Tuesday, 18 March 2025

Game 158: Alone in the Dark 2 (1993) - Introduction

 Written by Andy Panthro


The first Alone in the Dark game has a special place in my heart, with its blend of action, adventure and Lovecraftian horror it birthed an entire genre. For the majority of that game, your protagonist is slow, thoughtful and must use their brain to overcome the challenges of the house of horrors they find themselves in.

Somehow Gordon Ramsey has been here for a century!

Jack in the Dark, which I covered before Christmas, continues in this vein. A young girl trapped in a spooky toy shop, having to use her wits and the items she finds to rescue Santa Claus. It is holiday themed, and so less threatening and more lighthearted, but the creepy toys and being set during Halloween fit with the themes of the series.

 


Just over 100 years ago


So perhaps you might expect another horror-themed puzzler, with a bit of action thrown in there for some added jeopardy. Perhaps you might expect it to set the scene in a similar way to the first game, giving you a slow, creepy introduction to the mysterious and haunted location we find ourselves in this time.


This looks extremely unsafe, I think I’d rather fight the zombies


Not quite this time. The game introduction begins by telling us it is the 22nd of December 1924 (If only I had time to write this back in December! Could have lined this up for exactly a century later!). The music is upbeat and quite a change from the tone of the previous game.


The creepy doll lies motionless on the floor


We see an older man, who yet seems to be quite athletic, climb over a hedgerow avoiding a zombie with a tommy gun. He makes his way to a large house, where he acrobatically clambers across the outside of the house, making his way towards a broken window.


Grace Saunders, hoping to be rescued


Inside this room we see a bed with a small girl on it, and a horrible looking puppet on the floor. As the man heads inside, he makes his way towards the girl presumably with the intention of rescuing her. She seems to recognise him, and smiles. Those of us that played Jack in the Dark will recognise the girl as Grace, from that game.


Elvira, is that you?


However at the same time, we see a brief flash of a spooky lady in some sort of crypt, and the creepy doll slowly sneaking up behind the older man. Predictably, this leads to the man being strangled from behind, the doll looking extra creepy with its clown-like appearance and huge grinning mouth.


Even worse in close-up

The spooky goth lady enters the room, the creepy doll disappears, and we know that Grace is still in trouble.


This kid is gonna need a lot of therapy after this


We cut to a bit of backstory, our private detective hero from the first game (if you chose him over Emily Hartwood, anyway) has received a telegram, and must make his way to Hell’s Kitchen, California. Wait, I thought Hell’s Kitchen was in New York City? Anyway, he has been informed of Grace Saunder’s kidnapping, and makes his way to the same place we just saw a man get murdered by a clown doll.


A pirate I was meant to be, trim the sails and roam the sea!


We follow with the opening credits, full of beautifully painted pictures of scenes of a pirate ship. This is to communicate to the player about One-Eyed Jack I suppose, you could be forgiven at this stage for being completely unaware that this is a pirate themed game, and not a more general horror themed one. Or perhaps a gambling den, given Twin Peaks, which was being broadcast at the same time as this game was released, had its own “One-Eyed Jack’s” casino.


“Hell’s Kitchen is cursed” Daredevil: Born Again streaming now!


The wrong sort of Jack with one eye (Twin Peaks, 1991)


This is where the action-movie feeling really ramps up, Carnby arrives two days later by yellow cab, before dropping a satchel in front of the main gate. As he runs away towards the camera, we all know what’s going to happen and a huge explosion blows the gates apart, as the title card flashes up on screen.


A quite impressive explosion


After the title card, we are finally in control. The zombie guard slowly picks itself up off the ground, and to get some practice in, I give it a bit of a kick. The animations for Carnby have evolved somewhat, his punches and kicks have a little bit more of a snap of speed, he’s obviously been working on his martial arts in between games.



I do get shot a little before the zombie goes down, but the creature does leave in his wake the tommy gun it was using, as well as ammunition and a flask of liquid. Given that it is now (in game) Christmas eve, I suppose all that leaves me to say is: “Now I have a machine gun, Ho-Ho-Ho” 


15 comments:

  1. Everything that the first game got right, the sequel gets it wrong. I tried it once or twice back in the day, but the difficulty of the first minutes of the game made me quit very fast. I didnt even get into the house. I suppose that the absence of the lead designer of the first game is responsible of the shift of tone, mood and atmosphere between both games. I can't remember how the first one scored in the pissed system, I'm gonna guess 50 for this one

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    1. yeah the combat has me worried, it wasn't the best part of the first game and I hope I don't get stuck on this one.

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    2. I don't remember exactly at what point Raynal quit, but he had some influence on the direction this game took, at the very least the general idea and the house were his. The combat, meanwhile was the producer's addition, who of course was responsible for all the good things in AitD1. ;)

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  2. this is a classic.

    Upbeat, and weird, sure .. but that intro with the detective guy climbing all over the mansion was top notch back in 1993. I still remember getting this game as a gift, with that damn copy protection cards.

    Btw, which version are you playing ? CD or original Floppies (9 discs if I remember correctly) ? CD version adds a completely new scene around 70% of the game, that tries to explain what happened in an abrupt transition. And they also added voice acting to all books, as well as red book audio for music.

    Expect difficulty spikes, nonsensical puzzles, and bad direction. But it's still a classic I played tons of times.

    I will guess a score of 62.

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    1. it's the version from GOG.com, so I assume it's the CD version!

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  3. I recall that the trident puzzle had a timing issue on modern systems, I am curious to see if that's still a problem with the new ways people play old games.

    All the themes this game taps are really like taking a fistful of crayons to spice up your drawing with bold colour, then you scribble them all on top of each other and get brown. By the time I got to the (SPOILER?) zombie-gangster-pirate-ninja, the shark had well been jumped.

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    1. pretty sure the issues dont exist in dosbox

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    2. I don't remember anything like that when I played it in DOSbox a few years ago. As to the themes, maybe, but that's not unusual for this series, because it all comes back to that, even in the original.

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  4. Let's go with 51. Leo and Rowan have me a little scared with their comments, so I don't think this will reach the heights of the predecessor.

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  5. It's been decades since I last played this, but my memory is telling me this was a better game than the first - or at least a more interesting one. However, the stronger focus on combat likely means it won't score as well with the PISSED system. I'll guess 44.

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  6. I'll guess a 47.

    If the combat becomes difficult, I remember using mainly the kick because, with the right timing, it had enough reach to hit the enemies without them being able to retaliate. Also, don't be afraid to use firearms if you're unable to win fights with melee attacks only (do not worry too much about conserving ammo).

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  7. I'll go for 56. The 3D models are already looking a lot better already, they may be a bit brightly coloured but at least I can clearly see what they are supposed to be and be doing.

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  8. Hmm, let's say 53.

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