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Eldritch Horror and Survival Horror Combined: ‘Alone in the Dark’ Turns 30

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Survival Horror fans will often point to Capcom’s Sweet Home as being the origins of the genre. Admittedly, the game and others laid the groundwork for the themes of what was to become Survival Horror that would explode onto the mainstream with Resident Evil. PC gamers, however, have long had a legitimate claim to the genre’s inspiration with Infogrames’ Alone in the Dark. Sadly, the series has seen better days since its debut in 1992, and often gets overlooked by modern audiences. But, with the original game’s 30th anniversary this year, it’s worth reminding longtime fans and newcomers just how innovative it truly was.

The story for the original game revolves around series’ protagonist, private investigator Edward Carnby, in Louisiana, 1924. Carnby has been assigned to investigate the death of painter Jeremy Hartwood in his gigantic mansion Derceto. It would seem before his death, Hartwood’s paintings took on subject matter that was most grotesque. The resulting work apparently drove him insane, resulting in Hartwood hanging himself. Hartwood’s niece, Emily Hartwood, joins Carnby in his investigation. The duo soon discovers there’s more to the mansion than what was apparently let on.

Alone in the Dark was conceived by Frédérick Raynal, a staff programmer at Infogrames, and naturally, a fan of horror films (particularly George A. Romero’s Dawn of The Dead). Initially, while developing the game, Raynal felt that computer graphics weren’t quite up to the task of conveying the horror that was to be expected by the team. Admittedly, AitD’s polygonal graphics were primitive and goofy-looking even back then, but the graphics were only one part of the equation. As a result of the limitations, Raynal and the team relied on text in the form of books that the player finds to establish setting and develop mood.

And really, what better way to establish mood than some good old Lovecraft?

Incidentally, Infogrames had acquired the Call of Cthulhu pen-and-paper RPG license for AitD, but the plan was ultimately scrapped once license holder Chaosium determined that AitD would be “too simplistic” to make proper use of the RPG mechanics. Instead, Raynal and the team focused on shaping AitD’s story to take on Lovecraft’s Cthulhu mythos. The texts the player finds in the mansion were filled full of the maddening horrors Lovecraft conceived, as well as steering a haunted house story into something more Lovecraftian.

Even before you installed the game, Infrogrames put the manual and inserts found in the box to great effect, establishing the mood and story for AitD. In addition to the basic manual that explains the controls, saving/loading your game, etc., you had what fans referred to as “The Blue Book” or “Weapons Manual”, which was a tiny 256-page book that contained two illustrations on each page that would function as the game’s security protection. During the game, you’d be asked to refer to a page in the book to select the correct symbols in order to proceed. It might not seem like a big deal for those who didn’t grow up in this era, but the sheer quality of the book and its “cool factor” attempts to give players a connection to the game.

If that didn’t do it for you, the other included goodie was the August 1924 issue of The Mystery Examiner, a faux newsletter that was in Hartwood’s belongings that contains “news coverage” of Harwood’s suicide, and the strange happenings in the Derceto Mansion. In addition to ads for oil lamps, gramophones and pistols (which coincidentally you’ll be encountering in the game itself), it also contains a biography of Lovecraft himself, as well as a paper on mental disorders, and an excerpt from one of Hartwood’s novels. Lastly, there’s a drawing on the back of the paper by Hartwood that keeps in theme with the Lovecraftian mythos, and the idea of losing one’s sanity when exposed to such cosmic horrors.

Credit to Insert-Disk for the image.

And really, when looking at AitD‘s graphics, and the amount of effort Infogrames took to establish the story outside of the game, you could see where Chaosium had a point. The polygonal graphics for the characters were clunky and sometimes downright goofy-looking. AitD was originally supposed to make use of scanned photos to use as backgrounds, but this proved to be too advanced at the time for the tools available to Infogrames. Instead, the game used a mixture of 3D polygons and drawn bitmaps. Also, due to the limitations of what they did have, this mix of elements could only be achieved using static camera angles. However, this was turned into a win for the team, as they could use the static shots to create dramatic compositions.

