Alone in the Dark Preview

Arson about.

Here's a situation with which everyone who plays videogames will be familiar: you're playing as a heavily armed character, who has shot, punched, smashed and looted his way through wave after wave of monsters, zombies, henchmen or aliens - only to be foiled, despite your bulging muscles and impressive arsenal, by a plywood door. Kick it in? Shoot it? Blow it up? Nonsense - it's time to go and look for the four pieces of the sacred medallion that'll make it open!

The first defining moment of our early glimpse of Atari's upcoming resurrection of Alone In The Dark came when we ran into a dead-end and a locked wooden door. We waited patiently for the game's lovely next-gen graphics and great presentation to be let down by the inevitable locked-door puzzle.

Not this time. Edward Carnby, fresh from his unpleasant adventure in the original Alone In The Dark and mightily pissed off to be right back in the gory, supernatural fray, has no time for locked-door puzzles. Plywood door? Find something solid and beat the hell out of it until it smashes off its hinges. Set fire to it, then kick it through when it's smouldering. Smash the window next to it and climb through. Or, as a final resort, you could always find the key - but why make things hard for yourself?

I Think We're Alone Now

'Alone in the Dark' Screenshot 1

Fire - which isn't very dark, really - plays a major role in the game. Carnby is basically a demon-fighting pyromaniac. Easy role to slip into.

Based on Alone In The Dark's pedigree, we approached the early code we were shown fairly certain that it would be stylish, well-presented, but ultimately fairly typical of the survival-horror genre. It may have invented the genre before Resident Evil was even a twinkle in Shinji Mikami's eye (which, presumably, nobody could see because Mikami never takes off his sunglasses), but Alone In The Dark has done little to drive it forward with subsequent games.

That pre-conception didn't last ten minutes. Oh, it's stylish and well-presented, that's for sure - but Alone In The Dark is also one of the most ambitious games we've seen in ages, taking Half-Life 2-style physics and item-manipulation and bringing them to the next level entirely. The ability to break plywood doors isn't just a gimmick, it's a symptom of a consistent, flexible and believable physics system that creates a world with no locked doors, multiple solutions to every problem, and a singularly extraordinary combat system.

A minute later, we're standing outside a steel door. Ah, familiar territory - the plywood doors can be broken, but the steel doors are impregnable, right? Wrong. Go and find something nice and heavy to use as a ram (a fire extinguisher does nicely), and you'll be able to batter it out of shape until it smashes open. Run into a puzzle where an electric cable is dangling into some water, and you could of course go and find the fuse box to turn off the power - or alternatively, you could grab a stick, fish the cable out of the water, and proceed. If you're feeling especially nasty, you could even use the live cable to electrocute a nearby grille that some enemies are standing on. Mmm, crispy.

That touches on the second aspect of this lovely physics engine - combat. In this game, Carnby isn't Rambo - he's MacGyver. Your inventory, which in a nice touch uses an interface where Carnby simply opens his jacket and looks at all the various items he's picked up and stowed in there, is full of things like bottles of booze, sticky tape, healing sprays, Zippo lighters, blood packs from medical centres, tissues and fuel canisters. These, combined with the environment around you, are your weapons - the gun and knife Carnby can wield are useful, but the real fun lies in working out how to kill your foes more creatively.

'Alone in the Dark' Screenshot 3

This is your inventory screen. Your best friends in this game will be things like lighters, bottles of petrol, sticky tape and aerosol sprays - which make great flamethrowers.

An example: throw a fuel canister at an enemy with your gun pulled out; it'll fly out along an arc in gentle slow motion, allowing you to shoot it and make it explode in a fiery mess at any point on the way. Another example: stab a bottle of petrol with a knife, then apply sticky tape to it. Target an enemy and throw the bottle at him; it'll stick, and as he shambles off, he'll leave a trail of fuel behind him. Light the fuel trail from a safe distance and watch him go up in flames.

Things get more complex, and more entertaining. The game's central portion is a huge, free-roaming space - the entirety of New York's Central Park modelled, complete with sewers, underground tunnels and building interiors. There are vehicles littered everywhere, and Carnby can get into any of them and drive (either hunt for the keys inside the car or on nearby corpses, or just hotwire the car). He can also stab the fuel tank with a screwdriver and drive into the middle of a group of enemies, then run back, find the fuel trail on the ground, and light it. Kaboom.

