I really wanted to like this game. It’s been a while since a decent survival horror title, and I thought Alone in the Dark would fit the bill. Sadly, the game’s flaws far outnumber its few redeeming features.
The Good
Alone in the Dark sports some beautiful next-gen graphics with HDR effects. Every object is rendered in vivid detail; fire looks fiery, electricity looks electric, and hellish cracks running through the walls look, well, hellish.
Besides looking good, objects are almost always interactive. If it’s small and light enough to pick up, you can pick it up; if it can catch on fire, you can light it on fire; if it can break, you can break it. Some objects can serve multiple purposes: fire extinguishers can put out fires or be used to smash things.
The game works very hard to keep you engaged. The inventory isn’t a separate screen—you just glance down into your coat’s pockets and you can see all of the objects in your inventory without breaking the flow of the game. There is little to no loading between stages, and autosaves are frequent enough that you don’t have to worry about quicksaving on your own.
Lastly, and perhaps most importantly for some gamers, Alone in the Dark is available on several different platforms. There are PC and Xbox 360 versions, which are developed by Eden Games, and PS2 and Wii versions developed by Hydravision Entertainment. The PS3 version is slated for a November 2008 release.
The Bad
As I said, the game appeared promising. Unfortunately, the cons just outweigh the pros. For example, the game is stunningly linear. No, I don’t expect a sandbox, GTA-style world for a survival horror game, but in Alone in the Dark you just plod through room after room in a predetermined order. Even the older Resident Evil games allowed for some exploration, but in Alone in the Dark you’re forced into a very narrow pathway with no opportunity for deviation.
Most of the rooms have, for lack of a better word, puzzles. If you need to go through a door, but your path is blocked by a flaming table, it’s likely that you have to find a fire extinguisher. Unfortunately, many of the puzzles are bizarre and downright stupid. Very early in the game, you need to bring a fire extinguisher from a lower platform to a higher one so that you can put out a fire. You can’t climb on a ledge while carrying a fire extinguisher, which I suppose is realistic. So to get it to the upper platform, you have to put it on a floorboard that’s attached to a cable which in turn is looped over a pulley. You then grab onto the opposite end of the cable, thus drawing the floorboard and fire extinguisher upwards, but the floorboard connects with some protrusion on the wall so that the inertia of the fire extinguisher propels it at angle that allows it to land on the upper platform.
My point? For a game that tries so hard to keep you engaged, having such ridiculous puzzles just pisses off the player. Even if the puzzles aren’t so contrived, they tend to fall victim to the game’s most major flaw: the movement and camera controls.
The game uses two camera styles: first-person and third-person. Unfortunately, rather than let you choose which perspective you prefer, the game requires you to use both. If you’re carrying the all-important fire extinguisher, you can only douse fires when you’re in the first-person perspective, and you can only swing it around to smash doors or bad guys if you’re in the third-person perspective.
This problem is exacerbated by the fact that the controls are in fact different in the two perspectives. In first-person, the controls are the normal FPS controls; W and S bring you forward and backward, A and D cause you to strafe, and the mouse controls the camera. In third-person, A and D make you turn, not strafe. This may sound like petty carping because you get to choose when you switch perspectives, so you should be ready for the control change… right?
Sadly, while you can switch between perspectives at will, the game will force you into third-person when you do just about about anything: pick something up, grab onto a cable, climb onto a ledge, etc. And even though you can just switch back to the first-person, you sometimes don’t want to because you won’t be able to use objects as weapons.
So why not just stay in third-person perspective and switch to first-person for the rare times you need to extinguish a fire or shoot a gun? There are two reasons. First, the third-person perspective has very limited camera controls. This wouldn’t be much of a problem except for reason two: the WASD controls are absolute, not relative to camera view. That means that when your character is facing the camera, hitting S still makes him go backwards—away from the camera. Again, this may sound like a trivial quibble, but it seems much less trivial when you can’t get your goddamn character to go where you want him to go.
Just Don’t Play It
I wish Alone in the Dark were a fun game, I really do. I wish I could write a stellar review of it and tell you to go buy it immediately. But I cannot. I cannot justify recommending this game to anyone, save, perhaps, for the lunatics at 1up who gave Beijing 2008 an A+ review.
- The graphics can be breathtaking
- A new take on inventories
- Oh fire extinguisher, how may I obtain thee?
- Of course. That made sense.




Posted by Jay
As an amateur programmer I often find myself writing bizarre and complex programs. For a while I dreamed of writing a program (in python) that would simulate European commerce and diplomacy in the Renaissance/Baroque period. In this program, I imagined, there would be AI-driven monarchs, merchants, military commanders and colonists.
Posted by Jay
I write this review with a sense of urgency. I’m writing it not simply because I enjoy writing reviews, but also out of an obligation that I, as a humanitarian, have to the rest of mankind. If you get nothing else out of this post, remember this: do not play Beijing 2008.
Posted by Jay 






