Review: Condemned: Criminal Origins – Monolith – XBox 360 (2005)

As my free time over summer starts to come to an end this year, I’ve played through another game.

So I woke up in a bad mood last Friday morning, and decided that a good, short game was what I needed to do with my time. Perusing a couple of google searches for “good, short 360 games” to see what came up that I also had, Condemned (and its sequel) seemed to make many of those lists, which reminded me that I had this game, tucked away in a shelf. Choice made, then!

Condemned: Criminal Origins, is a game that I had bought shortly after purchasing my XBox 360 back in 2007(?) It had garnered good reviews, but as so often happens with these things – both miniatures and videogames – it’s often easier to buy something with the best of intentions to get around to using them – and then taking years (or worse) to actually do so.

I dimly remember buying the game, one of the games I purchased in my initial frenzy of enthusiasm when I got my 360 back in the day. Even back then it was already in the XBox 360 “Classics” selection. While this meant that the game had sold well, over whatever the minimum was at the time, more importantly the game had garnered positive reviews across the board. At the time I’d done that thing where you put the game on, look at it for 45 seconds/play for 3 minutes and think “Yeah, this looks cool. I’ll get back to it soon!” So now – a decade on from release and 8 years from buying it – I’ve finally actually played it! Does this count as a retro-review?


Condemned was developed by Monolith Productions, who were also the people behind titles I’d enjoyed such as No One Lives Forever (NOLF), NOLF 2, Alien vs Predator 2, Contract J.A.C.K. (essentially NOLF3), F.E.A.R., F.E.A.R. 2 and much more recently – Shadow of Mordor. That’s a pretty good selection of hits over a good selection of years. So far so good!

So how does it look in 2016?

The game is dark and grainy – appropriate for a survival-horror kind of game. The graphics aren’t beautiful 1080p with ultra-detailed models, but I’m not a complete graphics whore, and the game’s setting still looks good enough to me and works well enough to be fit for purpose. Enemies and your weapons are a fair bit less attractive, looking a bit blocky at best. Your character on the other hand, along with those in cutscenes looks pretty bad. I can’t fairly recall what FPS graphics looked like back 10 years ago without rose coloured glasses, but to be blunt, the character and many of the weapon models look like arse today.

Audio fares better. A nice touch are your own heavy footsteps – there are any times you’re not sure if a sound was you, or someone else, stalking you. The audio design overall isn’t bad and is one of the stronger points of the game, even today. The exception to which is the voice acting.

I dub thee: Arseface.

I should mention the story: – only the slightest of spoilers here – You’re a federal agent. Framed for a murder you didn’t commit, you set out on a quest to prove your innocence by wandering through an endless series of dark tunnels, rooms and abandoned buildings, murdering everyone in your path.

Occasionally with firearms, but typically with improvised clubs, shovels, axes and sledgehammers. Does all that sound like a fair enough way to prove your innocence from murder?

Anyhow, there’s some serial killer stuff and the story is pretty bad, even for a video game. I’m usually happy enough to gloss over video game stories if the gameplay is good, and oftentimes for games, less is more. This game attempts to have depth and layers in the story, and while it’s not quite the nonsensical mess as Metal Gear Rising: Revengeance was, it’s still pretty bad. The plot and script is like a police/serial killer story – as written by a teenager whose only knowledge of police procedure, serial killers or the way that human people actually interact with one another has come from bad TV shows in those genres.

I state this because it’s terribly written and voice acted. There’s a “twist” at the end, but I’d liken its surprise and impact to looking at the bus timetable, then walking around the corner at the allotted time and watching the bus slowly meander its way down the street towards your bus stop.

Mechanically, I found early on that a few things we take for granted in modern times are a fair bit different in Condemned. There’s no mini-map. Indeed, there is no map of any kind. Nor is there any “guide” through the levels other than the fairly linear nature of the levels. I’m not horrified at the loss of the modern stalwart “Follow”, but when the environment starts to look very much the same where ever you wander in a level…

The game’s pacing is extremely slow as well. I found the controls to be unresponsive and sluggish, right down to it feeling like I needed to press down twice as hard as in other games on the stick to sprint – which is also limited by a stamina bar.