It doesn’t take long for this to be put to use, as the opening shot from the mansion window of a sinister figure peering out to see Carnby make his way up the driveway is quite ominous. This shot later became a trademark for the series, appearing in the three sequels. And as expected, the camera played a role in the jump scares, such as the monster bursting through the window in the attic if you fail to block the window. Some players at the time found the camera to be disorienting with its constant shift, often within the same room. Again, the awkwardness is intentional, going back to the idea of dramatic effect, as well as introducing tension.

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Of course, the music and sound played its part in heightening the scares and the tension. Acclaimed composer Philippe Vachey provided the moody score for the game, as well as some genuinely creepy ambient tracks that when combined with the excellent sound design, made for a complete terror package.

Part of that terror (though probably not intentionally) comes from the controls and interface for AitD. They were clunky then as they are now. To perform any action, AitD has you moving to the in-game menu to go into various modes in order to perform a specific task (Open/Search, Close, Push and Fight). While not as cumbersome as Resident Evil’s, both games do share the commonality of having to “ready” your character when it comes to combat, or examining items in your inventory. And like RE, you can “aim” your attack in AitD, though as mentioned, it’s extremely awkward. Edward and Emily have often egregious wind-up animations when attacking or when they’re attacked, making combat a frustration. Couple with the shortage of weapons and ammo, it’s better to often avoid direct combat and run, or you’ll end up dying.

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And you’ll die a lot in AitD. While you’re not at the mercy of having to find a typewriter and ink ribbons as in Resident Evil to save your game, AitD will have you doing the frowned-upon action of “save scumming” (constant save and reload). However, it’s practically a necessity with AitD, due to the many instant deaths you’ll face, as well as the game’s trial-and-error gameplay. Adding to this is inventory management. Unlike RE, where you had an item per slot, in AitD, your inventory is limited by weight. You also don’t have a trusty inventory chest, requiring you to remember where you dropped an item, or even deciding whether to pick the item up at all. This is especially important, as AitD makes heavy use of puzzle-solving, and the solutions aren’t always clear (much like some of RE’s puzzles). Bottom line: Alone in the Dark is hard, but not unfairly hard if you take your time and plan ahead.

Even with the difficulty and shortcomings (both perceived and technical), Alone in the Dark was a success for Infogrames. Originally released on 3.25-inch floppies, the game was later released on CD, with Redbook audio and voice-over for the character descriptions and all of the written documents found in the game. It was even localized and released in Japan, where it caught the attention of a certain Shinji Mikami. The game was also released for the short-lived 3DO console, though this version runs at a lower resolution, and the characters have lower polygon counts. It does have the benefit of an added run button, however.

While it would be redundant to list off everything Resident Evil did that Alone in the Dark had either laid the foundation for or outright implemented, there’s no question that Infogrames had created the first true Survival Horror game (even if it wasn’t initially referred to as such). 30 years on, the game’s story and presentation still have that pull for many who grew up playing the game back in the day, or for those curious to see where it all started. While the series is now unfortunately dormant, Survival Horror fans owe it to themselves to experience what PC gamers have known all along with Alone in the Dark. While it’s not quite timeless in some areas, the terror and scares still remain potent.

Thanks to Insert-Disk for the additional info!

Original Alone in the Dark trilogy is available on GoG.com.

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Writer/Artist/Gamer from the Great White North. I try not to be boring.

Editorials

Finding Faith and Violence in ‘The Book of Eli’ 14 Years Later

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Having grown up in a religious family, Christian movie night was something that happened a lot more often than I care to admit. However, back when I was a teenager, my parents showed up one night with an unusually cool-looking DVD of a movie that had been recommended to them by a church leader. Curious to see what new kind of evangelical propaganda my parents had rented this time, I proceeded to watch the film with them expecting a heavy-handed snoozefest.

To my surprise, I was a few minutes in when Denzel Washington proceeded to dismember a band of cannibal raiders when I realized that this was in fact a real movie. My mom was horrified by the flick’s extreme violence and dark subject matter, but I instantly became a fan of the Hughes Brothers’ faith-based 2010 thriller, The Book of Eli. And with the film’s atomic apocalypse having apparently taken place in 2024, I think this is the perfect time to dive into why this grim parable might also be entertaining for horror fans.

