Tuesday, 22 May 2012

Review: Shadows of the Damned


One hell of a game.

Meet Garcia Hotspur, this is how he says hello

The terms ‘Supergroup’ and ‘Dream Team’ can very rarely be applied to the game industry, but they were the only words on my mind when I heard of the combination of forces that had been assembled at Grasshopper Manufacture. You’ve got the unmatched creativity and wit of the enigmatic Suda51, the arguable godfather of Survival Horror - Shinji Mikami, and Silent Hill’s musical mastermind Akira Yamaoka; their powers combined could only lead to one of the greatest games of our time, with unbridled innovation, stellar gameplay, and a top-notch soundtrack to boot, surely? Well, maybe not quite. The result of their collective talents, Shadows of the Damned, is a great game that does a lot more right than wrong, but isn’t quite the seminal masterpiece some of us had, perhaps a little optimistically, hoped it might be.

Of all the plaudits I could throw at Grasshopper Manufacture—and there are many—the one thing I admire most about the company is their creativity. Games like Killer7 and No More Heroes didn’t redefine genres but brought so many fresh ideas, off-the-wall hooks, and such an exceptional brand of humour that they felt like whole new experiences when compared to their rivals. Shadows of the Damned perhaps strays a little closer to the line of familiarity, feeling more or less like most other third-person shooters out there, but still retains enough charm, wit, and outrageous nonsense that serve to make Grasshopper games completely unique.

If I was making a case for "Why this game is cool", this'd be Exhibit A

The game opens at a pretty blistering pace and refuses to let up till after the credits roll. The scene is quickly set, our hero Garcia Hotspur loses his girlfriend to Fleming, the foul-mouthed, six-eyed Lord of the Underworld, and like any good boyfriend and proud demon hunter, Garcia, along with his buddy Johnson, must battle the hordes of Hell to save her. Thus begins a roughly 6-8 hour journey, or 'road movie' to cite the game's grindhouse stylisation, across the realms of oblivion, shooting a whole mess of demons, lighting up a host of goat heads, and collecting an awful lot of strawberries. Yes, as you’ll remember from earlier on, this game is made by Grasshopper, and despite SotD’s relative conformity when compared to their other titles, the developer’s taste for wonderfully obscure touches has rarely been more evident.

Garcia Hotspur, more or less a Mexican Dante drenched in tattoos, has the right to go down as one of this generation’s best new heroes. He’s a cocky, self-assured, supernaturally talented demon killer who loves what he does and is damn good at it. The guy could happily kill ‘hell monkeys’ 24/7, and a few times early on in the story his unwavering confidence might surprise you. We expect these sorts of protagonists to be fearless, but Garcia takes it to whole new levels. He’s the sort of supercool personality you can only find in video games and 80s action flicks; the ultimate badass who sees the ugliest, nastiest thing in the world speeding right at him, and doesn’t even flinch. At the outset of the game, he’s a character you may struggle to relate to, throwing out some pretty corny one-liners and cringeworthy innuendo; but as the game goes on, and his buddy relationship with the other central character Johnson begins to grow, you really may begin to love Garcia Hotspur. Speaking of Johnson, the English-accented, curiously cowardly flaming skull, who also acts as your weapons, motorbike and torch, provides plenty of the game’s humour, and is similarly one of gaming’s standout characters of recent times.

Can't say I'd battle the hordes of Hell for her myself, but Garcia digs the eye thing

As with a lot of Shadows of the Damned, in the early going the relationship between our heroes seems a little odd, as though you’re jumping into a TV season halfway through and catching a particularly rough episode, but as the game progresses everything begins to feel a lot more natural. The chemistry between the pair grows more and more over time, and the voice work behind the duo must be commended, along with the writing on the whole. For a game that gleefully throws so many awful d--- jokes at you, it sure does manage to seem cleverly written at times. And for every line of corny innuendo, there’ll be another of genuinely exquisite humour. As an example, you’ll occasionally stumble on storybooks scattered about this hellish oblivion, and, in a somewhat detached break from the action, you can elect to hear Garcia and/or Johnson read the story aloud, throwing in their own colourful commentary as they go. Normally I doubt I’d be able to muster the patience to put down my controller and listen to a game read me a story, but after hearing the first one, I couldn’t help but seek out and enjoy every other book in the game. The stories themselves are amusing and again, very well-written, but it’s the way our protagonists read and remark upon them that really brings the humour to life. Little touches like this, along with the countless hit-and-miss one-liners the pair trade throughout the game, lead to an obscure but highly entertaining double act between Johnson and Garcia, and by the end of the game they feel like much deeper, well-developed characters than you could have imagined at the outset.