A simple but terribly clever system makes all of these complex manipulations possible. You can pick up anything in the world, within reason, and then use the right analogue stick to move it around in front of you. Flick the stick rapidly left and right to swing the object like a weapon; flick it back and forward to bring it down over your head in a crushing blow. Hold it in front of you and stick it into a fire to set it on fire, the flames licking and spreading realistically over the object; hold it upright to keep the flames from spreading quickly to your hands and burning them.

Creeping Dark

It's quite hard to do justice in text to the complexity of the system Eden Studios has built, and we'd recommend that you check out a couple of the tech demo videos that we've popped up on Eurogamer TV for you (Tech Demo One is in this direction; head through this portal of blue for Tech Demo Two). Suffice it to say that having sat down and watched the game in action for over an hour, we've seen no sign that these abilities are gimmicks. They're core to how the game plays, to how Carnby fights his enemies and to how Alone In The Dark distinguishes itself from every other game we've seen.

That's half of the equation. The other half is the atmosphere of the game - the graphics, the music, the art and the sound. On this front, too, Alone In The Dark does rather more than merely pique our interest. It's downright exciting, even to our cynical souls. Graphically, its next-gen credentials are impeccable, with plenty of attention lavished on making sure that the draw distance and framerate are excellent in the large outdoor spaces of Central Park. Characters and monsters look pretty good - especially Carnby himself, looking tough and world-weary, and complete with an ugly scar down the side of his face whose provenance, we're informed, will be explained at some point in the plot.

'Alone in the Dark' Screenshot 4

After Carnby gets down from that gargoyle, he's going to have to fight with things like this. Suddenly, the gargoyle seems like a pretty comfy spot.

It's the scale and the cinematic nature of the game, however, that Alone in the Dark really gets right. The prologue, in which Carnby wakes up groggy and bleary-eyed in contemporary New York, seemingly kidnapped by some dodgy occult-dabbling types, rapidly transitions from stumbling through a somewhat mundane apartment building to a thrilling sequence. Said apartment building starts collapsing and disintegrating around your ears, entire floors slipping out from one another and crashing through the ceilings of those below, as you desperately try to survive the chaos.

Several heart-stopping minutes later, Carnby is left hanging by his fingernails from a gargoyle high above a New York street. Cue the opening titles.

Your introduction to driving is equally good, with the monster that's attacking New York (there are definitely shades of Cloverfield here, although the monster appears to be underground rather than a Godzilla type) going into overdrive as you bomb through the city streets. Skyscrapers crack and tumble around you, great fissures open up in the ground underneath you and cars are sent hurtling by violent upheavals in the earth - and all the while, the game's amazing and hugely dramatic Bulgarian choral soundtrack floods the room.

For a good example of the utterly brilliant music - and a fairly decent example of the graphics, to boot - we'd suggest taking a peek at Eurogamer TV's gameplay footage trailer.

'Alone in the Dark' Screenshot 5

Many of your enemies are humans, turned into fast, powerful zombies by parasites from the subterranean monster that destroys the Big Apple.

This isn't what we've come to expect from survival-horror, and if anything, our biggest concern about Alone in the Dark is that it may not be able to match its normal gameplay to the sheer drama and bombast of such fantastic set-pieces. The signs are promising, though, with the team creating an episodic structure (it's laid out much like a DVD, with episodes and chapter marks all accessible from a front-end) which will, presumably, have a number of climactic moments in each episode.

Much has been made of the fact that this structure will allow people to skip parts of the story they find too difficult; we're not sure we see the problem, frankly. After all, you could buy a movie DVD and skip to the final chapter to see the ending if you wanted, just as you could look up a God-mode cheat for Doom on the 486, but why bother ruining it for yourself? It's just nice to have the functionality there in case you do want to get to that chapter for some reason. If anything, it's just another example of a different way of thinking about games - which is exactly what Alone In The Dark promises to deliver, from its unusual DVD menu system to its groundbreaking physics, or even small touches like the ability to play either in first- or third-person, whichever you prefer.

We're going to get our hands on a more complete preview build of the game some time in the near future, so we'll get a chance to find out just how justified our obvious excitement over Alone In The Dark is. In the meanwhile, if this game hasn't been on your radar up until now, it definitely should be.

