Amy
PSN
(reviewed), XBLA, PC
Publisher:
Lexis Numerique
Developer:
Vector Cell
Release
Date: 17 January 2012 (11 January 2012 on XBLA)
The
key to any good survival horror game is the terror and fear that they
produce. Characters in situations that are far beyond their control
and horrific monsters are the order of the day. But the truly
special horror games don't put us in control of highly trained police
officers, mercenaries or other folks that can handle this sort
situation. No, the special ones put us in the shoes of average folks
forced to do the extraordinary to survive. Silent Hill
did this (more than a few times), Siren
does this and so does Alan Wake.
Amy tries, but is is
encumbered with so many faults that it isn't worthy of being
mentioned with the best of the best.
Stars Lana and Amy
The
story of Amy is
centered around an autistic 8 year-old, the titular Amy. Her
caretaker is a young woman named Lana, whom the player controls. The
two of them have escaped from the Phoenix Centre, a research facility
of some sort, and are on the run to Silver City and freedom. Amy
exhibits some strange powers, and Lana is worried about what was done
to her. As they approach the city, a flash of blinding light appears
in the sky, the train derails and terrifying zombies show up. When
Lana comes to, the train is wrecked and Amy is gone. The journey to
save Amy and survive the flesh-eaters begins here.
The
premise is intriguing. Lana must help Amy along, and Amy can do
simple actions like crawl through vents and hit switches on command.
Through the use of Ico-like
hand-holding, Lana and Amy travel about the 5 stages trying to
survive. Lana can use melee weapons (normally 2x4s or crowbars) to
beat zombies, and she can dodge incoming attacks. The weapons are
breakable, so management of when to attack and when to sneak by
(theoretically) comes into play. Lana isn't a tank and only a few
hits will end her life; fighting isn't generally the answer. And
little Amy can copy glyphs to gain psychic powers. Well, only two
powers, actually: a shockwave to push/attack enemies or break down
barriers and a sphere of silence for sneaking. There are five slots
for powers, but you only ever find two. To keep you together, Amy
has a healing effect on Lana. If Lana strays too far from Amy, or
hits red gases/puddles, she begins to show signs of zombie-itis. You
can heal without Amy by using a serum found lying about, but it's
only a temporary fix. This can be useful in some areas, as you can
walk right by fellow zombies but you have to be quick or face
permanently turning. This base seems like a solid foundation for a
great horror game: weak characters that depend on each other, melee
and range attack options, incentive to remain together.
Unfortunately, everything goes wrong.
Our heroines set off into darkness
Graphically
the game is sound, but not stellar. The environments are bland, but
have some personality to them. The character models are great. Lana
looks roughed up with her torn stockings and bloodied hands. Amy
looks like a kid, and that's about the best I can say. The
animations are stiff and lifeless. The little “Yay, you!”
animations you have to watch whenever Amy does something right are
terrifying. Amy and Lana have the lifeless eyes and “thousand yard
stare.” Lip synching was off most of the time, and the voice
actors don't really make that better. Of particular mention is the
first character you meet after the train crash. He's a real treat to
listen to (please note the sarcasm). The sounds in the level are
passable, and the music is decent. As a technical showcase, Amy
might have wow'd a few years ago, but today it just comes across as a
cheap game.
The
combat is a bloody mess, and not in a good way. Swings lack heft and
the animation is stilted. Enemies telegraph their attacks by a mile,
but the dodge is iffy. Hell, even if the enemy hits the air, Lana
may take damage anyhow. On harder difficulties, the weapons break
too quickly and not having one strangely leaves you unable to run.
Couple this with the fragility of Lana and you will see a lot of the
Game Over screen. Amy's psychic powers are terrible to use, too.
Triggering them is hit and miss, and involves holding a trigger,
selecting the power and then some sort of alchemy to get it to
launch. Of particular annoyance is that the shockwave has “ammo”
and if you miss your target, you may be backtracking quite a ways to
refill it. Sneaking is abhorrent, especially as a zombie. The line
between “Yes, you are zombie enough to sneak by” and “Hey, she
isn't one of us!” is not defined at all. Lana has an indicator on
her back that goes from Green (when around Amy) to Yellow (away from
Amy but OK) to Red (hope you like brains!), but it fails to register
at times. My indicator was green, but my screen was red, wavey and
the whispers of the damned filled my speakers. So, the game was
telling me two separate things: one said, you are A-OK and near Amy
(which I wasn't), but the rest of the zombie symptoms had gone
haywire.
Lana starts to zombie-out
Glitches
aside, the game has some terrible design behind it. The pacing is
awful. Lana and Amy move slowly. While this makes sense, and could
add to the scares, it's just annoying. Lana can't go through vents,
but she can climb ladders and shimmy along edges. Amy can do the
vents and she can also hack open doors for Lana. Walking slowly
through the stages means that most stages take about an hour to beat,
even though the stage area isn't that large. The amount of
backtracking you have to do makes the slow pace of the game go from
“annoyance” to “forget this” in about 10 minutes. The
“scares” come from steam pipes hissing, or boards falling, not
enemies or the atmosphere. The tension building parts do their job.
