Alone in the Dark: Illumination

Alone in the Dark: Illumination

released on Jun 12, 2015

Alone in the Dark: Illumination

released on Jun 12, 2015

A darkness has fallen over the town of Lorwich. Monstrous hordes emerge from beyond the realm of nightmares to sow chaos on the land. As one of four heroes, you must battle the minions of the old ones with the force of arms, and the power of illumination. Inspired by the writing of H.P. Lovecraft, Atari’s Alone in the Dark series is recognized as the “Father of the Survival Horror Genre”. Alone in the Dark: Illumination explores this dark legacy in a terrifying action-horror experience. Battle through dynamic environments filled with bloodthirsty beasts. Build your party as you rescue your companions including the Witch, Engineer and Priest, each with a unique set of special abilities and weapons. Danger lurks in every shadow. While your friends may help, at the end of the night you are always Alone in the Dark.


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I think it’s very funny how people claim this game killed Alone in the Dark. As if the franchise was thriving before this game threw all its momentum away. As if the franchise had an absolutely stellar reputation before this particular blight did it in. As if Alone in the Dark is even that much of a franchise at all, and not merely a dead IP from the 90s, occasionally defibrillated to cash in on its claim to fame of being ‘the very first survival horror.’ What originally set the stage for its genre — listed as a direct influence for 1996’s Resident Evil — has long since become an amalgamation of whatever trends happen to be most profitable at the time, each game past Alone in the Dark 3 being some sort of attempted reboot released ~8 years after the previous attempted reboot, doing its best to imitate whatever the newest Resident Evil is doing. Even the original trilogy wasn’t necessarily immune to changing up its approach: Alone in the Dark 2 is far more action-oriented than its predecessor ever was, for better or worse, and as a whole both 2 and 3 steer away from active horror, feeling more like Indiana Jones-esque romps which just so happen to have zombie ghosts as enemies. To say that Alone in the Dark: Illumination ‘killed’ or ‘betrayed’ the franchise — as most coverage of the game seems to — to me, is mostly an indication that you don’t know as much about the series as you say you do. This isn’t some sudden sellout. This one’s just… a bit more blatant about it. And a bit easier of a punching bag. Like, yeah, this game is dogshit, who could’ve guessed by the Metacritic score of 19, but unlike, say Alone in the Dark (2008), which is at least audacious in its baffling decisions and incredible dialogue, Illumination doesn’t even feel like it was even trying. And, frankly, that’s what truly damns it.

This time, the Alone in the Dark series has been re-imagined as a co-op zombie shooter, a la Left 4 Dead or Resident Evil 6. You get in a game with up to three of your friends, you each play different characters with different skillsets, and you barrel through legions of eldritch forces, solving…… ““puzzles”” to clear a path to the end of the campaign. What distinguishes this game most from its influences, however, is the genre crossover at play: not only is it a co-op zombie shooter, but it’s also a Unity Store asset flip. You know those random Steam Greenlight-looking games that look like shit, look like they play like shit, and always seem to top some publication or YouTuber’s year-end worst list because they’re easy enough targets not to make anybody actually mad they were called the worst game of the year? Yeah, Atari looked at those and decided they were gonna make one of their own.

And god, did they succeed.

Imagine Left 4 Dead except it sucks. Zombies (or, well, “The Creatures of Darkness”) spawn in wherever they feel like, often appearing right next to you without you even realizing it because there are no noises or feedback or anything that’ll let you know where they are aside from physically being able to see them. The core mechanic is that you light up things around the level to drastically reduce enemy defences, and, like, that mechanic is functional, I guess, but when you’re not in the light it’s impossible to tell if I’m even doing anything. Like, I can empty a full SMG clip into their face and they’ll be still standing and I have no idea whether I did damage or not because enemy health is high and there’s no feedback on anything you do to them. Several points where I was fighting this game’s equivalent of a tank, with an upgrade that let me circumvent the ‘enemies need to be in light to take full damage’ and I just had no idea whether they still needed to be in the light for me to hurt them because I was running out of ammo and they didn’t seem any more damaged than they were at the start.

