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Special thanks
to Matt Cundy for the following preview of Alone
in the Dark:
Alone in the Dark's Edward Carnby is in a sticky
spot. He's several stories up, dangling
precariously from a stone gargoyle on the
exterior of a New York apartment block. The
building is being rapidly consumed by a raging
inferno and bone-crushing chunks of masonry are
hurtling past him a little too close for
comfort. Death seems as imminent as Carnby's
next breath.
It's an intensely dramatic predicament and one
that echoes what we've already seen of developer
Eden Games' action-focused slice of survival
horror. Thankfully, while the set-up itself is
nail-biting, watching Carnby escape is just as
edge-of-your-seat exciting and it serves to show
off the impressive level of interaction that
players will have with the world that Eden is
creating.
Besides the expected ledge shimmying, Carnby is
able to swing to points of safety using power
cables - he grabs on to them and kicks off from
the wall to gain sufficient swinging momentum.
He can also use cables to ascend further up the
building. Although, as Carnby hangs on to a
cable, it eventually begins to come away from
its fixings and he drops a few feet with a
startling - and panic-inducing - jolt.
If Carnby wants to use anything from his
inventory while gripping a cable, he must first
tie the cable around his waist to free up his
hands. This done, he's then able to look inside
his jacket (where Carnby stashes his stuff) and
pull out any required items. It's logical, see.
As platforming sequences go, it's an absolute
humdinger. Not only are Carnby's actions
realistically dynamic but the view across
Central Park - seeing fire trucks pull up
amongst the bustling night-time Manhattan
traffic on the street below (you can even see
the crews rushing about), the wailing cacophony
of sirens, the screams of soon-to-be-kebabed
survivors and the entire building's facade
shuddering and shifting under the stress of it
all - ramps up the atmosphere dramatically.
After successfully scrambling to an open window
and climbing through into a dark hallway, we saw
another - not as exciting as cable swinging but
certainly noteworthy nonetheless - example of
how Carnby will be able to utilize many of the
items he comes across - in this instance a
standing lamp, which was used as a makeshift
flashlight.
Items that Carnby holds are directly controlled
using the analogue stick, so the lamp can be
pointed exactly where it needs to be or can, if
desired, be swung about as an improvised
cranium-cracking weapon.
Because the lamp is plugged into the wall, it's
only as effective as the cord is long - stretch
it too far and the lead pops out of the socket,
making the lamp useless as a tool for lighting
up spooky dark corners. Unfortunately, realism -
like the cord - didn't stretch so far as to
allow Carnby to simply plug the lamp back in. Oh
well, one step at a time.
We're suitably impressed by what we've seen of
Alone in the Dark - it promises to be actioned-up
to the eyeballs with some genuinely cinematic
and adrenaline milking set-pieces - but what
we're really itching to see is some of the
horror that the game's 'something has escaped
from the afterlife' storyline hints at.
If Eden can do bowel-loosening paranormal
sequences as well as it can do burning building
bits, then we're guaranteed to be in for one
hell of a ride.
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