Reviews from

in the past


Game looks gorgeous. But level design isnt that good. Sometimes its disorienting, sometimes its too linear. Puzzles could be pain in the ass as well. However the credit song is a banger

Eu joguei esse jogo dublado, e sério.... A interação entre Aline e Carnby são magníficas! São feitos um para o outro kkkkkkk

The original Alone in the Dark, while certainly not the first survival horror, planted the seeds for which the genre would soon flourish. The story goes that it served as direct inspiration for the original Resident Evil, which would then define and popularize what survival horror was and would be for the next few years. Where, then, does that leave Alone in the Dark, having not had another release since the underperformance of Alone in the Dark 3? Reinvigorated, apparently. The success of Resident Evil brought forward a slew of other studios trying their hand at survival horror, one amongst their number Infogrames, the original developers for Alone in the Dark, who hired developer Darkworks to capitalize on its status of fathering many of the things that Resident Evil went on to popularize. This… was loosely a double-edged sword, however. While it is true that many particular aspects — the mansion setting, giving their player a choice of two different campaigns to go through — were things originally devised by Infogrames, Alone in the Dark: The New Nightmare ends up feeling more like Resident Evil than any of its survival horror contemporaries, and in some ways feels like an imitation: a comparison that does not lend New Nightmare any particular favours.

New Nightmare imagines itself a reboot of the original Alone in the Dark, and as part of that, reimagines the series for the (at-the-time) modern day. You have the choice of playing as either Aline Cedrac, a young university professor searching for her missing father (a spiritual successor to the original Alone in the Dark’s female PC, Emily Hartwood), and Edward Carnby, a private investigator and possible descendant of the Carnby you played in the three AitD games preceding. When Carnby’s close friend winds up dead after attempting to investigate mysterious goings on at Shadow Island. Teaming up with Aline to investigate, their attempt at approaching the island is foiled as their plane crashes, leaving both separated as it soon becomes clear there are dangerous forces on Shadow Island. Regardless of whether you're Aline or Carnby, it’s up to whoever you pick to reunite yourself with the other character, find out the goings on of the island, and try and stop the Morton family, and their attempts to bring about the... "World of Darkness (c)."

The game does a decent job of making both these campaigns feel distinct from each other. While it doesn’t particularly matter doing both, or which one you do first — ala Resident Evil 2’s Leon/Claire A/B routes — the game you play is considerably different depending on who you choose to play as in the beginning. Each character takes a separate path through the game, does different things at different times, and goes through whole areas the other player character doesn’t, up to the point where both main characters have different final areas and bosses. Playing as Carnby hews a bit closer to your traditional survival horror experience: you’re given ammo from the start, you’re able to scrounge for resources, you must solve puzzles and fight increasingly tough enemies in order to find your way out. Aline, however… plays loosely like a proto ObsCure. Emphasis on loosely: because she’s a woman Aline doesn’t get to start with weapons like Carnby does, and instead must use her flashlight to repel monsters, either to kill them directly, get enough distance for you to get out of the room, or for you to find the lightswitch and instantly kill everything in the room. It’s… rather clunky in execution (and the game does go back to familiar survival horror tropes after a certain point, giving you weapons and pitting you against a Nemesis-like recurring boss) but I love there’s a concerted effort into making both characters feel different to play. Really works to add replay value (even if I was rather ready to call it quits once I’d gotten a cursory taste for how Aline played like), and it makes those moments of slight intersection — meeting the other character face to face, having them radio you what you need to do — a little bit potent, making you curious about what's going on in the other side of the story.