Amazingly (for a videogame), your flashlight seems to (mostly) work like an actual flashlight and the batteries don’t die after a few seconds. Which is handy, since – as mentioned – for the entirety of the game you’re navigating an endless series of (linear) dark hallways and rooms. Credit where credit is due there, though whether you have the flashlight on or off doesn’t seem to make any actual difference in terms of conflict, as enemies spring into existence and are aware of you as soon as you come near, so stealth doesn’t seem to be a thing at all in this game.

You can’t carry two weapons, even when it makes sense – such as a holstered firearm and a melee weapon in hand. Oh, you also have a taser, which gets upgraded partway through the game into pretty much a man-killer. Maybe that’s considered your offhander and therefore the reason you’re unable to carry a pistol in your empty cop-holster?

A man and his piece of conduit.

Similarly, despite the bag that you apparently carry your gear in or you bulky jacket, you can’t carry health packs at all. But that’s okay, since you can use them right off the wall. Yes, 2005-era design, so there’s no regenerating health or any of that guff. Just lots of medical cabinets conveniently located in all manner of decrepit and long-abandoned locales. Seems like a good choice to gulp down some of whatever you find in a pill bottle in places like that, amirite?

The building you start in seems to be an odd combination of old and condemned while also being a construction site. But abandoned and filled with psychotic junkies armed with 2x4s with nails in them, or bits of conduit or pipe. You lose your service pistol pretty early on, though – after having shot a guy or two to death.

Naturally, after killing a man and then having your gun stolen you do what any (videogame) cop would do. Instead of pulling out, calling for backup, or for a coroner’s meat wagon you just keep on going further in, only now armed with a makeshift club you picked up off the floor, gleefully beating perps to death as you go. Even the other cops with you at the time merely throw you a Fire Axe and tell you to pretty much keep going. Because videogame cop logic.

The game is very melee heavy, with firearms making only sporadic appearances throughout the game. As you’d expect, they’re more often seen in the latter stages, but even then still don’t make up the majority of enemies or encounters. There’s a simple block and counterstrike mechanism in place for melee combat, but it seems to be a combination of unresponsively slow while requiring pretty exact timing to effectively parry.

You have choices of various improvised melee weapons that you can rip off walls (conduit, pipe, rebar), furniture (2x4s) and so forth with sightly different stats: damage, speed, block and reach. Looking at a different weapon to the one in your hand will display either + or – with regard to each of the stats – but without numerical values. This lets you make your choices at a glance but in doing so without any way to really know the depth of the various trade-offs. There are also a few tools like the aforementioned fire axe that can be used as melee weapons as well as to open specific doors. Apparently using makeshift weapons scavenged from the nearest wall was supposed to feel visceral. It just feels like nothing.

In terms of movement through the game, there’s no duck, no jump and no climb outside of when the game very specifically tells you that you can climb through a window or up a ladder or jump down a hole. By pressing A. Now. I bumped over a chair and couldn’t get out of a room for 30 seconds. That old videogame trope of impassable chest-high walls is used to the extent of impassable knee-high junk on the floor here.

Most of the game pretty much looks like this.

The game has collectables because of course it does. At the end of the first level, I was informed by the stats page that I’d found/collected 1 of 6 dead birds, and 0 of 3 “metal pieces”. These appear to have no purpose whatsoever aside from achievement hunting and unlocking secret out-of-game dossiers that neither you nor I care about. And frankly – walking around, barely able to see while searching for them (or even doing so with the aid of a walkthrough) seems like a complete waste of time. A few points of gamerscore and a few pretty pointless X-Box achievements that are neither fun to get nor affect gameplay in the slightest really aren’t a worthwhile use of my (or presumably, your) time.

Even more tedious – when I happened to restart the second level to go back and check out an areas I’d missed, I found that the birds you collect in one “playthrough” don’t stay collected – as they often do in other games. So you’ve got to grab all of these collectables in a discrete run of each level. Nice.

