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[Ghosts Of Gaming Past] A Review Of ‘Saw: The Game’

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Welcome to Ghosts of Gaming Past — here we’ll be reviewing older horror games, classics and non-classics we missed when they were originally released. Have a game you’d like reviewed? Send us an email.

Written by T. Blake Braddy, @blakebraddy

I didn’t particularly enjoy the first Saw movie. I found it too self-serious and yet too simultaneously wacky to be regarded as a “good” horror movie. But on the whole, even with all its flaws, it seemed like a lightning strike, success incapable of being replicated. I didn’t even bother to go see what seemed like a fairly standard cash-in sequel.

But then something happened. This rough-edged indie became something more than a Shyamalan-ish horror-mystery. It became an event. Moviegoers could count on a stomach-churningly violent movie to hit theaters every Halloween, and in that way it transcended the label of cheap torture porn. It almost became like a ride, and by Saw III, the series’ stepfather, Darren Lynn Bousman, had refined and honed what made those films appealing.

The violence. The somber tone. That one song; you know the one. The ridiculously intricate storyline. But mostly the violence.

And then there was Jigsaw. In a post-Scream world, the idea of a compelling slasher villain was a ludicrous one. Hollywood was busily resurrecting old franchises in hopes of recapturing 1980s zeitgest, but not much was sticking. Jigsaw’s post-9/11 reminder to Americans that the worst harm we do is usually to ourselves seemed to resonate with audiences.

After a few mildly received iterations, the Saw films went away, but not before a movie tie-in could be released. Anyone who has ever played a tie-in, whether for a movie or a television show, knows that most of them are garbage.

But in that respect, too, SAW subverts expectations. It’s not a boilerplate cash-grab that follows its source material like a zombie to stinking flesh. No, the world of this game exists in the cracks between the overarching narrative of the movies, and digging out bits and pieces of story where there previously had been only gaps is where the Saw franchise thrives, now doesn’t it?

In SAW, you play as Detective David Tapp, portrayed by Danny Glover in the first film. Which, I have to admit, took me almost a quarter of the game to realize, because this Detective Tapp, the Tapp of the game world, looks a hell of a lot more like Donald Glover (no relation) than Danny Glover.

Anyway, at the game’s outset, we find that Detective Tapp has been imprisoned in an abandoned asylum by the aforementioned sadist Jigsaw and must survive a hellish environment of incidental booby traps, desperate fellow “inmates,” and well-choreographed puzzles in order to save himself and other people involved in the Jigsaw investigation. You see, in his efforts to capture the serial killer, Tapp has ruined the lives of several people, and nary a person seems to be humored by the detective’s presence, save for Jigsaw himself, who cannot get enough of tormenting him.

Either way, the player navigates the trap-filled scenery of this abandoned building in order to undo some of the harm he’s perpetrated, but the game is not merely made up of the sorts of tests you might remember from the movies. Additionally, all other victims in the asylum have been outfitted with a timed trap – usually atop their heads – and have been told that a key has been surgically inserted into the detective’s abdomen, and all one need to do is bludgeon him to death and then extract it to be free.

So there’s that to be aware of.

The game consists of seven formulaic levels that see Tapp winding his way through the brokenness of the asylum, searching for keys and fuses and number combinations to open a door to reach the level’s final room, a sort of puzzle boss fight of an encounter. At stake is one person either directly or tangentially involved with the Jigsaw case, which is how the developers justify Tapp’s motivation to help all of them.

And yet, despite the ever-growing sense that there is a formula, it’s fun. REALLY fun, for the most part. Granted, at times, it feels like someone saw the hacking mini-game in BioShock and decided that would make for a neato full-length game, but for the most part, the variety of puzzles and familiar narrative make for an interesting addition to the Saw franchise.

The mini-games unlock doors and medicine chests and shut off dangerous valves, so they serve a purpose within the game and are not entirely arbitrary. They also offer a welcome break from eyeing the scenery. (If you ever thought sitting through a single Saw movie was bleak, try doing it for ten consecutive hours. I need therapy.)

