CONDEMNED (X360)
Condemned marked a notable step for the re-emergence of survival horror as the genre sought a new identity following the golden period of the late nineties. Monolith’s title is a brilliant, sometimes terrifying thriller that was one of the first to deliver a truly effective, western-influenced horror experience on consoles. You’ll find scant reference to Silent Hill or Resident Evil, The Ring or The Grudge and for once, that’s no bad thing. The developer draws from altogether more visceral affairs, citing Se7en and Saw as chief amongst its inspirations. The result was akin to a new beginning for horror games and the reach of Condemned’s influence, in the years that would follow its release, has perhaps been underplayed.
Like an exceptionally dark episode of CSI, the story sees FBI Serial Crime Unit investigator Ethan Thomas forced into pursuing a serial killer, having himself been falsely implicated in the deaths of two police officers. The game plays from a first-person perspective, with only occasional weaponry needing to be sourced from the environment or prised from the dead hands of antagonists you’ve bludgeoned.
A prime example of Condemned's excellent visual proficiency and a reminder the goons know where you are
Condemned manages somehow to marry the most potent aspects of survival horror into a cohesive whole. For starters, it caters to both jump-scares and suffocating tension, two tenets that had come to feel mutually exclusive over the previous decade. Condemned evokes moments of blind panic and creeping dread. It has a knack for making the gamer feel agoraphobic, using open areas to accentuate the feeling you’re exposed, the sense that you can’t cover all routes of attack and that your torch is unable to light far enough to be able to see the lay of the land. But at the drop of the hat, it can leave the player feeling acutely claustrophobic, keenly aware of your vulnerability in tight spaces. Inadequate, improvised weaponry feels like a last line of defence and you’re never entirely able to rule out the feeling an enemy is sneaking around behind you.
Rather than populating it with harpies, zombies and other assorted hellspawn more typically associated with these kinds of games, Condemned plays brilliantly to our fear of human aggression. Cunning, antagonistic and unpredictable foes exhibit a range of tactics, including using rooms, doorways and pillars to hide and even flank the player, meaning more than one foe at a time can be particularly dangerous. Amidst the dingy subways, squalid drug-nests and derelict buildings, the use of sound effects is masterful. Shouts, scuffles and indistinct thuds induce persistent unease and aggravation in the mind of the player. Silent Hill notwithstanding, it’s hard to think of another horror experience that makes such a nerve-shredding ordeal of its ambient effects.
Rather than populating it with harpies, zombies and other assorted hellspawn more typically associated with these kinds of games, Condemned plays brilliantly to our fear of human aggression. Cunning, antagonistic and unpredictable foes exhibit a range of tactics, including using rooms, doorways and pillars to hide and even flank the player, meaning more than one foe at a time can be particularly dangerous. Amidst the dingy subways, squalid drug-nests and derelict buildings, the use of sound effects is masterful. Shouts, scuffles and indistinct thuds induce persistent unease and aggravation in the mind of the player. Silent Hill notwithstanding, it’s hard to think of another horror experience that makes such a nerve-shredding ordeal of its ambient effects.
Condemned establishes a formula early and sticks to it. As a result, the pattern of play can become a little familiar, though it’s no less scary for it. Doors require specific weapons to break them down (such as a fire axe or a sledgehammer) and this typically means finding a goon who’s wielding one, killing them and nabbing it. There are no keys and few puzzles as such, but the heavy atmosphere is broken up now and again by the odd crime scene investigation, where Ethan employs UV lights, cameras and DNA scanners linked to his phone to try to pick through the mysteries.
The game follows this structure fairly tightly until the maddeningly threatening penultimate level, which involves following DNA trails to specific locations within a house, as they spell out a message. It’s incredibly good and there are numerous memorable levels. Bart’s Department Store is perhaps the pick of a strong bunch. As if the creepy mannequins weren’t enough, you’ll occasionally find enemies posing amongst them, leaving you checking their line-ups even as you backtrack, as they’re clever enough to hide in plain sight.
The game follows this structure fairly tightly until the maddeningly threatening penultimate level, which involves following DNA trails to specific locations within a house, as they spell out a message. It’s incredibly good and there are numerous memorable levels. Bart’s Department Store is perhaps the pick of a strong bunch. As if the creepy mannequins weren’t enough, you’ll occasionally find enemies posing amongst them, leaving you checking their line-ups even as you backtrack, as they’re clever enough to hide in plain sight.
Combat is delivered in an interesting, effective manner. Simplified and stripped back, it only heightens the sense of Ethan’s vulnerability. He can carry only one weapon at a time and, unlike the majority of survival horrors, there are very few firearms. Those you do find tend only to come with a handful of bullets or shells, meaning the onus is on calm, accurate shooting to make them count. Melee weapons similarly reward the player for maintaining composure, timing hits and parries. There’s no combo system, resulting in brief, frenzied scuffles that feel more authentic and scary as a result. Enemies rarely employ the same tactics, making for some nerve-wracking fights. Various makeshift melee weapons vary in speed and power, so using them effectively is key to Ethan’s survival.
Condemned looks excellent. That’s an understatement. It’s visuals are jaw-dropping for a launch title. Lighting is especially strong, whilst the playing spaces are packed with classy touches and unnerving effects. Some of the enemy designs are remarkably unnerving and are a country mile ahead of the character models around at the time. Little touches, like gangs marauding past frosted windows, is enormously impressive for a 2005 console release.
Condemned looks excellent. That’s an understatement. It’s visuals are jaw-dropping for a launch title. Lighting is especially strong, whilst the playing spaces are packed with classy touches and unnerving effects. Some of the enemy designs are remarkably unnerving and are a country mile ahead of the character models around at the time. Little touches, like gangs marauding past frosted windows, is enormously impressive for a 2005 console release.
Nothing breaks up the tension quite like investigating a horrific murder scene
Along the way, you’ll encounter dead birds (unquestionably one of the creepiest collectables to be found in a game) and rather more pleasantly, hidden TV sets and Xbox 360 consoles. The achievements list is a good one, especially for an early 360 release, reflecting both progress and completionism. All these years later, Condemned is still absolute class. Maybe it foregoes a little of the cerebral, all-round nature of early survival horror, but its clear Monolith committed everything to the art of scaring the player. You’ll need nerves of steel, as it delights in messing with your mind. I may not be able to sleep for a while.