It’s a bit of a pity, otherwise, that this game doesn’t particularly iterate much on the formula it takes from. Or even particularly feel like its own thing. If you’ve played the original Resident Evil... you haven’t quite played Alone in the Dark: The New Nightmare, but you’re certainly not playing anything you haven’t played before. Again, it could merely be a consequence of how the original Resident Evil took inspiration from Alone in the Dark — and how any subsequent attempt to make a new Alone in the Dark would then provoke comparisons — but I think the real problem is that anything it does to stand out does not stand out for the better. Aline’s flashlight combat immediately shows how clunky it feels to use: feeling visually unclear whether your flashlight is damaging the enemy or merely forcing it to move, having to hold the flashlight in place for a long time before it kills the enemy/pushes it back far enough to matter, and enemies having long enough range that they can attack you from halfway across the room the moment you dare move the flashlight off them. Carnby (or even Aline, once she gets methods of fighting back) doesn’t fare much better: enemies freely, constantly respawn upon you killing them, which… is loosely horrible juxtaposed to the limited resources you’re capable of picking up. It’s never worth killing anything you theoretically could avoid, given they’ll come back the moment you re-enter the room, and eventually most rooms become flooded by enemies you’re just constantly running from. You have more ammo than you need to be able to get through everything, sure, but it doesn’t stop combat from feeling mostly irritating: fighting the same enemies again after going in and out of a room, getting hit an enemy spawned right in front of you when you entered a room, having to backtrack and having to duck and weave around every enemy on your way there and back.

There are other things that bog the experience down. The game goes rather overboard with its background lore: while previous Alone in the Dark games (and survival horror as a genre) were fond of their diary entries explaining the background lore, it never went quite so far as to give you any that was nearly 50 pages long. Nor do they ever tend to give three 15+ page diaries one right after the other. The game is kind enough to highlight any information you actually need to progress through the game but I feel like if the goal was for the player to understand the grander picture of what went on in the past that particular approach feels rather counterintuitive: if the player (especially someone who… rather struggles to learn via merely reading the information, like me) isn’t immediately compelled to skip it all under the sheer weight of how much there is to read, it’s rather difficult to retain anything in particular when it’s all dropped on you at once, and when it’s all in the midst of so many other things. The game feels… quite buggy and unfinished in places: there’s a boss I faced with Carnby, who, because I had happened to save in a specific room, would not go through its death animation upon reaching 0 HP unless you hit it during a certain part of its pattern, which caused me, at least, to reload the fight several times wondering what exactly I was doing wrong (not helped by the rather specific/non-indicative way of actually doing damage to it). The final area… is aesthetically interesting in how it jumps between several different biomes and inspirations, but is a total slog to play: throwing endless respawning enemies in your face as you wander through constant mazes all while you think ‘okay, this has gone on long enough, maybe the end is somewhat soon’ right before it gives you another maze for you to find the exit to. It’s mitigated, partially, because it gives you a gun that obliterates everything it comes in contact with and respawns ammo for it everywhere, but it’s rather clear just by spending what felt like a full hour inside it that it doesn’t feel quite as polished as the previous two acts of the game, and as a finale… is certainly the weakest point of the game.

Overall… this is honestly rather complicated to talk about. While I certainly do like the way the game utilizes its choice between which character you play as (and, in addition, what campaign you go through), it’s a bit hard to talk about how the game mostly… just feels like I’m playing a knockoff Resident Evil. Most of what it does competently is something I feel other games of the time did well, and the things that do differentiate itself from the pack… aren’t exactly fantastic. As a game meant to revive Alone in the Dark as a big name for the horror genre (the credits outright say “Edward Carnby will return”), The New Nightmare feels like a thing of the past compared to its contemporaries, and perhaps not the boost needed to bring the series into the modern day. 5/10. And while Darkworks’ attempts at a direct followup eventually became something else entirely, Edward Carnby did, eventually, return… for better or worse…

+ ALINE
+ matar animais
+ Cenários/Gráficos
+ Jumpscare bem posicionados
- OST fraca e esquesita (num lado ruim do termo esquesita)
- Muito texto
- CARNBY
- final broxa

Gostei muito do jogo, mas fiquei perdido inúmeras vezes sem saber o que fazer para progredir na história (Talvez seja incompetência minha). Sobre a Gameplay, ela é muito travada com essa movimentação de tanque, mas eu relevo esse ponto porque na época era normal esse tipo de jogabilidade. Os gráficos são relativamente bonitos, principalmente no PS2, e o áudio estava aceitável. O que eu senti falta no jogo foi de mais variedade de inimigos, e eu gostei muito do jogador poder escolher entre jogar com Kenneby (Não tenho certeza se é assim que se escreve) ou a Aline. Em resumo é um bom jogo se você não liga para as limitações da época.


