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![]() Downfall - PC (2009)
Sexuality and violence are the norm in popular
current-gen videogames, but the intention is commercial rather than artistic. Sillier
than mature and more empty than meaningful, essentially attempts to appeal to
gamers' base pleasures, to give them the chance to absorb themselves in
satisfying albeit inane carnage. Bikini-wearing girls and muscled army men
shooting big guns to kill generic enemies through bland environments.
But sexuality and violence don't have to be such
superficial themes. Exploitation might be tantamount to desensitization, but
there can be reason and merit behind this. Sexuality and violence were favorite
themes of renowned literary figures such as Anthony Burgess and the Marquis de
Sade. They explore and explain our fascination with this primal fetishism, argue
that they exist for more than simple marketing tactics. Because although many
videogames use them for capital gain, other videogames use them for, y'know,
aesthetically pleasing purposes: art, expression, etc. Silent Hill 2 is a glorious example. Dark Seed, I Have No Mouth and
I Must Scream, and Dreamweb also
spring to mind.
Independent adventure game developer Harvester
Games, which is led almost entirely by Remigiusz Michalski, created another
entry into this highly laudable category: Downfall.
The bulk of the indie adventure game scene is
neither pretty nor polished nor creative nor really worth much of your time,
but once in a while somebody uses Chris Jones' Adventure Game Studio for
something spectacular, a game any lover of the genre shouldn't miss, and Downfall is one of them. While not
without its flaws, it's a promising first effort. Along with other indie
developers such as Wadjet Eye Games, Harvester proves itself another promising figure
for the future of independent videogame production.
Downfall
is the product of Michalski getting tired of playing The Secret of Monkey Island, reading too many horror books as a
child, and seeing gross, disturbing things while working at a home for the old
and mentally ill. His goal was to make a really mature game, one that really
bites players on psychological level. (Amusingly, Steam rejected Downfall from being sold in its stores
due to its controversial content.) He also stated his dissatisfaction with how
easy modern adventure games are and that he wished to make something unique
while still going back to the genre's roots.'
The story concerns Joe and Ivy, who together reach a
small town on a stormy night looking for a room for the night. They take
shelter in Quiet Haven Hotel. Things go off the deep end almost immediately. (Almost
too fast if you want to get fussy.) After having an argument about their rocky
marriage, Ivy disappears. What's more, the hotel has transformed into a
gruesome shadow of itself: Rooms covered with debris and carnage, blood coating
the walls, even a dining room full of faceless corpses. Characters
Joe learns from the hotel's receptionist that his
wife has been taken by a woman named Sophie. Exploring the hotel, Joe
encounters Sophie in her many forms. Memories, more like. She is a crying child,
a woe-begotten woman at a party, an obese sack of flesh in the bathtub, etc.
Joe's journey involves murdering these incarnations if he is ever to see his
wife again. This sadistic edge desensitizes the players to brutish violence as
much as Joe.
The game has three vastly contrasting endings. It is
also generous enough to allow the players to see all three without much
backtracking. The story, when things come full circle, is a mixed bag. It is
multi-faceted and layered, but at first glance one can get the impression that
it falls too heavily on horror tropes. This is of course pure opinion and up to
player interpretation. Michalski himself describes Downfall as a deeply personal game. What this entails precisely is
unclear, but the game does certainly touch upon subjects that normally don't get
attention in the mainstream: Eating disorders, insanity, broken relationships, sadism,
and child abuse to name a few. They're presented with no punches pulled. If
nothing else, Downfall challenges
players ceaselessly with its unapologetic presentation.
Graphically Downfall
exceeds expectation. It has a sense of gritty style all its own, intermittently
fading from color to black-and-white and splotched with blood. The look of the
Quiet Haven Hotel is influenced by the nursing home Michalski worked at during
the game's creation. Not so much the blood and guts, but more so the sense of
unease and disquiet, like something is making noises you can't explain, the
knowledge that dozens of people have died here keeping you on edge. The hand-drawn,
low res (640x480, 32-bit) graphical style is lovely to behold. It has a skewed
retro feel, in that essentially the style is reminiscent of old adventure
games, but there are things happening on screen that would never happen in old
adventure games.
Character designs are solid. They look like the
characters one might find in a 2D Silent
Hill. They are regrettably marred by choppy animation. (And doesn't Ivy
look way too much like she's wearing a masquerade mask? Intentional?) But one
must make allowances for minor flaws in independent games and this is one of
them. Every character has a distinct appearance. Even the minor roles drip with
personality, like the crazed neo-Nazi Doctor Z or the seductress hotel
receptionist (whose corpse you discover hanging from the ceiling in her room).
The cast is small but effective. The cadavers and monsters are wonderfully
horrifying. While sometimes absurd, they never detract from the game's overall
style and atmosphere.
Gameplay is always the crux of adventure games. Downfall, noble a title as it is as a
whole, falls behind in this respect. There's just a jaggedness to most things.
Take the inventory system, which will occasionally lock up for no reason. While
easily worked around, it's one of those curious glitches that deter from the
experience. A few red herrings are tossed about as well, including a suspicious
door labeled 666.
While most gameplay flaws can be overlooked, the
most unforgivable is the boss battle near the end of the game. The
point-and-click genre can and will develop more and more bad obtuse combat
systems into their gameplay. Luckily here it's over very quickly. While not
game breaking or even terribly annoying, the problem here is that the combat
comes off as stilted and silly when it's supposed to be a pivotal moment in the
story.
Downfall's
soundtrack is composed by Remi Michalski's brother Michal Michalski. It is an
eclectic mix ranging from Akira Yamaoka-esque ambiance to porn groove. The aim
was to recreate the feeling of electronic music found in B-movies, but ended up
more reminiscent of Angelo Badalamenti's soundtrack to Twin Peaks or the tracks found in George Romero's movies. The
effect is sometimes a bit silly, but always suitable. The music is an integral
part to the game's unique atmosphere. Very cool, very bizarre, very creepy.
Harvester Games is currently working on their next
project: The Cat Lady. Michalski has
stated that the game will probably be even more gruesome than its predecessor.
As of yet the release date is unknown.
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