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.

Reviewed on Jul 01, 2023


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