Also – head bob. I know this game is a decade old now, but someone really needs to tell the makers of FPS games that HUMAN EYES DON’T WORK THAT WAY GUYS. Seriously. Go walk to the kitchen and tell me if your vision is smooth or bounces around like a yo-yo. We have millions of years of evolution that have taken care of that. You know what does bounce around and give a jerky sense to your vision? Cameras. So unless we’re controlling drone-style robots by remote control or playing Blair Witch: The Game, there’s no need for goddamn head bob in games. This includes you too, Gears of War. At the very least give us the option to turn it off.

Every so often there’s a navigation “puzzle” in the game. This usually equates to you needing to wander around a series of areas where everything looks the same with your flashlight until you find the Fire Axe/Sledgehammer/Crowbar/Shovel (yes, really – shovel) so that you can open a specific door. They each have their own specific doors that they can open, and don’t work on different door types – just like real life, a fire axe or a crowbar is useless when confronted by a padlock because you need a fucking sledgehammer for that shit.

Similarly, sledgehammers are only useful for padlocks and can’t smash their way through doors or wooden barriers. Because that’s what fire axes (and only fire axes) do. Ahem. Anyway, once you’ve found the CORRECT door-opening implement, you then wander around with your torch until you find the macguffin (switch, valve, etc) then you’re done and can move on – which may or may not involve more backtracking. This is invariably about as interesting, fun and exciting as I’ve made it sound here.

So yes, these different types of weapon are essentially a form of “you need the BLUE key” game design, grandfathered in from Quake with a light coat of paint on it.

Any sufficiently advanced science is indistinguishable from magic.

There’s some “investigation” throughout the game. This investigation is performed when the game pretty much tells you “INVESTIGATE NOW” and you press a button for the appropriate one of your investigative tools to come out. You’d need a decent sized bag to lug these things around, actually. I’d usually let that go as videogames tend to all give their characters a bag of holding, but it feels a little more odd here in a game that pretty much has you running around with nothing but a flashlight and a 2×4 or piece of electrical conduit as a makeshift weapon for much of the game. So yes, it’s as interesting and “intuitive” as finding the correct “key” for the correct door type.

For those rare-ish times when you do manage to acquire a firearm, you can check the remaining number of rounds in the magazine, but once they’re empty they merely become sub-par makeshift weapons that quickly break. There’s no ammo or reloading in this game. At one point this led to the amusing(?) situation where I had 3 rounds left in my .45, and killed an enemy armed with an identical .45. His pistol also had 3 rounds left, but the game did not allow me in any way to combine those 6 rounds into the one weapon, so I had to leave one on the floor with bullets in it – because one weapon, no carrying. Needless to say – “horror” game or not – this felt very artificial.

Naturally, this led to that classic immersive videogame trope of backtracking for a 3-minute round trip to pick up the gun that was left on the floor once I’d emptied the one I was carrying.

Combat in general can be summed up in one word: Bad. If you’d like some more words, take: Sluggish, Unresponsive, Slow, Unsatisfying, Unfun.

That last one is a pretty good descriptor of the whole game, actually. Unlike something as frustrating and actively annoying as Metal Gear: Revengeance, this game is merely tedious and boring – so I was actually able to finish it. I’m not sure which is worse actually, a bad game that is so bad that you put it down after an hour or so or one that’s bad but not so bad that you can’t make yourself finish it.

You might ask why, if the game is so tedious and boring, did I continue to play it?  A fair question. The answer is a combination of my own bloody-mindedness and the fact that it’s listed as a short game – average of 7-10 hours, so doable in a couple of days of play at my own speed. In practice, I played through 2 levels in one day, and the other 7 in a rather bloody-minded waste of a day split over several sessions of 2-3 levels each time.

Is this what a bloody mind looks like?

While at first the game feels like you’re on a murder-rampage through the oddly-agressive homeless of “Metro City” (yes, really), after awhile it starts to feel more like a zombie game, right down to having several “types” of “zombie” with different attack patterns, etc. Rarely, you’ll come across a bunch of zombies that fight one another. If you hang back in these encounters, you can simply mop up the survivor(s) instead of wade in and take a bunch of damage for no real reason.

