Wednesday, 14 May 2025

Alone in the Dark 2 - I Am Not Amazed

Written by Andy Panthro

All work and no play makes Carnby a dull boy.
So last time I explored the start of the game, found a weird skip or alternative path, and instead chose to explore a maze. We all love mazes in adventure games don’t we? Don’t we? Uh… well nevertheless, this is the task before me. Now I’ve nothing against mapping my way through a maze, this one doesn’t even seem like the most complex one. What I dislike is the way there’s a gun-toting zombie behind every corner, not as a way to punish you for taking a wrong path, but just behind every path.

I have died so many times, and made so little progress. The zombies are far better at aiming their guns than me, and also seem to be faster on the trigger. If this were The Quick and The Dead, they are the quick and I am the dead. Did I ever mention I’m not a big fan of fast zombies? But I digress. Part of me thinks you’re supposed to just run past them, but the problem with that is some of them also seem to have useful items.

 
Look at this photograph.

From one I get a photograph, which will surely be useful in a puzzle at some point. Around another corner there is a large slab on the floor that looks like a playing card, with a single red diamond in the centre, next to it lies a piece of rope. Another zombie drops a flash (for health) and more ammunition (30 bullets for the tommy gun). This does little help against the onslaught of enemies, but I do find a corresponding area with four playing card slabs next to one another, one for each suit.


As you might expect, stepping on them opens a pit, but purely by accident I step on the diamond one first and this was the correct one. Unfortunately I decide to go back up, because I know I didn’t pick up all the items I need, knowing that in between deaths I saw a hook and a book, possibly dropped by enemies, but at this point I’m unsure. I have been trying to map, but the changing perspectives do make this a touch difficult. If I could clear out the enemies, I could more easily find my way around and make sure I’m not missing anything.

Ace in the hole.

I restore my save again, and continue to try. I suppose given I can save as often as I like, I can just save scum my way through this. This is not really a satisfying way to play any game, and I really dislike having to do it, especially for a game that should not require it. Upon my reload, I slowly but surely try and take out the enemies as I go, as best I can. I collect the rope, I collect the photograph and I collect the book. Turns out the book is about “shorty leg”, the peg-legged ship's surgeon on the Jolly Roger. This is the exact same book I found using the weird shortcut last time, which took me beneath the mansion.

I manage to barely finish off the various gun-toting zombies in the maze, and also find a weird looking statue half covered in hedge next to a demonic face that randomly appears also in the hedge (other than being spooky I have no idea what purpose this serves). Upon making my way towards the end, I find the same four playing cards on the ground again. This time I check the others, they all result in my instant death from electrocution? A bad zapping sound plays anyway and I die. Stepping on the right one, the diamond, leads down into some tunnels. I am close to death, but I do have ammunition, so hopefully this is more of a puzzle section and I can recover a bit before the next fighting section.

Probably just pareidolia.

Down in the tunnels, there are two pathways. The first one leads to a locked trap door, and a healing flask (which I drink). The other has a pirate ghost, who dies in one hit, a torn notebook that I cannot read, and a chest that I cannot open. Stuck for ideas, I move the chest around and this causes a strange altar to rise from the floor. A purple ghost attacks me, and I dispatch it with some quick punches. It drops a pirate sword. The pirate ghost looked like he was holding a tankard, whereas the purple ghost didn’t look humanoid in the slightest, so I assume they are unrelated, but why the pirate sword? This rusty looking cutlass might be an interesting puzzle piece, like for example in the previous game where you had to duel a pirate, or it could just be a random weapon. We shall see.

 

Underneath the chest, that I still cannot open, there was a playing card. Upon inspection it is a metallic jack of diamonds. Not entirely sure of the relevance of that either. I find myself yet again at a bit of a dead end, hopefully now I have the tools to get somewhere else in this place. I think I found the hook outside of this little underground area, and I combine it with the rope (“use” on the rope does this automatically).

A purple apparition appears.
I go back up the ladder, and explore further in the maze. Around another corner is another gun toting zombie, and the first time I die, but on a reload I remembered I had a health flask which helped. This zombie dropped another health flask, so I drank that one too. While doing a little cursory research on the game, I found out that there’s no upper health limit, so you can just drink every health flask as soon as you get it and the number just goes up. It is a funny mechanic though, they look like the sort of hip flask that would have whiskey or something in them, so I can only imagine how drunk Carnby is right now.
The hedge maze fights back.
Unfortunately my exploration comes to a halt when I meet a couple of swinging branches in my path. Punching or kicking does nothing and tells me as much, the sword seems to hit the branches but they do a hell of a lot of damage and I cannot hit them quick enough. A couple of reloads later I manage to figure out a good place to stand and hit them, and chopping them down breaks the pirate sword. Hope I didn’t need that later!
Carnby tough-talking a corpse.
Of course around the next corner a zombie with a gun shoots me dead. OK, let's do this again, chop the branches and this time be ready for the ambush. This time I manage OK, this guy seems to have a peg leg so I wonder if this is the fabled “shorty leg” from the book, the pirate cook. At the end of this section of the maze is a crypt, which I recognise from the photograph I found earlier. The only difference between the one standing before me and the photograph, is that the arm of the pirate is pointing a little too high. Using the hook and rope, I can lever this down and open the crypt door, which leads me down below.
This is actually a lovely little animation of Carnby grappling the arm.
Carnby descends down the ladder into the underground area, before stumbling and rolling down, losing his weapons. Turns out I have found myself in the exact same place as I did earlier, although now presumably by the “proper” route. This time I have more items on me though, I wonder if that will be helpful in future or did I miss something that I could have done beforehand? We shall find out as we progress.
Striker’s body is just oddly left here.
The narrow plank across these stone walkways is awkward and at least once I lose my footing, but along the way I gather the crank and paper bag that are for some reason on the ground here. Usually an adventure game will put relevant items in some sort of reasonable context, but here they tend to be strewn about with little care except that they will be useful in future puzzles. At the end of the walkway is a locked door, and the body of our friend Striker. Next to him lies a pipe cleaner and a torn notebook, the other half of which I recovered earlier. This fills in a little of the plot that we should already know, and is a good point to end for now.
There has been so little reading so far, I hope that improves