The overall mechanics for movement aren’t altogether bad, but the combat itself lacks both precision and intricacy. I don’t think I’d be going overboard by saying it is completely, utterly, insufferably broken. Remember how ineffective the melee attacks were in Dead Space? Yeah, this game is ALL Dead Space Melee attacks, without the stomping. If you try to swing a pipe whenever you first boot the game, you MIGHT be able to connect with someone around hour three or four. It’s that slow.

Luckily for you, the developers found interesting ways for players to avoid combat. You can set tripwires, explosive traps, and lock doors, which, if an enemy is being afflicted by a timed device, will explode without your influence. In that way, it feels more like a late 90s survival horror game. Avoiding the other inmates is really the only way to go, because if you were forced to fight every dude you encountered, you’d probably leave Detective Tapp to fend for himself.

Since there is such a premium placed on avoiding combat – and such a penalty, say, for letting someone clock you upside the head with a spiked bat – being able to use the environment to one’s advantage is of special use to players. If done well, Detective Tapp will never be short on health hypos and his weapon can remain at his side, where it definitely belongs.

Over time, even the variety of puzzles and combat avoidance become tedious, because once you see the repetitive structure of the levels, you can’t unsee it, and the game doesn’t even attempt to deter from that seek-find-backtrack-”boss” format. It’s not unlike the more puzzle-heavy Resident Evils, in that respect. And even though plodding through the asylum reveals an increasing amount of story for Detective Tapp, transparent level design makes it difficult to continue stalking patiently down darkened hallways. (Which is also when you will most likely trip a shotgun wire and send your head in all directions at once.)

Eventually, it leads to the sort of ending Saw fanatics would come to expect, and – hint – there’s a twist. Be prepared for a plethora of mini-games, all of which are not difficult but can become tedious when placed in context of a timer.

Because I could not find an elegant way of including sound design, I’ll just say it here: the voice acting, especially by the game’s Jigsaw, is really very good. Additionally, the score is masterfully done, going from the industrial, Exorcist-influenced bells reminiscent of the movies to a plucky, frenetic Harry Manfredini sort of score whenever things get tense. The music drives the mood to near-perfection.

The Final Word: SAW benefits from bounding over low expectations, but it’s also not a bad game, either. If you come in expecting the hum-drum nonsense usually associated with a licensed product, think again. It creates its own story that lines up with the mythology of the franchise, and it also manages to recreate the mood of the series without artificially manufacturing it.

The major problem with the game is that the puzzles do not really ramp up in difficulty over the course of the game – except where end-of-level encounters occur – so if the mini-games are not to your liking early on, chances are you’ll be disgusted with doing them (and doing them and doing them) by the end of the game.

However, fans will appreciate the game’s allusions to the series, and beyond the obvious mechanics flaws, it’s a thoroughly enjoyable game. Pick it up if you can’t stomach more recent entries in popular survival horror franchises – ahem, RE6 and Silent Hill – but still want to experience the feeling of edging down a dark hallway and hoping that there’s no one waiting for you at the end of it.

Saw is available on the PC, PlayStation 3 and Xbox 360 (reviewed).

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Interviews

“Chucky” – Devon Sawa & Don Mancini Discuss That Ultra-Bloody Homage to ‘The Shining’

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Chucky

Only one episode remains in Season 3 of “Chucky,” and what a bloody road it’s been so far, especially for actor Devon Sawa. The actor has now officially died twice on screen this season, pulling double duty as President James Collins and body double Randall Jenkins.

If you thought Chucky’s ruthless eye-gouging of the President was bloody, this week’s Episode 7 traps Randall Jenkins in an elevator that feels straight out of an iconic horror classic.

Bloody Disgusting spoke with series creator Don Mancini and actor Devon Sawa about that ultra-bloody death sequence and how the actor inspires Mancini’s writing on the series. 