Mostly you chase “the suspect” deeper and deeper down into the bowels of the city’s subway system and through a collection of discrete buildings that each level is composed of. Occasionally you’ll stop to “gather evidence” as noted earlier – which you transmit to Rosa, a friendly researcher back at base via your simply adorable 2005-era mobile telephone who is then able to look up DNA results, check databases and create full 3-D models from photos of shoeprints – all in seconds. Remember, this is before modern smartphones, so it’s got buttons and a little screen on top, yet it seems somehow more capable than the latest of 2016’s phones and has no problem whatsoever with a signal about a kilometer underground under a maze of concrete, brickwork and heavy industrial machinery.

Source: Cracked

There’s a complete and utter dearth of interesting weapons in the game – and while fans of the game might argue that it’s somehow realistic, or that the game’s strength is in it’s story or investigation, the fact is that the majority of gameplay is walking in dark rooms with a flashlight, and the next most common part of gameplay is beating the homeless/criminals/zombies to death with clubs and axes.

There’s far more of that than story or investigation.

This game was an interesting experience in one way. I started out impressed and enjoying myself, and you could clearly see the shared DNA between this game and F.E.A.R. in the environments and atmosphere, but the horrible, sluggish controls, tedious gameplay and godawful story led me to go from impressed, to bemused, to bored, to really very unimpressed. As I’ve noted, the game got overall excellent reviews for gameplay and even story back when it was released. I guess time has simply moved on and unlike a bottle of fine wine, this game hasn’t aged well, and in the decade since release has become corked instead.

Verdict: Avoid.

 

Review: Max Payne 3 – Rockstar Vancouver – XBox 360 (2012)

Another day, Another Videogame.

I first played Max Payne in 2001. Marouda and I were staying in town for the weekend, and during a bit of a browse at a now-long-closed PC game store I picked up Max Payne on impulse because it looked pretty cool on the back. I didn’t buy a whole lot of software back then – if you know what I mean – but I did try to when I could afford it. I bought Max Payne 2 pretty much as soon as it was released. I enjoyed both games immensely.

Max’s traditional look – as he appears in the flashback levels…

Up until this most recent PC (ok, it’s 5 years old now), I’d “christen” my new computers by first playing through Max Payne and then Max Payne 2 on them. Windows 7/widescreen/Steam issues killed that when I got this one, but point remains that Max and the sequel have been probably my most replayed games. I never bothered with New York Minute or any of that stuff, but it was always fun to play through them again with the graphical settings turned up to max, as I always found them to be detailed and good looking games for their time.

So why has it taken me so long to get to part 3? A combination of leaning towards dumping large amounts of time into on-running, MMO or MMO-lite-type games, whether it’s Rock Band or WoW or Titanfall or LotRO or WoT or Destiny – and an insane tendency to “save” lots of my “better” games for “later”. I would normally have purchased and played this on PC, but all of that Rockstar Social Club additional-DRM bullshit was off-putting – so in the end I purchased Max Payne 3 when it hit discount status on the console instead. Anyway, this summer I finally put Max into my list of prospective games to play, and after a few games that I didn’t find amazing, one that was fuckawful and one that was merely decent, it was time to give myself the chance to play something I knew that I’d enjoy. Right?

Now when I recently played Metal Gear: Revengeance, I hated the constant interruption of gameplay for the endless cutscenes. I found them to be badly written, badly acted, and worst of all, incredibly jarring. After all, when I play a videogame, I’m doing so because I want to play the thing – not watch it.

All I knew about Max Payne 3 was that the developers were no longer Remedy, who had gone on to make horror-flashlight simulator Alan Wake for Microsoft, and that Max’s third outing was now a Rockstar Vancouver project. Sam Lake hadn’t been used as Max’ likeness since the first one anyway, and we all know Rockstar’s pedigree- though that mostly comes from Rockstar North (DMA Design! – GTA) and to a lesser extent, Rockstar San Diego (Red Dead) – all separate dev houses under the R* publisher banner.

The only other thing I was aware of was that some people disliked the radically different look that Max had been given. Bald, paunchy, beared, sunglasses. None of that was the Max that we’d all played. I was willing to put all of that aside and give the game a chance, but (spoiler alert) I avoid reading much about games I own in my (digital) pile of shame, so I wasn’t aware of anything else about it.

