Tuesday, February 5, 2008

Dementium: The Ward Review - Escape from the hellish clinic

Psychologists argue that the main problem is the average resident of the modern megalopolis - not money issues, several automobile traffic jams or poor environment, banal loneliness. In large cities to communicate with different people usually short, and time to establish a long-term relationship is often lacking. The result is not seldom various problems with the perception of reality, birth, in some cases, complete and total destruction of the individual.


Not worse scientists understanding of this issue and creators of horror films. They regularly put the hero in an isolated area, where throughout the script that tries to get under the cries of ghosts, maniacs and clatter nechlenorazdelnye sounds creatures lacking humanity. It is desirable to have to constantly watch for the unfortunate puddles of blood, locked the door and crying girls in the night shirt. This set cliche works well not only in the cinema but in a game that once again proves the creature young studio Renegade Kid who made the first and so far the only horror game for the Nintendo DS.

Flashlight - weapons proletariat

His nameless hero wakes in the middle of the night a huge hospital. So his health is OK, but has a problem - instead of friendly nurses wander the corridors half-drunken zombies, the lights in the corridors unwilling light, and walls and ceilings blood with blood, as if to slaughterhouse. Over the window - pouring rain storm, most of the doors locked at the castle, from everywhere, and heard children's cries heads. Get off from the mind in such circumstances is fairly simple, but our unlucky patient is not timid and handled in a dozen escape from the hellish clinic.


Cope with the enemies of the first time he succeeded with the help of police batons and accidentally discovered in one of the tables flashlight that would find the way through dirty rooms. Later surrender fugitives arrive and firearms, it is true, the problems of it is much more than good because you can keep in the hands of a lantern, a pistol, but not both subjects at once. Because of this part of the time had to nervously seek beacon of light in the corners and in the first tarball on the horizon to switch to the gun, trying to potting enemy in the dark.

Threat of bugs

Hopes for a speedy rescue of scattered, as if the smoke when you learn that you are in fact the far corner of the vast complex. Before I get to the exit, it is necessary to run multiple floors, extremely wet on the roof, cross the vast courtyard and again overcome a sequence of rooms. Despite the lack of electricity, code locks on the doors are working correctly and require access cards. The latter is not usually littered with hit, and some tricks hidden in caches - for example, in a children's piano, which opens only when play a melody.


Apart from the zombies roam the corridors of the hospital flying head, huge worms, with the movement publish the sounds of crying babies and small, but terribly cockroaches, whos scared light from the flashlight. They all love to jump, and depart because of the sharper corners as possible, scare rian spectator to death. However, if listened to the ambient sounds, the enemy location, in most cases, we will know. After enough to highlight his flashlight, quickly switch to the shotgun and feed the lead.

Healthy, but unarmed

To die prematurely no abundance kits, empty folders on Chambers. In contrast, all cartridges - their time is not enough, and follow scrambled through hospital corridors, it is a club hit. Even the return of ammunition ago will fail, because then have to re shoot zombies emerging from the air. Large creatures are placeholders, and only when completely undermined the health and stocks bullets aspire to zero. And kill them often difficult - a lot of time passes before they disclosed weaknesses.


There is nothing unusual - most storylines moves and techniques scenario authors borrowed from his colleagues. Not pleased and fog однообразность levels - endless corridors stretched for kilometers and similar to each other as two drops. No wonder why this whole set of cliches keeps tension until the finals, correctly nerves shoes and pulled them, as if strings. If too long to sit alone and help jammed in an abandoned hospital patient, turning from the rest of the world, at least you can lose sleep. As maximum - the head, although it is already quite clinical case.

Buy Dementium The Ward at Play-Asia.com

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