It’s not just the combat that sucks, either: running is tied to this awful stamina system that runs out so quickly and then takes forever to come back, resulting in this loop where you’re stopping and starting, desperately trying to get to wherever you need to go yet at the same time constantly slowing to a total crawl. There’s virtually no diversity in objectives, it’s either fight through a stupid maze or collect [x key item] or go collect [x key item] in a stupid maze. The game is inconsistent about enemy density: a lot of the time it’ll flood you with dudes from the get-go, kill nearly your whole party, and then you’ll go the entire level barely encountering anything else. It also spawns roughly the same amount of enemies no matter how many people are playing, so unless you pick the easiest difficulties it’s almost impossible to do anything doing the game singleplayer. And this presumes that the game chooses to work: that everything goes as intended, that some objective doesn’t break, that the platform you need to jump onto has a visible model, that the explosive you just armed actually bothers to explode, that the game doesn’t suddenly change up how you pick up items for one level, causing you and your party to think the game has bugged out and left you unable to pick up a thing you need to progress. Getting through this game is partially about changing variables until you find a combination that doesn’t softlock you.

I’m going to use the very second level as an example here: me and my friends start the level, we go down an elevator only for it to break, our first objective being to fix it. We’re made to get three batteries. The level only spawns in two. We play for a bit before we proceed to realize the level isn’t actually winnable in this state, so we switch to easy difficulty. The good news: the level actually spawns in all the things we need to pass it. The bad news: sometimes when you put a battery into the machine the game just eats it, taking it from your inventory but then not proceeding to actually advance the objective. We think it’s a problem where we’re placing a battery where there already is a battery, but no, the game’s just broken. We brute force it, and no matter what we always get one battery eaten, and we can’t pass the section. I then switch to doing it singleplayer… and it works fine. I get the batteries with no problem, and after several more sections of having to find [x collectable] in a maze (including one where I have to find a battery that’s just… plopped on the ground right in front of me, right by the thing I need to put it into) I clear the level. I save the run. Me and my friends can go through the rest of the campaign, for better or worse.

Again, that was only the second level. And that’s a glitch, obvious from the outset, that makes progressing through the game impossible without a workaround. Of the game's three main campaigns, only one is possible to clear all the way through in the game’s multiplayer mode. You can tell they really put their care into this game.

There are four main characters you can choose between — and, by extension, four classes you can pick, defined by the weapons and special skills each given to them. The Hunter’s unique mechanic is that he’s limited by ammo constraints. The game intends for him to be The Guns Guy, yet it’s him who must scrounge for ammo while The Engineer and The Priest just get… infinite ammo on their weapons? For the Engineer, that infinite ammo gun is meant to be secondary to their ability to scavenge resources to put mines on the ground… but even if you actually get an enemy to step on them they do jack shit. At the very least, they have an infinite ammo sidearm that’s considerably more useful… but then, as what happened to my friend, sometimes the game just glitches out and doesn’t let you use said gun, forcing you into laying endless mines, all next to each other, in hopes that maybe they’ll actually do something. Priest… man I don’t even know what Priest even does. They have an infinite ammo sidearm just like Engineer but then also sometimes they erupt in a bright flash of light which doesn’t seem to do anything to enemies but sure does make it so that nobody on the team can fucking see anything for the next few seconds. The Witch… oh man. In lieu of traditional weapons, the Witch can instead enchant a light source to do DoT to any enemies in it (useless) or fire a lightning bolt at enemies to fry them. This is limited by both cast time and mana: if you run out of mana, no more spells unless you happen to find a crystal ball to get it all back instantly, or wait for the manual recharge of one mana every five seconds.

It takes ten mana to cast a lightning bolt.