Originally penned by gaming journalist and The Walking Dead: The Game co-writer Gary Whitta, the spec script for The Book of Eli was already making waves back in 2007 when it appeared on the coveted Blacklist. It wasn’t long before Columbia and Warner Bros. snatched up the rights to the project, hiring From Hell directors Albert and Allen Hughes while also garnering attention from industry heavyweights like Denzel Washington and Gary Oldman.

After a series of revisions by Anthony Peckham meant to make the story more consumer-friendly, the picture was finally released in January of 2010, with the finished film following Denzel as a mysterious wanderer making his way across a post-apocalyptic America while protecting a sacred book. Along the way, he encounters a run-down settlement controlled by Bill Carnegie (Gary Oldman), a man desperate to get his hands on Eli’s book so he can motivate his underlings to expand his empire. Unwilling to let this power fall into the wrong hands, Eli embarks on a dangerous journey that will test the limits of his faith.


SO WHY IS IT WORTH WATCHING?

Judging by the film’s box-office success, mainstream audiences appear to have enjoyed the Hughes’ bleak vision of a future where everything went wrong, but critics were left divided by the flick’s trope-heavy narrative and unapologetic religious elements. And while I’ll be the first to admit that The Book of Eli isn’t particularly subtle or original, I appreciate the film’s earnest execution of familiar ideas.

For starters, I’d like to address the religious elephant in the room, as I understand the hesitation that some folks (myself included) might have about watching something that sounds like Christian propaganda. Faith does indeed play a huge part in the narrative here, but I’d argue that the film is more about the power of stories than a specific religion. The entire point of Oldman’s character is that he needs a unifying narrative that he can take advantage of in order to manipulate others, while Eli ultimately chooses to deliver his gift to a community of scholars. In fact, the movie even makes a point of placing the Bible in between equally culturally important books like the Torah and Quran, which I think is pretty poignant for a flick inspired by exploitation cinema.

Sure, the film has its fair share of logical inconsistencies (ranging from the extent of Eli’s Daredevil superpowers to his impossibly small Braille Bible), but I think the film more than makes up for these nitpicks with a genuine passion for classic post-apocalyptic cinema. Several critics accused the film of being a knockoff of superior productions, but I’d argue that both Whitta and the Hughes knowingly crafted a loving pastiche of genre influences like Mad Max and A Boy and His Dog.

Lastly, it’s no surprise that the cast here absolutely kicks ass. Denzel plays the title role of a stoic badass perfectly (going so far as to train with Bruce Lee’s protégée in order to perform his own stunts) while Oldman effortlessly assumes a surprisingly subdued yet incredibly intimidating persona. Even Mila Kunis is remarkably charming here, though I wish the script had taken the time to develop these secondary characters a little further. And hey, did I mention that Tom Waits is in this?


AND WHAT MAKES IT HORROR ADJACENT?

Denzel’s very first interaction with another human being in this movie results in a gory fight scene culminating in a face-off against a masked brute wielding a chainsaw (which he presumably uses to butcher travelers before eating them), so I think it’s safe to say that this dog-eat-dog vision of America will likely appeal to horror fans.

From diseased cannibals to hyper-violent motorcycle gangs roaming the wasteland, there’s plenty of disturbing R-rated material here – which is even more impressive when you remember that this story revolves around the bible. And while there are a few too many references to sexual assault for my taste, even if it does make sense in-universe, the flick does a great job of immersing you in this post-nuclear nightmare.

The excessively depressing color palette and obvious green screen effects may take some viewers out of the experience, but the beat-up and lived-in sets and costume design do their best to bring this dead world to life – which might just be the scariest part of the experience.

Ultimately, I believe your enjoyment of The Book of Eli will largely depend on how willing you are to overlook some ham-fisted biblical references in order to enjoy some brutal post-apocalyptic shenanigans. And while I can’t really blame folks who’d rather not deal with that, I think it would be a shame to miss out on a genuinely engaging thrill-ride because of one minor detail.

With that in mind, I’m incredibly curious to see what Whitta and the Hughes Brothers have planned for the upcoming prequel series starring John Boyega


There’s no understating the importance of a balanced media diet, and since bloody and disgusting entertainment isn’t exclusive to the horror genre, we’ve come up with Horror Adjacent – a recurring column where we recommend non-horror movies that horror fans might enjoy.

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