…a transitional shot from another level…

Imagine my surprise when I played, and found that instead of the “animated graphic novel” to introduce chapters, the game had not only cutscenes to intro each section, but constant expository and plot-driven cutscenes throughout. Constantly. Interrupting gameplay.

The biggest surprise then, is the fact that I found myself really enjoying the story and …well, the experience. The gameplay is pretty much standard Max Payne, but due to the consolised controls, I found it a bit difficult to play. I’m fine with FPS and even third person games like Saints Row and GTA5 with a controller, but for some reason I found I just sucked at Max Payne. So restarting on Easy I found it to still be awkward, but playable enough that I played for a solid couple of hours, making it to the start of Chapter 5 (of 14) before taking a break from my first session when I noticed that it was almost 3pm and I really should do something else for awhile.

As you might have guessed, I have an affection for Max in terms of having really enjoyed the previous games, and I found the story and characterisation – while filled with tropes – to be entertaining and well-written enough to hold my interest solidly. It’s certainly better written and acted than any number of action movies that seem to do decent box office without the nonsensical, illogical crazytown of that bloody Metal Gear game that gave me the shits last week.

The gameplay, as stated, is pretty much standard Max Payne. Bullet-time (awkwardly placed for me as a right-stick click), shootdodge, and basic cover shooter mechanics – all wrapped up with a version of the slow-mo killshot that Sniper Elite took to it bloody and gruesome conclusion, taking it to its bosom as the Sniper Elite raison d’être. I have to say that Max’s game is also pretty gruesome in terms of headshot decals, with a bit of disturbing imagery here and there. It comes across as a fairly mature title, rather than gratuitous – but then I guess the whole thing is pretty gratuitous.

If you want to talk immersion breaking or annoying, there’s an urgency to the game – both from Max’s narration (as the game is narrated/told in a series of flashbacks as with previous entries) combined with your mate urging you to hurry up. The immersion-breaking part is that there are a large number of “golden guns” broken into three parts which are scattered around the levels. So the game actively encourages you to search out and magpie these parts (that upgrade your weapons) while wanting it both ways and telling you to hurry up. When you do certain things such as kill the last guy or walk near the doorway that leads to the next section, it often triggers a cutscene – which hides the load for the next section of level but also can lock you out of the opportunity to search out or even pick up a piece of gun.

…and a significantly different look later in the game.

This is due to the common design element of games of the PS360 era – due to the memory that it takes to hold the whole level, well, in memory – so you have a whole lot of doors that automagically close and lock behind you. Sometimes it’s explained story-wise, or it’s the usual long drop down – but mostly the doors just close behind you.

My solution to this was to play through the 4 completed chapters with a “find ‘em” walkthrough the following day. The next day I played through 2 more chapters immediately following up by doing the search-a-thon. So having just finished the game today – a good week after I started it, I’ve actually played through twice in this last week or so with a couple of days not playing any videogames. The game didn’t feel short or overlong. I was ready for it to finish just a little earlier than it did, which is pretty good, in my opinion.

About the most unbelievable part of the story which involves Max gunning down hundreds of mooks and jumping forward as things explode behind him in the Action Movie Hero style is that neither he nor his sometime partner have mobile phones. Actually, it’s kinda believable. For Max. In the flashback scenes. But not in the later scenes where he’s working private security.

Several of the missions are told in flashback form, so you get to play as Max through his visual evolution from the look that we’re familiar with from Max Payne 1 and 2 to the bald, bearded look. It’s actually quite well done.

There are some annoying niggles, though – through the magic of cutscenes, Max will occasionally run from a great piece of cover to an awful, exposed bit of cover, before giving you control (and you may then want to run right back where you came from – getting hit in the process!) It took me until the final level to work out how to turn off things like flashlights and laser sights on weapons. Actually, the flashlights are fine, but the laser sights are awful and seem to take away all my accuracy, so that’s what prompted me to see if you could turn the damn things off.

Yes, there are sniper sequences.

