Sanitarium Spotlight: A Look Back

You didn't find Carol!  She's our secret weapon.  She's the best there is at this game.  She's been hidin' a looooooong time..

That was an 'Oh Shi-!' moment – but not at the level of the 'Oh shi-!' you experience when a demon just pops out of a locker you open expecting to find ammo (something which later changed to 'oh, not that shi- again'), or when your flashlight runs out of steam just as the motion tracker picks up a signal (and the music changes accordingly just so you know you're really screwed).  It was simply the moment when you understood the meaning behind the boy's words and felt an unsettling feeling sweeping over you as the next step of the puzzle flashed before your eyes.  Sanitarium was a game about not knowing if what you saw was real or imagined or a perverse mixture of both.  It didn't scare you; it creeped you out, it put ideas in your head, it made you question what you saw and brought new questions once you've found the answer.  It was a game that kept you guessing and made you uneasy that you might have guessed right. 

Sanitarium came out in an interesting time, just when groundbreaking games like Half-Life and Unreal were appearing on the market, at a time when 3D accelerators and never before seen graphics showed how technologically capable games have become.  It was a time when simply seeing the flyby of the Unreal castle and marveling at the exquisite reflections on the stone bridge or witnessing a police chase taking place during rainy weather in Need for Speed 3 was enough to completely grab your attention and immerse you into these worlds.

A decade later and times have changed when even a game like Crysis can no longer make a strong enough visual impression to lessen the amount of nit-picking from players who are not distracted by the pretty images rendered on their screens.  The  audio/visual punch to the face has become weaker and weaker and we are no longer left dizzy with amazement and are more capable to scrutinize the other elements making up a game.  Sanitarium grabbed your attention for reasons many would say have gradually disappeared since graphic acceleration became the norm – simple things like originality and creativity.

In order to present the chaotic mind of an injured mental asylum patient the game went in an unusual direction with levels completely unique in atmosphere, presentation, and even gameplay.  Instead of keeping a consistent feel throughout its duration, the game kept breaking up the design and throwing you in environments that seemed like they were taken from entirely different games (Limbo of the Lost took that concept a little too literally, however).  Only recurring themes such as the mutilated children or the general weirdness accompanying each new environment made regular appearances, but  it was up to the player to discover them.  You were never thrown in a horror situation right from the get go; it was revealed to you piece by piece after each conversation you had, the puzzles you solved and the world you uncovered, and while levels seemed peaceful and ordinary at the start, by the end you would have surely come across a mutilated body lying about somewhere, at the very least.

The biggest scares came from not just seeing a big pile of bodies but figuring out why there was a big pile of bodies in the first place.  Scary monsters, gore, and violence are usually great for giving you thrills, but Sanitarium excelled at giving you chills.  You have amnesia, you wake up in an asylum, you don't know what's going on.  Lost memory has always been a good starting point for creating an interesting storyline, but the team behind Sanitarium went a few steps further and used not just their own imagination, but also that of the main character himself.  Yet even if it was clear that a certain chapter of the game was an illusion sprung up from the fragmented memories of a confused mind, there were enough connections with the real world that created doubts.  Yes, being some kind of a futuristic insect might be just a hallucinatory fabrication, but does it have roots in the real world, and is it an interpretation, albeit a traumatized one, of actual events?  The suspense and horror in the game came from finding answers to such questions.

Another unusual decision was that of the perspective. Isometric top down view was common and still is in strategy and role playing games, and starting up Sanitarium for the first time one could have easily confused the game with an RPG, as opposed to an adventure game.  However, the choice complemented well the game's premise of self-discovery, since the normal pre-rendered shots from various angles and locations that make up the slides of a standard adventure game gave the feeling of linearity and constraint.  It is a set up that has been chosen for the player unlike the freedom of exploration that walking freely around a map might allows.  Some recent releases like Dreamfall have even been referred to as interactive movies where one is little more than a trigger moving the action forward.  Sanitarium's perspective really allowed players to be part of a more complete world and gave them that sense of adventure for which role playing games were famous.

From a pure design standpoint the game did a great job of putting players in an unfamiliar and sometimes uncomfortable territory and by just the right amount.  It still felt and worked like a good old-fashioned adventure game, with cool  puzzles and interesting characters, as well as the odd joke here and there, only with some tweaks that got along well with the subject matter at hand.  Add a solid base in terms of gameplay to back up the imagination of the development team, and you get a package that can be sent to retail this very day, and no one would complain.  Or at least no one would complain if one were to first add pixel shaders, multiplayer, controller support, and as a bonus one of those pleasant forms DRM that promote violence (not to mention all the screaming and hair pulling that would add to the immersion and really help you get into your role as a mental patient).  Actually, there's an even better idea, get it now and cheap from GoG.