What usually happens to the Witch is this: once the initial volley floods you with enemies, you immediately use up all your mana only for that to merely be a dent in the horde. With nothing else to protect you, you’re near-completely defenseless as the horde proceeds to mob you to death. Theoretically, levelling up will increase your mana recharge/improve your quality of life, but beyond the rather small gains levelling up gives you, you often die so early without party intervention (and the other party members usually have their own drama to deal with) that you don’t gain nearly enough EXP to level up. And even should you survive that opening volley it’s not like you’re not a liability: I was Hunter, my friend was Witch during… this game’s equivalent of a campaign finale, and literally I had to run around, scrounge for ammo, kill the enemies who dropped the items I needed to then be able to damage the boss… while all my Witch buddy could do was superficially shoot lightning bolts and hope that maybe those did damage. Playing Witch is a catch-22 at its core: you start without anything that’ll truly help you contribute to the team and survive the campaign without gaining a couple of levels first, but then because EXP is based on killing enemies/surviving the campaign you don’t actually get the stuff that’ll help you contribute to the team. All the classes (bar Priest) are to some degree pretty borked, pretty counterintuitive, pretty not amazing to play, but man, the design ethos behind playing the Witch is truly something special.

The online, as expected, does not quite work wonders. Admittedly I could be the problem here: I’m Australian, and was primarily playing with Americans/a Norwegian, but even then this is more a “these are funny things that happened” footnote than something I’m honestly gonna fault the game for. The netcode is rough: fatal errors abound, sometimes from being dead too long, sometimes because the game’s just being a Gemini. While my Norwegian friend managed to stick around for most of the first campaign, from the second campaign on it honestly became a bit of a race to see how long we could last before the game eventually took him from us, like a leaf on the wind. One of my other friends pretty consistently got stuck on things and had to wriggle himself out. On one of my other other friends ends I went through some real shit: at one point one of the not!Tanks knocked me down, but on said friend’s end I never got back up, and I was picking up batteries and shooting enemies while sliding across the floor. After a certain point in the campaign I’d randomly inherit the Engineer’s ability to see the auras of light sources all the way across the map upon their death. One time, after they died, they randomly got to free-roam the map and went so high into the skybox they saw God and crashed the game for everybody Another time I guess I just jumped weirdly and after that point was stuck in the falling animation, this expression perpetually stuck on my face. That wasn’t just a thing on my friend’s end, either, oftentimes people would jump weirdly and then just start floating off the ground, nyooming around at the speed of slow. As a whole, when the game wasn’t softlocking or denying progress or doing the things that otherwise made playing it rather intolerable, it was at least rather funny to see the trashfire in motion.

Ultimately… I think, perhaps, talking this much about what makes Alone in the Dark: Illumination rather awful is a bit of a needless endeavour — I feel like the virgin wojak going on for paragraphs and paragraphs while the chad just goes ‘this shit sucks.’ But frankly, I’m just amazed at what’s on display here. I really got the brainworms just playing through it, and honestly just trying to gather my thoughts and write up on everything I wanted to talk about was a ton of fun. This might just be a cash-grab asset flip — or maybe even some attempt to hold onto the IP; like how they kept making Hellraiser sequels just so Clive Barker wouldn’t get the rights back — and it might be a dogshit Left 4 Dead clone, but there’s a difference between knowing something is bad and knowing just how it falls short. And honestly, this was bad in much more interesting ways than I was led to believe going in. From the borked, buggy gameplay and netcode, from how I legitimately had to fight the game just so I and my party could progress, from how none of the characters you can play work the way they’re supposed to, from how the game honest-to-god has a “A Winner Is You!”-type ending in fucking 2015, Alone in the Dark: Illumination is a gem. So much so we have to throw it back down the mineshaft. 1/10.

Probabilmente una delle cose più brutte di cui abbia mai fatto esperienza

If you ever see this game marked as "played" on anyone's account
Just know - that was the darkest period in their lives

"The only connection Alone in the Dark: Illumination has to its cosmic horror roots is that its entire existance is an unintelligible abomination. The only praises I can give the game is that it’s at least free from microtransactions and made the other lesser entries in the series look like masterpieces in comparison. The game proudly boasts that the Alone in the Dark saga will continue in its final splash screen, which I find impossible considering Atari and pals have made a damn good job at killing it and burying its corpse six feet under with this entry. This is one of the worst games I’ve ever seen released by a big name publisher.

I hate this game."

Full Review: https://andrearitsu.com/2015/10/24/alone-in-the-dark-illumination-review/