Walking down a pitch-black hallway with only a hand-lamp that lights
a meter ahead is nerve-wracking. But, when I gathered the item at
the end of the hall unmolested, I figured the monsters would assault
me on the return trip. Nope. I made it back to the well-lit, and
enemy free corridors and all the tension melted away in an instant.
The “pop-out” scares (like the pipes) are infrequent, and Lana is
forced into an animation of, I guess, surprise. That's great when an
enemy finds you and back into a “scare zone” and take a few cheap
hits. It's disappointing that a survival horror game fails at the
horror aspect, but even worse when it fails at both parts.
Games
like Amy are supposed
to be about being scared and managing items to make it out alive.
Breakable weapons go towards this end well. However, the serum you
find to keep you from being a zombie is plentiful, but hardly
necessary. Amy is with you nearly all the time, and when she isn't,
you want to be on the edge of death to sneak by your fellow zombies.
The game, however, makes this a frustrating exercise. I ended the
first chapter with 4 weapons and 6 syringes. I thought I was set for
Chapter 2. But, much to my dismay, I started Chapter 2 with NOTHING.
They took all my inventory and left me with nothing but an empty
feeling. Even Amy loses her powers between chapters, so you cannot
use the silence sphere unless you find that glyph in the level. This
becomes even more hurtful when you die on harder difficulties. You
die, you lose everything you've collected, no matter what. So,
they've taken the survival aspect out of the game, too. If you have
no horror, nor survival, what are left with?
Rawr! I'm a zombie!
Puzzles.
And those are also awful relics of a by-gone era. Most stages are
smaller affairs that involve a lot of backtracking and shifting
things about to proceed. Whoever designed the areas you explore was
a right jerk. Nearly all the puzzles in Amy
involve elevators and switches. Of course, these switches are
scattered about and are inaccessible by normal means. So, there is a
lot of “Send Amy up, have Amy hit a switch, ride elevator up to
Amy, send Amy down, go around...” It's not fun, it's tedious.
These tedious puzzles become unbearable with the slow traversal. The
game breaker (as if there weren't enough already) comes from having
to redo puzzles because you died. Twenty minutes to get through an
area is bad once, but two or three times and it becomes more work
than it's worth.
The
gripes are enough to turn most gamers away, but they are nothing
compared to a save and checkpoint system that is hateful at best.
Let's start with the checkpoints. They are few and far between. In
a stage that takes about an hour, each checkpoint comes after 20
minutes of work. So, dying on the last part means redoing about a
third of the stage. Since death comes easily (either through the
glitchy combat or legitimately dying), you get to spend a lot of time
redoing the same asinine puzzles and traps. Later chapters are
especially bad because you are forced to do a lot of sneaking in
zombie mode, and taking just too long to use the serum (or using it
where another zombie can see you and kill you cause you are unarmed)
means you keep retrying. The first checkpoint can be after about 35
minutes (if you're lucky). So, say you fail a few times, waste about
2 hours and decide, “I made the checkpoint, I'm frustrated, I'm
going to save and quit.” Well, congratulations, you've got to
start the chapter over. That's right. The saves only start you at
the beginning of each chapter. This becomes especially bad towards
then end when being seen means Game Over. Since the enemies will see
you (or come to you even though you set off a distraction the
opposite direction), you'll spend a lot of time retrying entire
stages.
Broken combat against dull enemies? Sounds fun!
Playing
Amy is a chore. The
slow pace fraught with frustration rather than horror was not
enjoyable in the least. The puzzles were insultingly stupid and
annoying. The saving and checkpoint system is outright vile. The
combat is glitchy and lifeless. Stealth is broken, but required.
This game is bad all around. It could very easily score lower, but
that's what's so frustrating. Lana is a great character. I love how
you can see that she cares for Amy and wants to do what's best for
her. Their relationship is a brilliant foundation for a horror game
to build on. Instead, the game fails to make us care more about
them. The story is interesting, though it never really goes
anywhere. This might have something to do with the “To Be
Continued” ending, but maybe not. Amy
has a foundation that could have been great. I hope that the team
behind it learns from the missteps and gets a chance to try again.
Despite the solid base, this game is neither survival, nor horror and
the gameplay is so broken that slogging through was more trouble than
it was worth.
Their relationship is believable, but the game is terrible
Score:
3.5 out of 10
Bottom
Line:
Good ideas are buried under too much garbage to be any fun
Check
it out if you like:
PSOne-era Resident
Evil
knock-offs like Countdown
Vampires
(or, Don't do it, just don't even bother)
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