Transformers: War for Cybertron

Recently I got to speak with Matt Tieger, the director of the pending Transformers: War for Cybertron game that is being developed by Half Moon Studios and released by Activision. The game looks to be a very fun and refreshing new entry into the franchise and I want to thank Matt and Kelvin at Activision for arranging the interview with us here at Skewed and Reviewed.

What is the background and setting for the game?

The game is set on Cybertron during a civil war. There is a conflict about ideals such as freedom, cast, ideas, and so on. Megatron wants to reset things to a Golden Age of Cybertron and will do anything he has to in order to accomplish this. The game takes place at the conclusion of the war where the Transformers eventually have to leave Cybertron but are not sure where to go. It is a prequel to the story.

What game engine are you using and what does it allow you to do that was not possible in previous Transformers games?

We are using the Unreal engine which is very powerful and is what we used on an earlier Bourne Identity game. Since Cybertron is an all metal world, this allowed for us to make very big levels as our characters need lots of space. It also allowed us to really feature a great multiplayer experience.

What can you tell us about the various characters and the weapons of the game?

The game has four character classes, Scouts (cars), Scientists (jet), Leaders (trucks), and Soldiers (tanks). Each has various weapons and powerups available. Gameplay is very important to us and we’ve added a ton of options. Each character has four abilities such as dash, prevent transform, ammo beacon and so on. A character can have a combination of weapons and power ups.

Weapons are mixed ranging from earth style weapons like machine guns and rocket to more sci fi type weapons which will still have a familiar feel to them. There will also be a variety of rays that players can use to perform various tasks.

What can you tell us about the multiplay in the game?

This is a huge part of the game because we have spent thousands of hours playing and refining the hardcore experience. Everyday from 5 to 6 the staff is required to play multiplay because we’ve put a lot of time and effort in it.

What forms of multiplay will there be and how detailed can players be with customizing their online character?

We have games like capture the flag, plant the bomb, and the usual multiplay modes but they all have a Transformers twist to them. Players can pick their chassis and paint color so teams can be color coordinated. The game is limited to 5 versus 5, the number we think works best.

You had mentioned that the online play really tasks players to use strategy so would it be fair to say that players will have to mix between transforming into a jet to get to a locale quickly rather than just coming in with guns blazing unless that is what works for them?

Exactly, the game will make players use skills that are familiar to them but they have to go with what works in order to be successful and each player will be able to craft their own strategy.

In past games, there was some issues with having to hold down a key in order to transform and for many this hampered the experience. Has the team addressed this in the new game and if so, how?

We are using a familiar control scheme based on gears which for me is the best system in the world and if it is not broke, why change it. If you have played third person shooters then the game and controls should seem very familiar to any player. L3 transforms and melee is on the right so we use the same set of controls in all modes. You can even do straffing the same as in Gears. The game has a one button push to transform and you can enter a sort of hover mode where the wheels are up and you are floating for example in a car. The fact that you are transforming still allows you to fight should the need arise. It is fast, responsive and you can switch faster than ever.

Who is doing the voice work in the game?

Peter Cullen is of course doing Optimus and we have been very lucky that in working with Hasboro we have been able to get some great video game actors. We had one character where it was just not working and we were able to go in and record all new dialogue for him. We have some really great talent on board.

Will there be any differences between the versions of the game on the different systems?

No, it will be the same across the systems. We did not want to shortchange anyone.

What final thing would you like to tell the readers about the game?

While game based on licensed material can be a tough road, if you are a third person shooter fan, even if you have never played or watched Transformers before, I would be amazed if you did not like this game. We have a great toolbox, great action, and great multiplayer, and it is lots of fun.

Prince of Persia

When so much often goes wrong with movie adaptations of video games, it is always pleasant when the occasional one takes you by surprise and becomes a well written, well acted, adventure of a movie. Prince of Persia, directed by Mike Newell, previously of Harry Potter and the Goblet of Fire, captures much of the fun of the video game while telling a compelling story obviously written for the screen, and not pulled straight from the game itself.

Prince Dastan, played by Jake Gyllenhaal, does a fitting job of balancing the devious and dignified sides of his character. Gemma Arterton plays the role of Tamina with good chemistry with Gyllenhaal, and their dialogue always seems to have a spark of something extra. Ben Kingsley and the rest of the supporting cast do a fantastic job of rounding out the story and providing a degree of comic relief, tension, and reasons to use the special effects budget. The special effects are as expected, coming from producer Jerry Bruckheimer, excellent. Still, they don’t distract or otherwise draw too much attention away from the story itself.

The movie, obviously enough, revolves around Prince Dastan and a mystical dagger that can turn back time for short periods. Despite the plot twists and turns (and there are several), this movie kept me guessing and absorbed in the story, but never confused. If you’re looking for a fun time at the movies to start the summer season, look no further than this lively and fun film.

