Cider Press: Two Tales
of Terror: The Downs and Ups of Undying
by Russ Aaronson
12-10-02
I have a love/hate relationship with the creations
of Clive Barker. As a horror movie aficionado, I know
that Hellraiser is
easily one of the all-time great gore-fests ever committed
to film. The film contained images that have remained
with me since my college days: in fact, I will probably
never forget the moment I realized that the double
pepperoni, Little Caesar’s pizza I was eating
looked exactly like the flesh tossed around onscreen.
Then again, I also suffered through the overbearing Nightbreed,
which couldn’t even be saved by horror director
David Cronenberg’s performance as a serial killer
with aspirations of evil immortality.
Mr. Barker’s writing strikes me the same way.
After reading The
Books of Blood or The
Thief of Always I just couldn’t wait
to experience more of Barker’s sick imagination.
Then I attempted to gum my way through bestseller “epics” like The
Great and Secret Show or Imajica and
realized that when it comes to modern horror fiction,
I must be quite a finicky reader. Even when reading
Stephen King’s works, I’ve always preferred
the more personal, claustrophobic tales like Misery to
bloated monoliths like The Stand. In my favorite
horror books and films, character drives the story.
When I first heard of Clive Barker’s Undying,
I was understandably skeptical. Every horror game I’d
ever experienced was either boring or hokey, and “name
brand” gaming titles usually leave me wondering
if the name has simply been tacked on at the last minute
as a marketing strategy; but reading about the game’s
premise and characters piqued my interest. In Undying
you play the role of Patrick Galloway, a “rugged
adventurer” who has arrived at the estate of
his World War I buddy Jeremiah Covenant to save him
from the unspeakable evil resulting from Covenant’s
occult dabbling years earlier.
Patrick Galloway learns a new spell.
The story seems to borrow from Edgar Allen Poe’s The
Fall of the House of Usher as well as
a variety of works from cult horror master H.P.
Lovecraft. Regardless of what you might think
of Barker’s writing, there’s no denying
that he knows his classics well, and Undying appears
to be built upon a solid foundation. A few days
later I had found yet another creative way to burn
up 600mb of hard drive space.
Using the Scrye spell channels you back to a happier
time before Howlers hacked away the Monks.
Undying blends an adventure game with a top-notch
first person shooter interface (apparently, it’s
the Unreal
Tournament engine on steroids) to make for
some truly freaky moments. You’ll begin with
your trusty six-shooter and the ability to cast a scrye
spell that illuminates areas and reveals past events.
If you’re feeling particularly brave, holster
your weapon and pop the Gel’Ziabar Stone in one
hand for scrying clues: you’ll be rewarded with
spectral images of deformed family portraits, glowing
skeletons lumbering toward you, and chanting monks
who haven’t been alive for centuries. This is
one of the greatest pleasures of the game, and it will
help you move through the levels, so do it often. But
just when you’re grooving on shooting and scrying
your way through the game, you’ll run into two
annoying aspects of the game that destroy the mood
every time they occur.
The opening minutes of the game are filled with cut
scenes that elaborate on the events that have occurred
prior to Galloway’s arrival. Though these moments
continue the often-breathtaking scenery scattered throughout
the game, I had trouble with the jaggy, blocky characters
who converse with Galloway, wrecking Undying's wonderfully
disturbing atmosphere . Close-ups on characters' faces
are particularly unimpressive, even when viewed on
a new flat panel iMac pumped to its maximum video settings.
Given this game's impressive word-of-mouth, I asked
several game-savvy colleagues for their opinions, and
they found the characters' appearance to be generally
state of the art for modern Mac gaming. I can only
conclude that 1) most gamers will be satisfied with
this minimal element of the Undying experience,
and 2) the effects of spending the past month playing Myst
III: Exile (which uses live actors, effective
blue-screen matting, and beautiful renderings) has
caused me to set my standards unreasonably high. Nevertheless,
I found these scenes as scary as a rubber monster suit
from a fifties drive-in thriller.
To be fair, the fact that the game even operates on
a Mac lacking the minimum system requirements is a
testament to Aspyr's honesty. In a day and age when
most developers lowball system needs and alienate customers
by catering to bleeding-edge players, this game is
quite accessible. Since most players don't share my
dissatisfaction with this element of the game, I would
strongly recommend testing the demo on your own machine
-- you may be surprised to find that your unsupported
Mac does a perfectly acceptable job of churning out
demons after all.
As bad as the cut-scenes are, they don’t compare
with the true horror in this game.
See this screen? Get used to it, because you’ll
see it over, and over, and over again. Admittedly, Undying contains
truly enormous maps and landscapes, but I can’t
possibly explain how dreadful, and how often, this
game loads new information (again, regardless of which
Mac was running the game). This situation would be
bad enough in most adventure games, but Undying clearly
tries to keep you on edge at every moment, and “Loading” screens
wreck the mood on a regular basis. Though not a game
killer by itself, these loading pauses contributed
to a series of events that left me frustrated and tired
every time I played.
After laboring through the game for a while you’ll
get more interesting weapons, and less stunning spells.
