Wednesday, February 13, 2013

Deadlight Review

I don't remember any of this happening in 1986. I was four.

Good ol' Mullet's.
One of my most beloved games from years and years ago was Oddworld: Abe's Oddysee. It was a 2.5D platformer where every room was a puzzle. The goal was for the titular hero to save his friends from becoming food despite having zero combat prowess to save himself. Enter Tequila Works' Deadlight last year. The initial trailers captivated me because they exhibited similar 2D gameplay with room puzzles, though while the goal to avoid becoming food remained the same, mostly everything else was different. This game takes place in an alternate reality in 1986 Seattle after a zombie outbreak has begrudged the world. You play as Randall Wayne, a Canadian forest ranger looking for his wife and daughter, who have gone ahead of you seeking a safe haven.

It should come as no surprise that gameplay in Deadlight is vastly different from Oddworld: Abe's Oddysee and not just because of a lack of a chanting ability (insufficiently replaced with yelling). Here, the goal is to find your family and the safe haven alive all while avoiding the zombies surrounding you. Compared to more confrontational zombie games, such as Left 4 Dead or Dead Island, the key to survival is circumventing the undead foes as much as humanly possible. Randall has typical platforming abilities – running, jumping, crouching, rolling, climbing – and must use his wits to navigate around enemies and environmental obstacles. For example, one area had an immolated fuel truck preventing progress, and you are tasked with pushing a broken tank of water off the top of a building to put it out. Randall's abilities are more than serviceable, and it was fun to navigate the environments and figure out ways to fool the zombies, such as by calling for their attention and making them walk off cliffs, all the while looking for ways over walls and through windows to continue on.

Note: this isn't real.
The only real problems in the gameplay surfaced when you're faced with zombies in his path that you can't avoid. The game equips you with an axe to take down one or two at a time, and you eventually find a gun, but ammo is limited. When it came to some areas with long paths to the right, no platforms to jump on, and no objects in the environment to use for defense, I sometimes questioned what the designers wanted me to do to ensure success. Running with the axe does not always knock zombies down, and it is sadly impossible to run and shoot off your bullets. You must stop and aim first, which takes a life-altering second to ready. These situations did not happen often, though, and in most cases where using the gun is inevitable, Randall's default aim is head-level with the zombies. Still, checkpoints are frequent enough that the penalty for dying is being set back a little.

The story driving you from one end of Seattle to another is not remarkably compelling. You are trying to find your wife and daughter while staying alive, and the game occasionally provides playable flashbacks and hallucination segments to hint at the rather obvious revelation at the end. There were aspects of that revelation, which I found maddening, and what was an otherwise forgettable tale, wrought with Randall's gruff remarks about life and death along the way, took a stupid and puzzling turn for the cliche. The only other puzzle would be why the writers saw fit to throw in a segment in the middle that is literally just a series of rooms and traps that Randall must pass in order to continue on his journey. Aside from being forced in its execution (though still a fun area to play through by contrast), it didn't make sense. The traps were intended to keep out zombies, but by following the laws that the zombies of this game follow, they would not have otherwise been able to navigate to the platforms the traps are on. They can't jump. Come on.

I wonder if I can hire a zombie maid service.
Thankfully, the game is really breathtaking to look at, featuring a style that overlays Limbo's shadowed foreground aesthetic on top of beautifully detailed and colorful backgrounds. Using these shadows, the game's secret areas are hidden away until you discover the ledge or door that reveals them. These rooms typically lead to finding objects for Randall's scrapbook (for you completionists out there), but they can also lead to health and stamina powerups to boost his abilities. Among the scrapbook objects you find are a slew of discarded IDs, which apparently belong to a number of famous serial killers who operated in the northwest during the 80s. This may be another knock against the writers, but I didn't really understand the purpose of including these other than to be futilely tongue-in-cheek. Even my basic effort at performing some internet research revealed that a few of these folks were in jail or nowhere near Seattle in 1986, so I can only surmise that Tequila Works just wanted to be cool.

In terms of sound, effects and music were really top notch. Even basic details like floors cracking under Randall's feet and glass breaking were handled well. The soundtrack was surprisingly astounding though brief. I was actually really mesmerized by the Deadlight's theme, which plays while you navigate the main menus to look at the bonus content (artwork, trailers, and documentaries), which unlocks as you play through the game. Unfortunately, discussing the sound leads to the biggest problem I had with the game. All the cutscenes, including the introduction when you select to start a new game, are done through passable comic-book style animations, but apparently, the PC version of Deadlight has a terrible bug that prevents all sounds from being played during them. If I didn't have subtitles on (yeah, I do that), I would have missed the dialogue behind these events. Thankfully, the sound returns when you are actually playing, but this technical problem comes as a huge disappointment, especially considering how long it's been since the game was released. This kind of thing could have been addressed in the months before I got around to playing it.

If it's alright with you guys, I'll just hang out up here.
So Deadlight is something of a mixed bag whose main highlight is that it's fun to play. This didn't stop me from playing almost 40 hours of Far Cry 3, and it shouldn't prevent anyone from playing 5 hours of this game. Just don't take it too seriously. My sincere hope is that Tequila Works comes out with a spiritual (and more functional) sequel to this game that takes place in their supremely more fascinating home of Spain, especially since the zombie outbreak in this game supposedly originated in Europe. Just sayin'.

2 comments:

  1. Well I was a spry 20 year old back in 86. I was fighting the Zombie War. While you were to young to get your butt outta the sandbox! Blaring Ratt & Motley Crue as i applied my flamethrower of purity on the shambling hordes.....Singed a lot of eyebrows back then.

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  2. To quote Vincent from Silent Hill 3: "Monsters? They looked like monsters to you?"

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