Mancini explains, “Devon’s a bit of a muse. Idle Hands and Final Destination is where my Devon Sawa fandom started, like a lot of people; although yours may have started with CasperI was a bit too old for that. But it’s really just about how I love writing for actors that I respect and then know. So, it’s like having worked with Devon for three years now, I’m just always thinking, ‘Oh, what would be a fun thing to throw his way that would be unexpected and different that he hasn’t done?’ That’s really what motivates me.”

For Sawa, “Chucky is an actor’s dream in that the series gives him not one but multiple roles to sink his teeth into, often within the same season. But the actor is also a huge horror fan, and Season 3: Part 2 gives him the opportunity to pay homage to a classic: Kubrick’s The Shining.

Devon Sawa trapped in elevator in "Chucky"

CHUCKY — “There Will Be Blood” Episode 307 — Pictured in this screengrab: (l-r) Devon Sawa as President James Collins, K.C. Collins as Coop — (Photo by: SYFY)

“Collectively, it’s just amazing to put on the different outfits, to do the hair differently, to get different types of dialogue, Sawa says of working on the series. “The elevator scene, it’s like being a kid again. I was up to my eyeballs in blood, and it felt very Kubrick. Everybody there was having such a good time, and we were all doing this cool horror stuff, and it felt amazing. It really was a good day.”

Sawa elaborates on being submerged in so much blood, “It was uncomfortable, cold, and sticky, and it got in my ears and my nose. But it was well worth it. I didn’t complain once. I was like, ‘This is why I do what I do, to do scenes like this, the scenes that I grew up watching on VHS cassette, and now we’re doing it in HD, and it’s all so cool.

It’s always the characters and the actors behind them that matter most to Mancini, even when he delights in coming up with inventive kills and incorporating horror references. And he’s killed Devon Sawa’s characters often. Could future seasons top the record of on-screen Sawa deaths?

“Well, I guess we did it twice in season one and once in season two, Mancini counts. “So yeah, I guess I would have to up the ante next season. I’ll really be juggling a lot of falls. But I think it’s hopefully as much about quality as quantity. I want to give him a good role that he’s going to enjoy sinking his teeth into as an actor. It’s not just about the deaths.”

Sawa adds, “Don’s never really talked about how many times could we kill you. He’s always talking about, ‘How can I make this death better,’ and that’s what I think excites him is how he can top each death. The electricity, to me blowing up to, obviously in this season, the eyes and with the elevator, which was my favorite one to shoot. So if it goes on, we’ll see if he could top the deaths.”

Devon Sawa as dead President James Collins in Chucky season three

CHUCKY — “Death Becomes Her” Episode 305 — Pictured in this screengrab: Devon Sawa as James Collins — (Photo by: SYFY)

The actor has played a handful of distinctly different characters since the series launch, each one meeting a grisly end thanks to Chucky. And Season 3 gave Sawa his favorite characters yet.

“I would say the second one was a lot of fun to shoot, the actor says of Randall Jenkins. “The President was great. I liked playing the President. He was the most grounded, I hope, of all the characters. I did like playing him a lot.” Mancini adds, “He’s grounded, but he’s also really traumatized, and I thought you did that really well, too.”

The series creator also reveals a surprise correlation between President James Collins’ character arc and a ’90s horror favorite.

I saw Devon’s role as the president in Season 3; he’s very Kennedy-esque, Mancini explains. “But then given the supernatural plot turns that happen, to me, the analogy is Michelle Pfeiffer in What Lies Beneath, the character that is seeing these weird little things happening around the house that is starting to screw with his sanity and he starts to insist, ‘I’m seeing a ghost, and his spouse thinks he’s nuts. So I always like that. That’s Michelle Pfeiffer in What Lies Beneathwhich is a movie I love.”

The finale of  “Chucky” Season 3: Part 2 airs Wednesday, May 1 on USA & SYFY.

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