Along with the ubiquitous shotgun and spear gun (which
essentially works like Unreal's popular sniper rifle),
I enjoyed the puffing, growling Tibetan War Cannon
and the bloody Scythe of the Celt. As for spells, you’re
limited to eight, but you can increase their power
with amplifier stones scattered throughout the game
(amplify Lightning often for a real treat!). Sometimes
only one particular combination of weapon and spell
will get you through a level, so it pays to experiment
often.
I also noticed a wide range of scenery throughout
the game. The story will often lead you beyond the
Covenant Manor house and into a monastery, catacombs,
waterfalls, and even a pirate cove, all with varying
degrees of success. Some settings are brilliant, while
others feel repetitive and bland. For my money, I found
the Manor scenes best because they retained the claustrophobic,
haunted house feel demanded by the story. Once you
venture out into open space, the tension dissipates.
Particularly disturbing are the many times when the
game refuses to let you walk up a small hill to gain
a better view of your surroundings. Again, this is
a nitpicky complaint at first blush, but there are
far too many points in this game where the action is
obviously linear. Seemingly low walls can become unreachable,
doors that were once open are now locked, and walls
and ceilings will conveniently collapse to block a
passageway. I bought into these events in the manor,
but after a while it all feels way too scripted, leaving
very little need for creativity on the part of the
gamer to get the job done.
You're not in Myst anymore, Galloway!
While I’m on the subject of creativity, I want
to bring up the issue of the game’s enemies.
Though there are plenty of bizarre things to shoot,
slash, invoke, and dispel in the game, you’ll
spend most of your time killing one kind of evil beastie – the
howler. These half-gremlin, half-monkey creatures just
keep popping up in the game, and their trademark howl
will scare you – at first. Once you’ve
logged thirty or forty hours, the howls will invoke
another form of dread – the kind that reminds
you that there are more stupid Howlers to kill. Once
you’ve killed the first level boss (each boss
is a deformed, demented member of Covenant’s
immediate family) you expect the Howlers to lessen,
but they’re still there, slow and stupid as ever.
This is when you think you’re playing Unreal after
all, and the mood is gone.
Speaking of mood breakers, I must mention all of
the journal reading you have to do here. It seems every
bed, carton, and catacomb either comes with a journal
page, or inspires Galloway to write one, and the writing
is bland and lifeless. With a guy like Barker at the
helm I expected better prose. Then again, the path
through Undying is so straightforward, you
could probably get through most of the game without
any of the knowledge contained in the journals (and
with the exception of the objectives to-do list Galloway
keeps, you might as well skip them altogether).
I also found the save game system problematic. No
matter where and when you save, you may not find yourself
in the same place when you reload. Undying’s
puzzles are always easy to solve, but many battles
are hard won, so you should still save whenever you
can.
Even the structure of the game seems to hobble the
story at times. If this is a haunted mansion, why are
there “health packs,” phosphorous shotgun
shells, and amplifier stones scattered around it? Why
must Galloway write a journal page when he recovers
a shotgun, telling you what a shotgun is? Elements
like these trouble me, especially when you have to
plow through it all in order to get to fantastic characters
like Lizbeth. It just seems like the action and the
adventure elements of this game continually undercut
each other, and they undermine the consistency of the
game.
This is all pretty disappointing stuff, because there’s
still plenty to recommend this game. Some of the images,
sounds, and events in this game are quite disturbing.
You’ll get gallons of your own blood splattered
in your eyes as you’re attacked, and you’ll
leave bloody footprints that recede every time you
walk through a puddle of evil baddie blood. In fact,
this game evidences a tremendous amount of care and
detail on the part of the programmers, and even Barker
himself. I simply found myself getting to the point
where I wasn’t having much fun anymore, mainly
because I wasn’t getting scared – just
terribly frustrated and bored.
Fortunately, one of my friend’s informed me
that Undying has a variety of interesting
hidden features and games, so I headed to Google and
searched for “Undying codes and cheats.” The
result was extra hours of gameplay that were both fun
and bizarre, so I urge any Undying owner who
needs a break from hacking up Howlers to check these
out. At least you’ll learn how to summon a donkey
upon command, and they look far better than the characters
that work in the manor.
Hit "Tab", then type "assall",
and voila, you've made a donkey! Try it often!
In my last review I stated that people who read reviews
want to know if the conclusion to a game is worth the
hours of work needed to get there. This time I desperately
wanted to finish, but at some point I just didn’t
care anymore. The conclusion to a game is important,
but the journey should be enjoyable too. I have no
doubt that many horror game fans will love this title,
warts and all, and will probably lose sleep and productivity
going back to it again and again. I also know that
Clive Barker fans (the ones who balked when I mentioned
how much I disliked Imajica) will see his trademark
gore, wit, and epic scope shine through in Undying.
The game even shows that the Unreal game engine
still has a little life left in it, and that bodes
well for gamers lacking the latest, greatest graphics
hardware. For these reasons alone the game deserves
a better than average rating, but for me it just didn’t
live up to the hype. My best advice is to download
the demo: if you can play through without quitting
in frustration, plunk down the cash and spend some
quality time with the most dysfunctional family in
computer game history.
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