Comments (34) Latest comment 4 years ago

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  • bengray66 #1 4 years ago

    I hope you have to push a wardrobe in front of a window at some stage...
  • Nylkran #2 4 years ago

  • urizen #3 4 years ago

    Wow....that sounds fantastic. Love the inventory.
  • Quint2020 #4 4 years ago

    I've pretty much paid no attnetion to this but it does sound very interesting.....
  • bad09 #5 4 years ago

    This game sounds better and better as time goes on. From it's trailer Resi 5 is looking like taking the RE4 arcade style route so this will be where to get your Survival horror fix IMO. It did start the whole genre after all......
  • Verwandlung #6 4 years ago

    Sounds and looks fantastic, that and a healthy dose of youth sentiment...
  • ZuluHero #7 4 years ago

    im sold.

    I wasn't before as Resi had all my love for games of this type. I love the idea of smashing my way through 'things' to get to the end of the game (hulk smash!) and coupled with the recently announced DVD style 'chapter system seems to make this the ideal game for me atm ':)
    Edited by 1 at 29/02/08 @ 12:14
  • space_ace #8 4 years ago

    nice.

    but what happened to alan wake?
  • Lexx87 #9 4 years ago

    Fuck Alan Wake...this looks great!
  • asphaltcowboy #10 4 years ago

    Sounds amazing! :D
    Been loving the tech demos!
  • Blerk #11 4 years ago

    I'm still concerned that there's too much technology and not enough game here. I shall play the "wait and see" game.

    /waits
  • Mr_Bison #12 4 years ago

  • Artemus #13 4 years ago

    I loved the first AiTD. As good as this new one sounds (are they going to give it a subtitle?), I have a feeling it'll end up being a huge disappointment. Good tech, but bad gameplay. Please prove me wrong though Eden.
  • Dusk777 #14 4 years ago

    Alone in the Dark 1 was one of the first "proper" games I played when I was younger and it was Uber even with the little book of clues to get you into the game....Ahh those were the Anti-Piracy days =P. I only have one quesion tho, which console is it being primarily developed on? As with recent examples things turn out better on PS3 when they were developed for it first. Not that I don't reckon that the 360 will handle because I love my 360 (used to hate my PS3 but UT3 mod support and the prospect of little big planet have made me love it a little more =P ), its just that with those sort of physics and effects its gonna take a fair bit of power to look that good. Can not wait to get my hands on this game!!! xD
  • Shanucore #15 4 years ago

    Damn. I try not to get excited about previews, but this *does* sound remarkably promising.

    And hey, yeah, where *is* Alan Wake?
  • JackyB #16 4 years ago

    what format is this preview on?
  • Rirekon #17 4 years ago

    Would love to know whether how well the Wiimote will be used for this, it sounds like it /could/ work better than a pad... Tell you what Eden, give me awesome Wiimote controls and I'll sacrifice the 360's graphics for it ok? Good, chop chop
  • Skooch #18 4 years ago

    Ditto FarticusMaximus - Dusk777, have you actually READ the 360 vs. PS3 reviews?

    This game looks badass, I wasn't even really aware of it until yesterday when I happened to watch the tech demos - it really is next-gen stuff and the physics and environmental manipulation look amazing. As long as the gameplay can match the look and ideas then this title will be a real treat. This game has suddenly jumped up in my Wanted list from nowhere to 2nd (just behind Condemned 2).
  • Les #19 4 years ago

    "or even small touches like the ability to play either in first- or third-person, whichever you prefer"

    Am I the only one who thinks this is a bad idea? As far as I'm concerned, the fixed camera Resident Evils are still the best (most atmospheric) survival horror games. I'm afraid this turns into just another rather generic shooter with the scares reserved for cut scenes.
  • Diomedes117 #20 4 years ago

    The fact that it will be released for the Wii and the PS2 is not good...
  • CheapSheep #21 4 years ago

    It's a different game on PS2 and Wii, Diomedes.
  • asphaltcowboy #22 4 years ago

    @Les: Fixed cameras... are you serious?
  • bad09 #23 4 years ago

    @ asphaltcowboy

    I agree with Les. How atmospheric was RE4? Not very IMO, sure it was a great game bit didn't drag you in like the old style Resi I felt.

    This new AITD still looks cool tho!
  • Dusk777 #24 4 years ago

    @ FarticusMaximus and Skooch

    A) I do have my facts right, Burnout Paradise was developed first on PS3 and then ported to 360 which made the PS3 version better than it would have been if it was the other way around, i'm not saying the PS3 version is better, I own it on 360. I know this FACT as I am working for EA right at this moment.

