With Halloween not far off, I feel like
I should write about some survival horror games. Thankfully, the
late nineties have left behind a massive amount of poverty horror
games meant to cash in on the success of Resident Evil.
Probably the most egregious level of copying can be found in 1999's
Countdown Vampires, the first game developed by K2 LLC. There
is a certain sense of comedy about the fact K2 was acquired by Capcom
in 2008. Of course, being unoriginal is only one of a multitude of
problems, which I will attempt to document henceforth.
I think the best way to introduce the
game is with the above video, which is the intro to the game, and
anybody that makes it all the way through it can see that it is
completely inscrutable. Oddly enough, this completely baffling intro
is actually really accurate to the portrayal of the quality that the
player is getting into with this game. Anybody expecting any sort of
continuity or sense should have their hopes thoroughly dashed upon
seeing the video. The point of a CG intro movie like this is to set
up the plot and setting, and I guess it technically does that, but
not very well.
Whether it was set up well or not (it
wasn't), placing a horror game in a dance club is a bizarre choice,
even if it is a horror themed club. The plot doesn't make any more
sense than the setting. I guess this game's schtick is that, instead
of zombies, the enemies are vampires. So, at least half of the title
makes sense. I suppose I could be wrong, and “countdown” has
some sort of significance to the plot, but I've seen through the
entire first disc, and I would rather not see enough of the game to
find out. The “vampires” are terrible because they don't really
look or act like vampires, but I'll have more on that later when I
get into the mechanics of the game.
Anyway, the main character is Keith J.
Snyder, a very Playstation-era handsome homicide detective that
fucked up in some way and has been assigned to work a security detail
at this horror-themed nightclub. He kind of reminds me of the naked
dude from the beginning of Hybrid Heaven, except he also has a
douchey tribal tattoo. My favorite part about the character, other
than the fact his first instinct during a hazardous situation is to
take off his jacket, which he wasn't wearing a shirt under, is his
voice, which is completely incongruous to his character model. This
can be seen in the intro, and it is one of the many reasons it makes
me laugh every time I see it. It is just another example of how
either localizers in the 90's didn't give a fuck or Japanese studios
did English voice recording in-house. Whichever it was, it didn't
work.
Being disciplined by being forced to go
to clubs seems like a pretty sweet deal, but, of course, everything
goes horribly wrong as . . . something happens. I'm not entirely
sure what is supposed to have caused it, but whatever it was turned
everybody into vampires. These vampires can be dispatched via
conventional means, such as shooting them, or they can be returned to
human form by exposing them to “white water.” Whatever that is.
Please provide your own sexual joke here. One might think this would
lead to an early incarnation of a morality system based around
whether or not the player kills the vampires, but no.
I suppose I should state clearly that
Countdown Vampires is one of the most shameless ripoffs of
Resident Evil that has ever been made. Seriously, every
detail of the way the game controls and the way it is structured is exactly the
same. The player wanders around a large building made up of
pre-rendered backgrounds, finds items, solves puzzles, and battles
monsters using limited ammo and tank controls. When researching the
game I expected to find that the creators had been sued by Capcom,
but I guess they were discouraged from bringing legal action after
somehow losing to Data East in that Fighter's History thing.
That is conjecture on my part, of course, but that is the only
explanation I can think of.
The vampires in the game are weird. I
would like to say that they “aren't vampires,” but everything
that Anne Rice and Stephanie Meyer have done to the definition of
what a vampire is, the word has basically become meaningless. It's a
lot like “4G” after the American mobile phone companies got
through with it, actually. What I'm trying to say is that the
vampires in Countdown Vampires are boring. They're pretty
much just the zombies from Resident Evil, but they walk a bit
faster. At best they are ghouls. One strange feature of the game is
the way the type of vampires and their behavior and animations are
determined by what blood type the player inputs at the beginning of
the game. This would be a cool feature if the game warned the player
of it in any way. Instead, it is sort of like an extra difficulty
setting (because some vampires are harder to deal with than others)
that is completely unknown to the player.
Sadder than the fact that K2 had to
copy the Resident Evil formula
so closely is that they clearly weren't up to the task. I
know a lot of people complain about the odd camera angles and
kill-screens of Capcom's games, but I didn't know the meaning of “bad
camera angles” until I played this game. As it turns out, Shinji
Mikami knew what the fuck he was doing, because he always placed his
cameras and transitions in a way that the player has a sense of
continuity of movement from one to another. With this game the
camera transitions are so abrupt that it is relatively common to get
lost within a single room because transitions are so confusing. It
also does not help that the transitions are sometimes way off, in
that the player can stand in the same geographic location on more
than one camera.
Getting lost is made even easier by the
monotonous environment. Instead of locked off doors being marked by
keys with different crests such as shield and helmet, this game marks
their doors with various female names. The player will inevitable
run around in circles, trying to remember if the door in that
direction said Carol or Cheryl. Combine this with a bunch of rooms
that look visually similar, and it is a formula for walking around in
circles for hours. The worst is this one series of bland hallways,
and the only difference along the whole way is that they change from
brown to blue at some point.
Some areas look downright sparse, but
others are so cluttered it is impossible to find the items or
pathways required to move on. All of this is embarrassingly terrible
design, but nothing is quite as terrible as the puzzles. They are
sort of like the ones found in Resident Evil games,
except without all of the hints and solutions lying about, let alone
any sense of logic or reason. So, yeah, completely opaque. I
wouldn't recommend this game, but if I were to assault someone with
the experience, I would probably be nice enough to provide an FAQ.
Another awful design decision: the inclusion of a monetary system to
purchase health items from vending machines. Yet another awful design decision: the
game needs to played through again after completion in order to get
the full story.
The only area of the game that K2
seemed to have attempted any innovation whatsoever is the in the
combat, and even there it was in baby steps. Admittedly, the
addition of a quick weapon switch outside of menus is a good idea,
and it can be helpful, but it is crippled by the tranquilizer gun
permanently being in the secondary weapon slot. Another good idea is
the ability to quick reload outside of menus at any time, instead of
only when a weapon's magazine is empty, though the game allows the
player to reload a full weapon for some reason. Instead of a knife,
the melee weapon of the game is the “Stun Globe.” I'm pretty
sure they were going for “stun glove,” but the image that the
former conjures in my head is far more comical.
Oddly enough, this stun weapon kills
enemies, and the only way to “save” vampires is to knock them
down and then pour “white water” on them, in a process I call
“sprinkle some crack on him, let's get out of here.” Like most
everything in the game, I don't understand the point of saving
people. Once the player leaves the screen and returns, they
disappear, and as far as I can tell there is no reward for saving
them. If it weren't for the inconsistency in the amount of ammo
found throughout the game, I would just suggest murdering everyone
because it is faster, but there are points when ammo is almost
nonexistent and others that it is way too plentiful.
Basically, Countdown Vampires is
a cut-rate Resident Evil clone. The story doesn't make any
fucking sense, the design of the setting and camera positioning is
awful, and any good ideas it added to combat were offset by bad
decisions and a general sense of all around rottenness. I know there
are worse survival horror games on the Playstation, but none are
quite as uninspired as this. At least it has an introductory scene
that always makes me laugh, which I guess puts it on par with the
original Resident Evil in one way.
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