the game. Seriously, I’m kind of annoyed that GOG didn’t get the rights to include a MP3 copy of the soundtrack for this game as a bonus (like they’ve done with some other games).

The voice-acting in this game is absolutely brilliant too. Whether it’s Blade’s gloriously cheesy “tought grizzled action hero” dialogue, or JC’s constant sarcasm over the radio or Elexis’ melodramatic “sophisticated villain” dialogue, the voice acting is wonderfully fun 🙂

All in all, this is both a great and a terrible game. If you’re looking for 1990s nostalgia, you’ll find it in abundance here. But, don’t even think about playing this game unless you’ve had a couple of decades’ worth of FPS gaming experience! This is a game that demands perseverance, and which will barely play fair with you sometimes. Likewise, the level design is of varying quality too. Still, it’s imaginative and silly and creative and… well… FPS games don’t really do this kind of thing any more.

If I had to give it a rating out of five, it would get a three.