<![CDATA[Kotaku: condemned]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: condemned]]> http://kotaku.com/tag/condemned http://kotaku.com/tag/condemned <![CDATA[Saw Preview: Condemned or Dragon’s Lair?]]> There's something terribly familiar about wandering around a dilapidated insane asylum with crazy people ahead of you and instant-death traps all around you.

And I'm not just saying that because the Saw video game is based on the Saw movie franchise. Many of the major elements in the game – the setting, hunting down and killing other people – are also the major elements of other survival horror games like Condemned or Manhunt.

But the insta-death? I haven't seen something that harsh since the first level of arcade classic Dragon's Lair – where if you didn't duck in the first five seconds, you could kiss all the quarters in your pocket goodbye.

What Is It?
Saw is the game that Brash Entertainment was going to publish before they went belly up. It's coming out on PC, PS3, and Xbox 360; and will supposedly fill in a lot of the plot gaps between the two films.

What We Saw
Konami's Gamers Night included a massive screening of three minutes' worth of a demo made from pre-alpha code that may not actually be a real level in the final game. Following the presentation, I got to play the full demo on the PS3 which clocked in at six minutes, counting both times I died during the get-the-bear-trap-off-your-head sequence.

How Far Along Is It?
The demo build was pre-alpha. The game is slated for an October 2009 release.

What Needs Improvement?
Visual Cues: Like the movie, all the "clues" you need to solve a death puzzle are in the room with you. But thanks to pre-alpha code, not all the necessary visual cues were in place. For example, during the opening bear-trap challenge, there is an icon onscreen that tells the user to rotate the left stick to wind part of the trap. But other other part of the puzzle is subtler – there's a red light on the device that supposedly looks like the B button the 360. But because I was playing on PS3, not only did I not immediately notice the visual cue, but when I did the second time, I pressed X and not Circle, because really – how the hell was I supposed to know which button they meant?

Flashbacks: Currently, there is no explanation whatsoever for the parts of the game where you see something like a torture chair and suddenly experience a flashback to someone else getting tortured. Is the main character psychic? Did he actually witness the act and have legitimate memories to flashback to? Right now, it just looks like they desperately want to freak you out and they don't care about continuity to pull it off.

Visual Fatigue: I know the game is supposed to be scary, I know the movies are incredibly gory – but if I'm going to slog through 8-10 hours or more of a linear game, I'm going to need a visual break from the visceral horror once in a while or else it will all get stale and headache-inducing.

What Should Stay The Same?
Think Fast!: If they nail the visual cues thing, I don't actually have a problem with the insta-death. For example, part of the demo involves going through a booby-trapped door. You've already been warned about it (because they want you to finish the demo, not fling cans of soda at it), but not explicitly told how to deal with it. Because I'm a natural pansy, I got it on the first go by opening the door and not immediately mashing forward on the analog stick. By just standing there, I had plenty of time to watch the pulley part of the trap go upwards – spotting the big Triangle button in time to actually press the button and avert the shotgun blast to the head.

The Element of Surprise: I don't know that a game couldn't really stay scary if you had to go through the same insta-death puzzles over and over again; but a developer John Williams told me in an interview that many of the puzzles in the game are randomly generated at each encounter and that some of death traps actually won't be instant. For example, the shotgun-rigged door won't always kill you – just royally mess you up once in a while. Little uncertainties like these make the game that much more interesting than your average movie licensed game.

Final Thoughts
I'm on the fence about the other people in the asylum with your character. Over and over again during the demo, the developer (and villain Jigsaw) stress that you shouldn't trust anyone and that there will be characters throughout the game that are either trying to kill you, manipulate you or beg you for help to kill someone else. This dynamic could be interesting – if there were someone you really want to help. If not and you should trust no one, it'll get a little boring when the next horribly maimed person runs away from you in a darkened, blood-stained corridor.