Saw heaps of potential in this game tbh, but just like most other RE clones the further you get in you start to realize it's just we have RE at home.

Con este juego siento que tuve una mala experiencia, pero principalmente porque no lo jugué todo de un tirón. El primer CD lo jugué completo, lo pause por unos meses, y luego seguí con el CD 2, el cual me pareció mucho menos interesante que el primero, también sentí que el juego podría haber terminado mucho antes. le doy esta nota principalmente porque disfrute mucho la primera parte. Recomiendo tener paciencia con este juego si quieren comenzarlo sin haber jugado ningún otro Alone in the Dark

Fuck you for that jumpscare in the opening near the gate

Clone de RE1 a demi-jouable, expérience a tenté a ses risque et périls

Pretty nice looking Resident Evil clone from PS1 era. I am surprised this was not actually painful to play.

The visuals sometimes are just silly. Enemy designs include hedgehogs, cucumbers and chest busters from Alien. Guns are also weird, we have plasma cannon, railgun and electric pistol in pretty much real life setting.

Plot is at a level of Resident Evil, so it's better not to talk about it. For some reason though, it feels like three different people were writing script by shifts. More noticeable it is with a main girl character, who gets thrown from one mood wall to another in matter of minutes.

Gameplay and puzzle wise this game is not that special, although there are some cheeky riddles here and there.

Overall I think it's not that bad, standing in the middle of absolute garbage and okayish game, especially considering other survival horrors out there.

All of it was said about Aileen campaign. Do not even attempt to play through Carnby plot line. It feels like it was thrown together in a weekend by a janitor and barista and can actually scar you for life.

Alone in the Dark heavily inspired Resident Evil which then went on to inspire Alone in the Dark, I guess.

As as Playstation era survival horror game, it's a bit interesting. It takes elements of other popular horror titles of the time and transplants them to a more conventional framing for the Alone in the Dark series. Stuff like the flashlight/lighting as used in Silent Hill (this even factors into some puzzles to go a step further), saves tied to consumable items, and even the pre-rendered backgrounds are all here. Unfortunately, other than the aesthetics this was mostly a miss for me.

The gameplay design is needlessly obtuse, the combat (when you're forced to do it) is rancid, and the voice acting is bad but not in a charming/fun way. There's just a general lack of polish that shows in things like items disappearing/not showing up, boss fights being invincible until you take damage multiple times, and so on.

I know others might feel otherwise but this honestly felt rougher for me to play than the original game if only because this released during a time where I would've expected more? Regardless, It's been so sad for me to see how this series turned out after the first entry.

That fucking window jump scare, fuck sake XD

You can say a lot of things about the other Alone in the Dark games, many of them negative, but at least they're memorable and creative to a fault. New Nightmare is one of the dullest, least unique games I've ever played. It doesn't have a single original idea, except for maybe the flashlight mechanic, which is completely pointless after the first 15 minutes of Aline's scenario. This would be fine if it executed any of its gameplay or story elements well at all, but it doesn't. A genuinely boring experience with writing and combat that could be mistaken for a sleep aid.

A murder mystery. A supernatural thrill ride. A past that haunts you. These are many things, Edward Carnby and Aline Cedrac have to deal with. Carnby's best friend, Charles Fiske, is found dead off the coast of an island. You are sent to investigate, but your parachute is damaged on impact, and you must fight off strange creatures from another dimension while trying to find out the fate of your friend. The story here is surprisingly deep and involved, but not very interesting. It's akin to a sleepy mystery novel that keeps you hooked just enough to keep reading but then quickly forget about it shortly afterwards. The New Nightmare is kind of stuck between a rock and a hard place due to the timing of its release. It came out just before the beginning of a new generation of consoles and kind of feels like it has a foot in each generation.