So the story, characters, and general aesthetic are solid, but how does it play? Well, maybe this is the part where Shadows of the Damned starts to break down. The game is much more run-and-gun third-person shooter than anything resembling survival horror, and the actual act of shooting, while perfectly competent, never quite feels particularly satisfying. The over-the-shoulder perspective and controls are taken straight from the likes of Dead Space, and the guns themselves are certainly well-designed, with a variety of increasingly powerful weaponry unlocking as you go, granting a sense of progression to proceedings. All the ingredients for excellent gunplay are here, but in practice it just doesn’t quite live up to expectations. The guns lack that sort of punch you’ll find elsewhere, the shooting itself never seems as fun as it should be, and even the boss battles, for all their grandeur, rely on traditional and tired mechanics that seem unbefitting of the studio’s aspirations of innovation. It’s as though there’s some intangible piece of third-person action, some sprinkling of magic that games like Gears of War 3 and Resident Evil 5 have been privy to, but Shadows of the Damned missed out on. Unfortunately, it seems like one of those games that just isn’t too great at being a game. So much of the overall package is brilliant, from the story, to the sound, to the writing, with all of these aspects demonstrating a fastidious nature in the game’s development team. Plenty of Shadows is so well made, that I can recommend it regardless, but the part where you have to sit down and play this game, for all its variety and genuinely smart design, remains decidedly underwhelming. It’s an unfortunate truth that simply can’t be ignored.

Shooting isn't great, but it sure looks pretty

So how do goats and strawberries factor into all this? Well the game plays with the dichotomy of light and dark in some varied, if rather simple ways. Areas blanketed in darkness are much more dangerous, as the enemies therein will be invincible, and Garcia will gradually lose health if he spends too much time in the dark. As such, the only natural solution is to light up the area by any means necessary, which usually means shooting one of the numerous goat heads dotted about the place with a special light shot—goat heads of course being the Underworld’s primary light source. Once an area is illuminated, enemies can be defeated and Garcia is relatively safe. As the game progresses, the idea evolves a little and enemies will do their best to keep you from turning on the lights. The game never becomes especially difficult, but certainly ramps up as you approach the finish line. The use of darkness is a simple mechanic that complements the overall experience, and the variety doesn’t stop there. Shadows of the Damned is a very linear game, but there are a decent amount of puzzles along the way, a few are unique and relatively complex, most are simple, and many involve locked doors that can only be opened by force-feeding strawberries to demonic baby faces. Just re-read those last few words before carrying on, make sure you got it. Yes, it’s as simple as keys and locks, but with a garish Grasshopper touch that makes one of the oldest systems in gaming just that little bit more enjoyable. The strawberries and other items are never hard to find; this isn’t Resident Evil, you won’t be hunting down countless keys and crests, or pixel-hunting every area, and there’s almost no backtracking in the game to speak of. So the puzzles aren’t exceptionally hard or tedious, but they do a decent enough job of keeping the levels varied. On top of all that, there's even several other pretty special tricksthat I won't spoilthat Grasshopper employ to keep the experience fresh, and prevent the game slipping into the old trap of becoming one shootout after another.

Visually, the game is a little hit, a little miss. On the technical side of things, it runs with a solid frame rate, and there are no glaring graphical issues to speak of. Characters and enemies are mostly very well-designed, if not graphically spectacular, with the bosses being the real stars of the show. And the game successfully captures and conveys its grindhouse inspirations to a standard that many other titles have failed to reach. On the downside, aside from a few notable exceptions, most of the environments in SotD are bland and forgettable.  Of course, it would be unrealistic to expect Hell to be full of vibrancy and colour, but perhaps more could have been done to make each level look and feel distinctive. There are several standout areas in the game that certainly fulfil that description, with some levels and sequences feeling very carefully-crafted and visually exciting, but it’s a shame that the same can’t be said for the rest. There were simply too many occasions where I found myself wandering grim, dimly-lit webs of city streets. On the flip side, I can do nothing but hurl bundles of acclaim with both hands at Akira Yamaoka and the rest of the sound design team. In a similar manner to Silent Hill, the audio really drives this game, and it’s evident that a lot of attention went into every voice recording, sound effect and musical track. Every voice actor does a wonderful job of paying tribute to the fine script, bringing the characters to life, and injecting yet more personality into the package. Musically, Yamaoka’s soundtrack is fittingly ludicrous, but brilliant, with hardcore punk rock riffs and melancholy guitar solos making notable appearances.

This guy only wants a handshake

The team behind Shadows of the Damned did a lot of things right. They perfectly captured the grindhouse motif; they struck a fine balance between childish gags and savvy self-awareness; and they successfully invented a rich world in which to tell their story, and some compelling characters that you’ll probably remember for quite some time. They made a game with rough edges but a good heart. A game that takes some time to settle in, but once it does, if you can cope with its problems, it becomes almost irresistible. That you should feel so compelled to see it through despite its issues is testament to how enjoyable the majority of it is. It’s saddening that for all the things they got right, there are still a few obstacles preventing SotD from being the true classic it so clearly had the potential to be, but unless you have a powerful aversion to cheeky innuendo, guns with names like the Skullfest 9000 and Big Boner, or the idea of jamming a strawberry right down a demon’s throat to open a door, then you have no reason not to give Shadows of the Damned a try.

For the purposes of this review, the Xbox 360 version of the game was played.

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