But, if we see more movie games striving to be more like other games such as Condemned or Manhunt instead of trying to be entirely faithful to the movie, I call that a win and salute Saw.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5208386&view=rss&microfeed=true
<![CDATA[Condemned 2 Trailer]]>

Condemned was one of the first games I got for my 360 a few years ago and to be perfectly honest, I wasn't terribly impressed. As a matter of fact I sold it back to the store only a few days after purchasing it. Perhaps I should have given it another chance, but I had already moved on. This new trailer for Condemned 2 however has piqued my interest and looks to be much more up my alley. Hopefully the gameplay will be a bit more interesting than the original.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=344276&view=rss&microfeed=true
<![CDATA[Condemned 2 Gets Castrated]]> In an interview with Condemned: Bloodshot producer, Constantine Hantzopoulos, Hantzopoulos admits that the ESRB 'AO' rating on Manhunt 2 has caused Sega to censor their content. More from the man himself:

I worked on [Indigo Prophecy]and had to cut the sex scenes out of the game for the US...It sucked because I don't believe in that, right. But you've got to do what you've got to do. We're working closely with the ESRB to make sure everything goes through okay but there's stuff we've cut already. There were things we were doing that even I couldn't believe we were going to those places....An example of what we cut would be putting someone's head in a vice. That was too much, you know.
Having not conducted the interview myself, it's difficult to read Hantzopoulos' reaction here. On one hand he's against cutting content, while on the other, he feels that his own game might have gone too far. Is he drinking the Kool-Aid, or just trying to kiss up to the ESRB? Either way, the ESRB has flexed their muscles, and developers are proceeding with caution.

Condemned 2 toned down
[CVG]]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=281926&view=rss&microfeed=true
<![CDATA[The 360: Kid Tested, Mother Tolerated]]>

First, allow me an angry gibber. This website is so hideously constructed that in Firefox, the google ads overlap the text and the text runs out of the boxes, and having to actually click through the magazine and "pages" just reminds me of the bad old days when I actually had to touch paper. I am tempted to copy the entire article here, because it's good.

But for chrissake, catch the fuck up.

Anyway, this piece addresses the claim by Microsoft's Peter Moore that "...god forbid, even your mom will be [on the Xbox 360]." He turned out to be right, but perhaps only in the case of one Mrs. P, a mom who was foisted on the author's 360.

The conclusions are actually a little surprising to me. Her favorite game by far was "Condemned", which is in line with an earlier study claiming that women prefer immersive, story-given games that require problem-solving. But I would have figured the intense spookiness and violence of it would have put the lady off. I'm very pleased to read that she not only loved it, but got very good at it as well.

The biggest problem they encountered was the same as I've experienced with my own mother when introducing her to technology: she requires me to write down the steps that must be taken for every single task. She is at a loss to understand that once you've executed one program, you can execute them all. The control scheme is almost exactly the same from task to task, and opening Outlook is really the same as opening Firefox.

Mrs. P also has this problem, somehow unable to grasp that the dual analog controls for Prey were almost the same as the ones in Condemned, and had to start all over. I think this is the fault of generations of unintuitive controls being memorized by an insular game society. Perhaps the Wii will save us.

Even though the controls in Prey are similar to those found in Condemned, it was like starting all over again for her. It was difficult for her to get use to the initial movement controls, without swinging violently out of control and running off into the walls.

The final judgment was that the 360 has a long ways to go before mom would actually go out and buy one, but now I'm very tempted to run my own mother through the same gauntlet, perhaps on a different system. Hmm...

Warrior Woman [Primotech]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=194537&view=rss&microfeed=true
<![CDATA[Xbox 360 Games Underwhelming?]]> saintsrow.jpg

The Guardian s Greg Howson has posted his early impressions from a day spent playing Xbox 360 games in Amsterdam. Bottom line: slick games, but not a lot of substance. His piece does a good job of highlighting what I am convinced will become a real problem with this generation of consoles. You ve got to do more than amp up the graphics and sound to make hardcore, gaming lifers spend the sort of money these things are going to cost.

We don t just want an amp that goes to 11, we want some deep, interactive substantive games and you better deliver if you want our money.

Anyway, check out Greg s post if you want the quick and dirty on a handful of games he played including Condemned (gloomn-noir shooter), Gun (western shooter) and Saints Row (free-roaming shooter).

X05 More Games [Games Blog]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=129386&view=rss&microfeed=true