I do have to state that the visuals are very impressive right off the bat. For a Dreamcast game, the pre-rendered backgrounds would be mistaken for a PS2 title, especially when using VGA. They are bright, crisp, and well detailed without that 32-bit sheen that older "tank-style" horror titles had that used pre-rendered backgrounds. The lighting effects are well done, especially when using your flashlight, and the monster designs are surprisingly not very scary or interesting. They feel like generic sci-fi creatures from a B-grade midnight premiere on the Sci-Fi (yes, not SyFy; get that out of here) Channel. The atmosphere is really tense, and there are a few jump scares scattered throughout the game, but overall it does a great job of giving you a haunting, impending doom feeling.

Back to the whole one foot in each generation business it still has pre-rendered backgrounds, tank controls, and a tiresome inventory system. Thankfully, there aren't a lot of items to pick up, as there are few puzzles in this game. Most of your pick-ups are weapons, ammo, saves, and first aid. You can combine and split objects, but I only had to do this once as Edward. I got tired of having to do a quick reload by going into my inventory screen and manually reloading there, as there is no reload button. You must wait until you are out of ammo first. This would be nice to have, as you eventually learn how many shots each creature type takes and can count them that way. I also hated how much the views and angles flipped around. I appreciate the more modern take on cinematic angles and camera views, but this game could have easily been 100% done in real-time on the Dreamcast with no issues. When fighting some creatures, you get knocked into another angle, and the screen pauses to load for a split second, making you disoriented. This especially proves troublesome during the final boss fight.

I did like how the game doesn't skimp on ammo, but you must preserve it in the beginning and be smart. I easily missed the shotgun the first time around and had to restart, as you don't get much revolver ammo in the game at all. The majority are shells. I wound up in a hallway with zombies, zero ammo, and 200 shells. Thankfully, it was only 30 minutes of gameplay before I could get to the shotgun again, but this is another foot in the previous generation. I like the better map with an actual dot on screen showing you where you are, but certain angles and lighting make things hard to see. Some items sparkle, but I would see sparkles through walls that were objects in another room. It doesn't help at all.

If you conserve well during the first disc, you get many more weapons later on and tons of ammo, and you can just blast away. However, the game tries to guide you a bit better, similar to how modern games do. Puzzles will sometimes be two-way communication over the radio with hints or instructions you need to follow or clearly needing symbols for a code lock, but you can use an item to follow clues and trails to the symbols you need. It's a great step in a new direction, as I love these games' atmosphere, story, creature design, or anything else but navigating their frustrating, labyrinthine, and obtuse maps. Backtracking is also not super horrible here. There were only a few times I needed to go from one end of a level to another, and it was the final time before moving on to the next major area. I do detest the limited saving system. You need to find Charms of Saving, and there are only around 20 in the whole game. Thankfully, the game is done in less than 5 hours, and if you are careful, you won't die and can spread them out. I only used about 10 during my whole playthrough.

Overall, The New Nightmare isn't a reboot of the game (we were graced with that horrible beauty just a few years later), but a step into making the traditional point-and-click adventures console-friendly and trying to make them more modern. The story and characters are interesting enough to push you through the game, but mostly they are forgettable. The voice acting is surprisingly decent, and the visuals are awesome. There is so much pushing and pulling in two different generations that the game falls into typical 32-bit supernatural horror trappings but also tries to break free of some. There are plenty of weapons and ammo; the auto-aim system works well; the puzzles are not obnoxiously obtuse; and backtracking is minimal. Overall, The New Nightmare has aged better than many games of its era thanks to trying to push in more modern directions. This is a great way to spend a Halloween or dreary evening.

For a Resident Evil ripoff, this has aged fairly well in my opinion. Kinda shocking how well this works for me.

joya que ha sido infravalorada desde su lanzamiento, más allá de ser uno de los clones de resident evil, es un juego con una atmósfera lovecraftniana que no ha sido superada en términos de horror. Todas las taras que tiene lo hacen tan malo que es bueno.

The Resident Evil formula does not resonates with me after all..

The new nightmare took the resident evil formula and mixed it with some excellent horror. One of the PS1 games that was actually scary to play.

Meu disco 2 piratão tava arranhado e nunca mais terminei. O msm ocorreu com Parasite Eve 2.


Actually pretty ambitious as a GBC game. I remember not hating it and thinking they did a really good job with it. I don't remember saying that about the PS1 version.