O tempora: Alone in the Dark: The New Nightmare

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Now that the original trilogy is out of the way, I can talk about the Alone in the Dark game I’ve played the most – Alone in the Dark: The New Nightmare. The first and so far only reboot of the storyline. You see, for all the convoluted storylines, the original trilogy and the 2008 game are actually part of the same timeline. Even the horrible and rightfully forgotten spin-off Illumination was technically part of the same world. But with The New Nightmare the series attempted a fresh start headed by Darkworks, whom I recently talked about when revisiting Cold Fear. And it did many things right and a few things very wrong.

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O tempora: Alone in the Dark 1, 2, 3

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

It’s been a while since I’ve last played any Alone in the Dark game. I admired the original and genuinely liked the 2008 game despite all of its numerous flaws. My favorite one was the first reboot, Alone in the Dark: The New Nightmare. But the original still had that “something” about it that I really liked. Not the sequels, however. But for the sake of revisiting every game, I decided against my better judgement to play all of the first three Alone in the Dark games, knowing well that I will not enjoy the two thirds of the journey.

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Happy about: Ratchet & Clank: Rift Apart

My whole experience with Ratchet & Clank franchise began and originally ended with playing the first 4 games on PS2. The first game was nice, but deeply flawed in several ways. But starting with Going Commando, the first sequel, the series carved its niche. And Rift Apart is still following the basics that were established and improved in 2002-2003. Playing it now, finally available on PCs 2 years since its original release, makes me miss the fact that these types of games aren’t really popular anymore.

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Happy about: The Saboteur

There was once a game development studio called Pandemic Studios, who released a lot of projects that were either extremely critically and financially successful, like Star Wars: Battlefront and Mercenaries: Playground of Destruction, or more polarizing, but still highly beloved like Full Spectrum Warrior or Destroy All Humans!. But then, after lots of delays, Mercenaries 2: World in Flames was launched to more mediocre reviews and there were reports that the game was released in a state deemed unfinished by the team. The Lord of the Rings: Conquest had even worse reviews and was relatively quickly forgotten. And the final game of the studio, The Saboteur, was launched after one of the development offices was already closed by EA and almost immediately after the game launch to relatively positive reviews, the whole studio was shut down.

Which came as a shock to me – I played The Saboteur when it was first released and considered it to be among the best and most enjoyable examples of sandbox-y open world games – games that I rarely enjoy. I remembered loving its sound design. How the parkour felt much better than what Assassin’s Creed did at the time (with only 2 first games launched). How its approach to stealth and sabotage felt like a perfect “simplified Hitman in open world”. But memories can often be incorrect, so for a while I wanted to revisit the game and give it a fresh look. Thankfully, it’s still available on GOG, and plays pretty well on modern hardware.

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Happy about: Resident Evil 4 – Separate Ways

While every Resident Evil release since the wonderful new RE2 has evoked varying degrees of disappointment, you never know if the next one will be exciting again. The remake of Resident Evil 4, released earlier this year, was quite good but also full of infuriatingly baffling decisions and most people were sure that Separate Ways mode won’t be added to it, if it wasn’t there on release. It was a remake, after all, and it made all the sense to include everything that was canonical to the original version, including the additional modes that the original game had. And even though Separate Ways were not part of the first release of Resident Evil 4, they were added since the PS2 version and were included in all of the newer releases.

Yet here we are, with the Separate Ways paid DLC that is released half a year after the main game. And to my surprise, I find it more entertaining than the main game itself.

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Happy about: The Making of Karateka

Even leading up to its release, I wasn’t sure what exactly The Making of Karateka would turn out to be. A collection of games? A documentary with interviews? Some remasters or reinterpretations of the original titles? All of it, turns out. And it’s a fascinating compilation that, in a way, was possible due to how impactful and important Karateka was and because Jordan Mechner, its creator, detailed his experiences in a diary that was published as a book years ago.

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Happy about: My Friendly Neighborhood

When I see a game labeled as “survival horror” I don’t expect it to be a classic survival horror and instead turn out to be a horror themed game of some random genre. So after playing the demo of My Friendly Neighborhood and seeing that it is shaping up to fit the classic survival horror genre pillars, I was pleasantly surprised. And while I wouldn’t name it among the truly good examples of the genre, it’s definitely a descent enough game to scratch that itch and it also has a bunch of cute ideas of its own.

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O tempora: Star Wars: Knights of the Old Republic

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

I think, none of the other BioWare games had the impact on gaming as Star Wars: Knights of the Old Republic had. Originally released in 2003 on Xbox, it was the culmination of everything the company did up until that point, but streamlined (in the best possible way) for consoles and due to that (and the Star Wars setting) it managed to cover an audience so huge no “western” RPG covered before. It kickstarted the rise in popularity of morality systems, romance options, “home bases” with companions to choose from… All of it existed in games before, but KotOR became a template for lots of games to follow. All while also being, arguably, the least controversial and most beloved Star Wars product from the whole prequel period of the franchise.

I played this game a lot back in the day, but after the sequel (which I loved so much more), I revisited it less and less and the last time I’ve played it was more than 15 years ago. Now that the game is turning 20, I’ve decided to finally revisit it and see how it fares.

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O tempora: Aliens versus Predator 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

When talking about No one Lives Forever 1 and 2, I mentioned that apart from those two, there was another Monolith Productions classic that cannot be purchased digitally – Aliens versus Predator 2. Released between NOLF 1 and 2, this game was my personal favorite of the three and I replayed it a lot. I haven’t done it in a long while, though, and after replaying the NOLF games I was a bit worried about being disappointed. But I wasn’t.

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Happy about: HROT

Since I’m not trying to play every classic FPS of this new wave in the genre revival (especially since a lot of them are not good), I don’t pay attention to many of them as they pop up. HROT, though, had a curious style and a… “vibe”, I guess, that got me curious about the project back in 2021 when it was still in Early Access. Now that the full game is out and I had a chance to shotgun my way through it, I gave it a go and… It’s quite odd, but mostly in a good way.

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