    B) I'm not on about PS3 Vs 360 both have strengths and weaknesses in different areas and both are awesome machines, I was mearly wondering about the technical development of the game. I have READ a lot of PS3 Vs 360 reviews and I also KNOW a lot about both machines being that I work with them everyday!!!

    C) Some multiformat games are better on different platforms, i.e UT3 is Fucking awesome on PS3 (one of the best games on the system IMO) but is better on PC for quite a few reasons. There is the UnrealEd you get with the PC version to make maps and mods, the dodge jumping is not in the PS3 version and there is a lot of competitive gaming support on the PC with many online tournaments and cash prize tournaments. Among other advantages.

    So both of you should get your facts straight and READ what I posted before you start to flame me for a very relevant question!

    I thank you!!! =)
    Edited by 1 at 29/02/08 @ 16:49
  • polar #25 4 years ago

    Looks set to deliver on the lofty promises that were made when this was announced. When's it out?
  • creepylizard #26 4 years ago

    I love adventuring style horror games like this but it all looks a bit fiddly to me. get fuel, pierce fuel, throw fuel, shoot fuel with gun...still getting it though
    oh, and the inventory does look cool
  • Les #27 4 years ago

    "How atmospheric was RE4? Not very IMO, sure it was a great game bit didn't drag you in like the old style Resi I felt."

    Exactly. Contrary to current trends, restrictions are good. I mean, let's be honest the GTA games were very poor as games because of the amount of freedom they gave to the player. Freedom makes games pointless, a bit too much like life... While innitially they appeared very attractive, they turned into bore fests rather fast. I hate analogies, but it's a bit like eating too much candy. I can't imagine many of the people that bought multiple of the past gen GTA games actually finished more than one of them.

    Good game design is all about restricting the player without the player feeling restricted.
  • bad09 #28 4 years ago

    Sorry Les, I do get what you are saying but I can't agree on GTA. If Liberty City, Vice City and San Andreas were restricted I'd cry!!!

    The GTAs are, by design, sandbox games so you can't really compare them because that's what they are supposed to do.

    From what I've seen of this though it should deliver some great atmosphere and scares AITD always does, and you never know, maybe Capcom will release spruced up next gen versions of Resi 1,2,3 & CV to please me and you! (oh god Capcom PLEASE do it!!!!!!)
  • JonFE #29 4 years ago

    Les, while I understand the benefits of a fixed camera perspective (mostly from a director's point of view, i.e. choosing the best camera angle to maximize drama and tension), I feel that it is also plagued with many annoyances like blocked view making the player vulnerable to hidden enemies or traps or confusing control orientation while changing cameras, so I beg to differ. Of course these can be avoided by careful level design, but this rarely happens.
  • DaveBassant #30 4 years ago

    This game looks awesome!

    Only concern is that the ideas might be a one-trick pony... for example the whole burning petrol trails or sticking explosives to enemies, fantastic ideas if used creatively but ONLY if not a repeat of the last 100 times you have been set-up in the game to do so. I've not played it but apparently Assassins Creed was pretty repetitive, would not like to see anything similar appear in this game!
  • Les #31 4 years ago

    @ bad09

    I can see the appeal of the sandbox, it's just that it dilutes from the overall quality of the gameplay elements IMO: Jack of all trades, master at nothing. Maybe providing a sandbox in itself is a meta gameplay element but for me the fun didn't last long. The excellent sound track and nice story made me finish Vice City but after playing San Andreas for 10-15 hours I realised that I just wasn't having a good time anymore. And I have the same problem with Oblivion. But as these games are all hugely popular, it' s probably just me. I'm curious whether GTA IV can be as big a jump for the series as GTA III was but so far it's just more of the same though this time powered by a capable engine. I'm not excited.

    @ JohnFE

    I think we agree. It's not the method that's wrong, it's the execution in most cases. But if it's done well there's nothing that can beat it.
  • dustrat #32 4 years ago

    Oh...so we have a flasher here.
  • AmySamey #33 4 years ago

    The tech demos kinda reminded me of Blue Peter, sticky tape this and sticky tape that but seriously, this does look as if it could be really good, but as someone else mentioned, I really hope it doesn't get too fiddly, I mean I can imagine being swamped with undead freaks while trying to sellotape a light to one of them while also trying to stab my gas cannister while also trying to sellotape something else while also trying to use my health spay and zippo as a flame thrower...
  • Bulbatron #34 4 years ago

    I'm looking forwards to this game. We need more horror games.