One of the missions has you tasked with a form of escort quest. Now the woman you’re escorting through it can’t get killed through the usual AI stupidity, and is basically out of your way 100% of the time. However, the devs apparently couldn’t resist making her hysterical half of the time and fucking annoying all of the time. Seriously, I was talking to my television saying things like “Shut the fuck up, you stupid bitch.” (and far worse) for most of the level. I mean, I get what they were trying to do, and hysterical is probably a quite natural thing for someone in that situation – and not everyone can be, say Mona Sax – but all it did was annoy me, because she basically won’t shut the fuck up and everything she says is hysterical and annoying. Or to put it another way – I’ve always enjoyed the Max Payne games, I regret not playing this one much earlier since it’s been sitting in my pile of shame for years, but I’ve enjoyed the hell out of it, yet I can only ever see myself skipping this particular level in any future playthroughs.

There’s a little bit in the ending that also rubbed me the wrong way, especially after all that Max (and you) had been through – and why. I felt it was both out of character and disappointing.

Throughout the game to mix things up there are a few sniper sequences. Also a couple of on-rails shooting sequences (that thankfully give you unlimited ammo). Almost all levels have a cinematic bullet-time sequence to kill some guys or save someone by, erm, killing some guys – and I have to say that all of these (except for two) managed to work for me – just a couple of the on-rails shooter sequences fell down for me, while the others were fine.

Graphically, I found the game to be very good in the same way that I found the previous entries very appealing – not that the graphics are photorealistic, but the levels are very, very detailed with lots of small minutia – virtual set dressing in what is clearly a very carefully handcrafted world. That sort of thing always really appeals to me – in the same way that it does in miniatures painting or scenery building. Having said that – I found the graphics to be pretty bloody good anyway, which is a good thing considering how much the game relies on its in-game assets for the numerous cutscenes. In fact – some googling seems to indicate that the game features 3 hours and 15 minutes of cutscenes. Good thing that the script, though cheesy in points and trope-ridden is well done, and having James McCaffrey reprise his role (instead of just getting Troy Baker or Nolan North to do the character) really makes all the difference.

The shooting mechanics… well, having played on the 360, and not being a l33t console shooter player by any means, I played on easy as I mentioned before with the targeting on hard lock (think quickscope FTW). If I were playing on PC I’d have probably played on Normal – but either way we’re not talking about amazing shooting mechanics by any means – even with bullet-time added in. I mostly hid behind cover popping out to, well, pop them – often using bullet-time to line-up headshots rather than shootdodge my way through the combats.

How did I end up enjoying something with so damn many cinematics?

The game is very linear – just as others in the series (and most shooters) are. There are some much larger areas scattered around, but there’s no getting around the linearity of the game – it is what it is. There are a few callbacks to previous entries in the series in a few of the levels – a train station, an abandoned skeleton of a high-rise building – they’re not presented with a nod and a wink, though – and it’s the better for it. There’s no “baby nightmare” stages here, either. Probably worth mentioning.

I didn’t even bother trying the multiplayer, because fuck bothering with tacked-on, bullet-point multiplayer designed to sell DLC maps and Season Passes. Think anyone is playing this over CoD or Battlefield or CS or TF2? Especially now, almost four years on? Yeah, exactly.

So what we have here is a game with a 12-hour campaign where three of those hours are cutscenes. The shooting is decent, but not much more than average. On paper, this is a game that I should have completely hated, yet it’s one that I really enjoyed. More than any campaign I’ve played for quite some time in fact. The rotten underbelly of São Paulo more than works as a substitute for the rotten underbelly of New York, and the flashback-narrative nature of the game means we get a couple of levels set in New York and other locales to boot.

Clearly the reasons are because I like the character and I enjoyed the story – which ultimately fits into the “Action Hero” category with a touch of noir added in. For a videogame, this is an exceptionally well-written story, and to be frank, the storyline here is better than a lot of actual action movies’ plot. I never thought I’d write those words, as usually the very best videogame plots (think Mafia II) are a pale shadow of their inspiration. Max instead aims for a much lower-quality genre, and more than meets the mark. Will I now have to brave the Max Payne film, featuring Marky Mark?

A future worth risking?

So would I recommend Max Payne 3 to the curious? Do you need to be familiar with 1 or 2 to play and enjoy the story? Well, the game does a good enough job of introducing and explaining Max as he is “today” to not need to play the previous entries. With the caveats/warnings about the number of cutscenes and shooting quality, I say…

Recommended.