14 comments:

  1. my thoughts as always:

    I'm not sure what's the correct way to guess the ace of diamonds slab "puzzle". There's some references to the card I think in the manual ? or the feelies that came with the game. Or maybe it doesn't and I'm misremembering. What I can tell you is that the original release had copy protection in the form of a stack of cards with holes where you had to match them in some way, impossible to photocopy without destroying the cards or the way they were attached in some way.

    Background animations in these games are just a step up from the first game, and I think they are there 100% for ambience.

    Also very bad feedback for that ghost that you can punch (or kick) to death, in the first game it was impossible to target the ghosts, like the dancers or the ghost in the sofa. But here, it's fair game for some reason.

    Now that I think about it, this must be the record for the fastest maze game time to appear in the history of adventure games. I can't think of any other game (at least from the late 80s forward) that has a maze so quick. They generally reserve them for mid to late game, where they are running out of time/budget and they need to pad whatever is left.

    Guess you haven't met the Peter Griffin zombie in the maze or you just killed him without further consideration.

    The maze btw, always feels me with angst with unseen zombies yelling "Hey you", and then bang bang bang, you start to get murdered and you not always see from where. Not sure why these zombies talk, again, the ones from the original game didn't.

    PS: Is the post changing font style in the middle of it ?

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    1. Yeah, several paragraphs are marked as `style="font-size: small;"` in the HTML

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    2. Wow, I really screwed up somehow putting this one on the blog, in ways that somehow managed to break how the regular editor displays sizes. Let me know if there's still anything broken about it.

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    3. There's a part of the hedge maze that has a slab with the ace of diamonds on it, which is how you know which one to step on. I thought I'd mentioned it in the post, but I was getting quite frustrated at the game when playing and writing about this part of the game, as you might be able to tell!

      I mention both ghosts in the tunnel section (I called it the "pirate ghost", but yes it does look like peter griffin), but yes having a purple ghost that dies to regular attacks is very weird compared to the first game. This game is much more "shoot first, ask questions later".

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    4. You *do* mention the lone ace of diamonds in the text, just after the photograph.

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    5. I have also went in and check the font sizing, it should be good now. I cannot, however, fix the coloring for those people who read in a dark-theme feed reader instead of the web page. It would likely require removing and replacing large sections of the text.

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  2. I hated the maze, and I'm still not sure if the skip was put in as an intentional way to skip it, or to give QA testers a way to not deal with it on every playthrough. In any case, I do remember the game getting better once you're past the underground area, though it is unquestionably an action game much more so than the first one, and the fixed camera was done so much better in later games (specifically Resident Evil) which did such a better job at positioning enemies out of sight of the camera intentionally. (Sound is a must-have in these games)

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    1. I feel like from experience the issue that Alone in the Dark has is that where the gun aims is not quite obvious and you don't get a lot of spare ammo. In Resident Evil, it's easier to figure out where the gun is pointing at and unless you aren't good at the game, you'll probably have enough spare ammo to take out any enemies you decide to take out.

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  3. I'd observe my own experience that the maze isn't quite as bad as expected, you just need to figure where to aim the gun properly. But...I am someone who can knife a hunter to death in Resident Evil and I can manage the melee combat in Highlander - Last of the MacLeods, so I'm not the average person at survival horror games.

    I just realized that the jack of diamonds is supposed to be a hint for the card puzzle...but when you have only four options brute force is very appealing.

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  4. https://arstechnica.com/gaming/2025/05/sierra-made-the-games-of-my-childhood-are-they-still-fun-to-play/

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    1. This was a fun read that came to the conclusion I expected: these games are only enjoyable if you grew up playing them. Space Quest 2 was my childhood favourite from that series too.

      Notably though, he focused only on the text parser era which we can all recognise has dated much more than point-&-click.

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    2. Of course. Also about games that had "unreasonable" deaths and design choices some people claim were to stretch out gameplay.

      But I've never understood why these same people don't have a problem with all the other genres where you have to restart non-stop because death is also around every corner, like an RPG or an arcade title or anything else. Or the repetition in some of those games to build up supplies or level up. How is that different than walking from screen to screen?

      I suppose a big part of it is, I have no interest in playing a multiplayer game, and that's where the industry went. Sierra pretended that adventure games were a family activity, but how true was that for anyone over the age of 8?

      But they are willing to put up with those inconveniences in a multiplayer game.

      [end rant ]

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  5. https://www.gematsu.com/2025/05/syberia-remastered-announced-for-ps5-xbox-series-and-pc

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    1. I was about to respond and say "what a beautiful game, it doesn't need a remake" but then I realized... hey, it's almost 25 years old? Wow.

      The cheapskate in me won't buy this (because I still own the original) but I hope others get exposed to this beautiful game.

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