'Dementium: The Ward' Review (DS) |
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| Submitted by thankeeka on November 21, 2007 - 11:36am. | Exclusive Game Review | ||
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THE STORY SO FAR Dementium: The Ward (Dementium from here on) is actually quite light on story, as for the majority of your time you're left with little rhyme or reason, knowing only that you’re in some hellish hospital or insane asylum and that you need to escape. Though you’ll run across a few characters from time to time and there are notes and clippings meant to help round out the narrative experience, for the most part the story from beginning to end is “Man roaming hospital and trying to survive.” You’ll wish that there was a more engaging Silent Hill type narrative, but the atmosphere is so well done, and the first person perspective helps draw you in and makes the somewhat lack of story okay. GAMEPLAY The game uses both screens of the DS with the top screen being the action of the game, while the bottom screen controls your character’s viewpoint and lets you interact with objects and display objects you can interact with and take. Meanwhile you’ll use the directional pad to move and the left shoulder button to use your weapons. The controls in terms of moving and looking are done really well, but it becomes a bit harder when you’re talking about switching between your flashlight and weapon (a must) and shooting. The biggest problem with the controls isn’t that they don’t work, but rather the fact that they work because you have to put stress on your hands and stretch them at times. The game doesn’t feel perfect in your hands, but you get used to it and adapt over time. Dementium plays like an interactive horror maze, as you wander corridor after corridor, constantly advancing forward until you finally find the exit and enter the next chapter. The map – should you find the one for that chapter – does a good job of showing you where you’ve been, but the environments are so alike that it will often feel like you’re running down the same hall over and over, which becomes a bit monotonous after a while and frustrating as well; sure, hospitals in real life don’t change much either, but in a game you really do need to mix environments up if even just slightly.
There are quite a few different enemy types in the game, such as open-chested zombies, cockroaches, flying screaming heads, slithering slugs, and others. The creatures are actually pretty tough at times, especially some creatures you’ll meet early on when you aren’t properly armored to take them down. However, though some enemies are tough, others are all too easy, such as the first boss that you can beat by angling yourself in such a way that it can’t get to you and will basically stand in place until it’s dead. The enemies are also often too quick to give up their position (a zombie’s “ugh” in a dark closet) or watching a vent knowing that when you get close enough slugs will pop out. Besides battling enemies you’ll also have to solve some puzzles, such as finding all the parts of a picture to find a code or needing to play a piano to find a key. The puzzles aren’t very hard to figure out for the most part, as they are often too blatantly obvious for you not to figure them out; there were maybe one or two puzzles where I had to sit for a minute and think, but even those puzzles were soon beaten. The game has a lot of potential and could’ve been an amazing game, but there are a few gameplay designs that ultimately hurt the game, several of which we’ve already mentioned like the ammo and health system. The two biggest problems, however, come from the respawning enemies that will often come back to life as soon as you exit an area and then go back into it, and the death system which is a major chore. The respawning enemies is an issue because you’ll often waste ammo on an enemy, go through a door you think you need to go through, only to have to backtrack temporarily because of a goof and suddenly find yourself fighting another creature that shouldn’t be there since you just killed them. The respawning enemies is mostly an annoyance more than anything and one that can be overcome after a bit of learning. The death system, however, is completely lame and is something that is unavoidable, as you will die, and you won’t know how the system works until you die. Imagine slowly creeping down halls, battling enemies, and you’re taking your time so you’ve spent something like thirty minutes already on a level. Imagine then that after thirty minutes of careful hallway navigating and conservative battling, you run across the boss, it kills you, and suddenly you’re dead. A boss killing you isn’t the problem, but then you find yourself starting the level over, and having to replay all thirty minutes again. A checkpoint system or something should’ve been implemented, but no, instead you’ll have to play multiple times some levels until you quit getting killed. It’s not too bad when you only have to play a few minutes over, but when you’re looking at twenty minutes or greater, you’ll have those moments when you’ll want to quit playing the game entirely because the save system is so frustrating. GRAPHICS
IN CONCLUSION
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