4 stars out of 5

Sex and the City 2

So what happens after you finally marry Mr. Right (or in this case, Mr. Big)? Carrie (Sarah Jessica Parker) and Big (Chris Noth) have been married for almost 2 years now and are in danger of falling into a tired routine. After eschewing the latest fashions for classic furnishings to make their new flat a home, Carrie no longer laments over her singlehood. Instead she bemoans becoming part of an old, married couple. She bristles at the idea of staying home and eating takeout while her husband just wants to put his feet up on the couch.

Charlotte (Kristin Davis) remains the picture-perfect mother and wife, adding a new baby to her home. One that cries constantly and forces her to hire a nanny. A buxom, Irish nanny named Erin who quickly earns the fitting nickname “Erin Go Bra-less” from Charlotte’s best friends. Watch Charlotte’s cheery smile become brittle and harder to keep in place as the demands of motherhood and doubts the ability of her husband Harry (Evan Handler) to resist temptation become too much to handle.

Miranda (Cynthia Nixon) is reconciled with Steve (David Eigenberg), and is finally a partner at her law firm but it hasn’t brought her the satisfaction she thought it would. She’s stressed and aggravated by a senior partner who demeans her and she starts to question whether being an attorney is worth it anymore.

Samantha (Kim Cattrall) is very much the same bawdy temptress, minus her boy-toy, plus a lot of vitamins to stave off menopausal symptoms. This time around, no major drama sends the ladies off on an exotic trip, just Samantha working her public relations charm on a shiekh with a palatial hotel. Apparently, sometimes girls just need to getaway to Abu-Dhabi. The movie soon becomes an indulgent showcase of excess from a flight in a plane equipped with individual suites, a bar & lounge, to a Maybach and a personal butler for each of the ladies.

Anyone watching SATC2 without the background of the series and the first film will think they entered an alien world of shallow, whiny women who like to wear clashing colors and ridiculous hats. Fans of the series will probably forgive the tired puns and trite storylines to embrace the familiar: four friends in fabulous, outrageous, fashion and comical situations, with an extravagant, lush backdrop.

Screened in a theater where women outnumbered men 3 to 1, many of the laughs were tinged with almost as much horror as delight. I usually enjoy musical numbers in movies, but I fought the urge to cover my eyes when Liza Minelli performed Beyonce’s “Single Ladies” at a wedding early in the movie. The girlfriends’ karaoke rendition of “I Am Woman” was also an uncomfortable moment for all its corniness. But amidst the splashy abundance, there were moments of honest friendship that resonated, unfortunately they’re overshadowed by annoying antics and reckless decisions.

Sure to spark lively debates on friendship, relationships, careers, and questionable fashion, this is still an entertaining film that, if nothing else, would make a great date night movie with your girlfriends. Especially those whose friendships have spanned decades and who can recognize a little bit of themselves in these women. Note to men: if you want to know where the women may be this weekend, the theaters would be a good bet.

3 out of 5 stars

World of Warcraft: Cataclysm Screenshots

We had one of the viewers of our Web TV show send us in this collection of screens from the next expansion of World of Warcraft. The shots are from the as yet unreleased game which is still in development. Please note, we are not in the beta and have not played the game, this is simply shots sent to us by a fan.
WestfallVortex

StormwindPark

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LochModan

BarrensLushwater

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Shrek Forever After: The Final Chapter 3D

After spending years scaring villagers with his evil roar, then rescuing princess Fiona (Cameron Diaz) from a dragon, and saving his in-laws’ kingdom, Shrek (Mike Meyers) feels his adventuresome days are over. This doesn’t sit well with him and he finds himself growing somewhat weary of his day-to-day life of a loving husband and father of three. He longs to be a “real” ogre again.

Enter Rumpelstiltskin (Walt Dohrn), who tricks Shrek into signing a contract with him, giving up a day of his life to be a real ogre again. Shrek finds himself back in Far Far Away, but this time it’s an alternate universe, one where ogres are hunted. In this alternate world, Shrek soon learns after meeting up with Donkey (Eddie Murphy), Puss in Boots (Antonio Banderas) and Fiona, that they have never met before.

Shrek realizes that the only way to fix things is to make Princess Fiona fall in love with him, and recruits Donkey and Puss in Boots to help him. Along the way Shrek faces many challenges in the world where Rumpelstiltskin rules and witches thwart his every effort, but in the end (as all fairy tales should, of course) love conquers all.

With nonstop laughs from the get go, this movie will not disappoint. The 3D effects were impressive, added a great depth to the movie, and really brought it to life. Although this is the fourth movie in the franchise, I was impressed with this one most of all. It has a heartfelt storyline that can capture an audience of all ages, making it a wonderful conclusion to the Shrek series.

4.5 out of 5