The games of Warp's Kenji Eno are not to everybody's taste. The creator of titles
such as 'D' and 'Enemy Zero' likes to focus on the Survival Horror genre from
the standpoint that a good, scary tale needs time to develop - that plot contrivances
can only be avoided through good storytelling and characters you actually care
about.
From the point of view of the end-user, some feel that this approach alienates
the gamer - that not enough input is required from the player, leaving them disassociated
from the action and with nothing to do but watch, not participate. With knowledge
of these criticisms in place, Eno set out to develop a game that would retain
all the aspects he loved: intelligent plotting, exciting narrative, an atmosphere
of menace but with greater interactivity. With these aspects in mind, Warp developed
D2.
The front-end of D2 is very sparse: the logo set against a minimalist snowy
backdrop, choral singing in the background. It is all deliberately very low-key,
which seems to be Eno's design schematic. Not only are the settings very forbidding
and intense (more on these later), but the game has a rare subtlety that is
very refreshing, using only occasional bursts of a spooky refrain and the deep,
chilling voice of the wind dogging your every movement as ciphers.
D2 is set in the snow-covered Canadian hills: you play Laura, a woman who is
travelling by plane on business. During the flight, Laura strikes up a conversation
with a fellow passenger, who picks up her dropped compact mirror (a gift from
her mother). Upon retrieval, the compact begins to glow in his hand, and reveals
a picture of the outside of their plane in flight, suddenly being struck by
what appears to be a small meteor. Just as this man (who has identified himself
as 'David') is about to react, the plane is suddenly seized by a small group
of terrorists. They appear to be in the thrall of a mysterious robed figure,
chanting 'Shadow - the final destroyer' over and over as if it were a prayer.
Wasting no time, David warns Laura to stay calm and draws a gun - he is obviously
a cop - in order to try and prevent a catastrophe. As he is about to make his
move, a combination of instinct and memory causes him to grab Laura and drag
her to the rear of the plane
just as the meteor impacts against the wing.
You wake as Laura in a small wooden cabin, with no idea what has just happened,
or what these events may signify.
From this point, it is your job to investigate the desolate, mountainous location
and try to piece together why the meteor struck the plane, how to get out of
your situation and, very soon into your adventure, what is turning the locals
and crash survivors into hideously deformed monsters. This takes the form of
a 3D adventure which uses the control method of games such as Resident Evil,
but allows you full access to the environment: you rotate on your axis and 'up'
on the pad is always 'move forward', but the landscape is in full 3D. As noted
before, said landscape is part of an overall design plan: spartan and desolate,
and the appearance of any building structure or enemy is intensified in its
effect on the player by the intelligent contrasts between the barren wasteland
and the threat of violence. Similarly, the sound effects are mostly limited
to feet crunching through snowy hills and the wind hooting through the pine
trees, making the affect of a creaking door or a monster's groan even more significant
when it finally appears.
Combat is particularly unusual for this genre: when an enemy is encountered,
the view switches to the first-person. Control via the stick is limited to the
weapon you are holding only, although pressing X or B will swing you 90 degrees
to the right. You must fire at the creature's specific weakspot in order to
prevent it harming you, and there are often several attackers at once, all coming
in from different angles. It is a highly unusual approach, but one which manages
to work. You begin with an Uzi with unlimited ammo and work your way up to larger
and more dangerous weapons, so you never feel under powered. That said, all
guns have to be strategically reloaded, and the sheer number of enemies (plus
their unnerving ability to pop-up directly behind you whilst another attacks
from the front) prevents the fighting from ever becoming simplistic.
As this is a Survival Horror game there are (of course) puzzles to be solved
and, whilst the trappings surrounding these are often very attractive and well
designed, they themselves are not at all taxing. You still gain immense satisfaction
from uncovering such things as the wreckage of your downed plane and new weaponry
though, and all such discoveries are well implemented into the overall design.
It cannot be stressed how well D2 operates as an overall package - even though
the graphics have been superseded (bearing in mind the game began development
in 1997), the production values are so high and the artistry put into making
the atmosphere so considered, it succeeds perfectly in what it intends to do:
which is present a game that has an intriguing plot, plenty of twists and lots
of action whilst being thoughtfully considered and well-acted. It has to be
emphasised that the voice acting in this game is generally extremely good. As
there is so much spoken dialogue in the game, poor acting would have rendered
it useless and destroyed the effect. Thankfully, it remains constantly well
performed, and certain patches are performed in such a way as to be genuinely
disturbing and quite intense.
D2 is not to everyone's taste, as the combat is secondary to the plot, and
the plot also overrides the puzzle element. As with Kenji Eno's earlier games,
there are large stretches which still leave the player with nothing to do but
watch the cutscenes. Luckily, these are both better acted and more interesting
than those in the Metal Gear games, but many will question whether such media
is welcome in any video game to such a large degree. This said, the immersive
storyline is almost is impossible to ignore once begun: you'll find yourself
thinking and pondering on the plot and what will happen next whilst you aren't
playing, and keeps you hooked right up until the very end. All in all, D2 is
very much down to personal taste, but is a game that definitely dares to spend
more time 'thinking', in a mature fashion, about how people react in fearful
situations
and passing that feeling on to the gamer
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