Having received Condemned 2 from my wife for my birthday, I was pleased for two reasons. Firstly, I really enjoyed the first game, and secondly, it gave me something new to review. So imagine my dismay when a certain countryman of mine beat me to the punch and posted one of his amusing video reviews.
I understand that they’re quite popular with the young people.
But one does not get to where I am by being hasty. Knowing full well the value of patience, I bided my time in my secret volcano lair. Here is a picture of it.

After an appropriate interval, I emerged, review in hand, secure in the knowledge that my time was nigh.
Back on topic, Condemned 2, known as Condemned 2: Bloodshot in the rest of the world, is the sequel to Condemned 1 AKA Condemned: Criminal Origins. Apparently we Europeans don’t deserve subtitles, but if that’s the way Sega wants to play it, then fine, I never liked the snooty bastards anyway. Condemned 2, like its older brother, was developed by Monolith, of F.E.A.R. fame, and casts you as Ethan Thomas, formerly of the Metro City SCU and now professional Wino-at-Large.
The plot of Condemned 2 picks up nearly a year after the original. Ethan’s previous misadventures have taken their toll and caused him to descend into alcoholism and poor facial grooming. In brief, Ethan is recruited by his old employers at the SCU to investigate the murder of his mentor and uncle to the dreaded Serial Killer X, Malcolm Vanhorn. After a lot of faffing around in derelict buildings, things go pear shaped as Ethan gets wrapped up in a millennia old conspiracy and no one is quite who they seem, not even Ethan. What I like about the plot of Condemned 2 is that it takes some of the loose ends from the first game, like Ethan’s weird physiology or the guys with the metal mouths, and ties them up like an old shoe, as well as introducing some interesting new ideas, even if a few of those ideas have been ripped of from the movie, and specifically the movie, Dune. What I don’t like about the plot is it pulls a ‘Matrix Reloaded’ by straying too far away from what made the previous instalment so enjoyable. The plot isn’t terrible by any stretch, but it doesn’t compare well to the original and it’s let down by some of the characterisation. It’s pretty easy to work out who is going to be the baddie in Condemned 2, the fact that he is a dick to you throughout the whole game being something of a hint. The ending also contains a cliché older than I am and the same cliff hanger shit they pulled first time round.
Condemned 2’s game play has a different focus from that of its predecessor. The original Condemned had Ethan desperately using whatever solid object he could find to fend off the never ending tide of crazy people, but in Condemned 2 Ethan can now attack with his bare hands, although thankfully you never have to pick teeth out of your knuckles, perform a variety of combos, and do special attacks in never before seen SLOW-MOTION! Ethan has clearly spent some time studying the fighting arts at the feet of the ancient hobo masters and is now like a stinky version of Clubber Lang. If that wasn’t enough, when you’ve beaten a foe to within an inch of his/her life, you can grab them by the ears and get rid of the remaining 2.54cm in a ‘hilarious’ environmental death blow.
The new and ‘improved’ combat system necessitates new and ‘improved’ enemies to pummel into submission. No longer is the carnage confined to derelicts and weird metal mouthed monsters. Now we get to beat up cops, pyromaniacs, medieval knight analogues, monsters made of crude oil, beast men, beast men in armour, giant beast men in armour and a magician. Oh, and a bear. That’s right, in one level you get chased by a bear. Subtlety, thy name is Condemned 2.
So much effort has gone into making a grisly first person brawler that a lot of the amazingly creepy atmosphere that I loved so much from the first game is absent and has been replaced with teeth-scattering violence. It seems that Monolith was aware of this and tried to compensate by making the levels really dark. Not in tone mind you, but in illumination. Someone needs to tell game developers that there is a difference between ‘atmospherically’ dark and ‘can’t-find-my-arse-with-a-map-and-a-torch’ dark. On the subject of torches, the one that Ethan carries with him is useless. More than once I turned the torch off because I thought it already was off. You’d get better lighting from glow in the dark Dracula fangs and while this might seem like a minor gripe it is a gripe nonetheless.
Condemned 2 hasn’t totally forgotten where it came from though, one element that has survived intact from the original Condemned is weapon degradation, which is something of pet hate of mine. I can understand why it’s in there, and I appreciate that a 2x4 might break after you wrap it round some junkie’s head, but a fire axe is designed for cutting through doors and it still breaks after a few hits. It makes suspension of disbelief more than a little difficult when you discover the crowbar you’re carrying is made of fudge.
It’s not all bad though; Ethan can now reload the various firearms that he finds, as apparently in between drinking and waxing on and off, he completed the ‘How-To-Put-Bullets-In-A-Gun’ correspondence course. It’s a good job too, as there are plenty of guns lying around. In fact, in the last couple of levels they are pretty much the only weapon to be had. These levels show how much faith Monolith has in our abilities, assuming that we’d all get head shots every time and so only put in one gun-based death animation, the classic head explosion, and while I’m quite flattered, my aim with a pad isn’t great and I’d often hit enemies in the chest or legs. That didn’t seem to matter though, as apparently, these guys have really high blood pressure. One nice little touch Monolith has put into the gunplay is to reflect Ethan’s alcoholism in his aiming abilities. Basically, if he isn’t liquored up, his hands shake and he can’t shoot straight. This would be an awesome addition if it weren’t for two factors. One, Ethan’s aim is still pretty good when sober and two, there is booze everywhere. Anywhere you’ll find a gun, you’ll find more than enough hooch or bathtub gin to get you through the level. Perhaps this is Monolith satirising their countrymen, but it’s more likely to be really stupid hand-holding. If Ethan was as accurate as a Palpatine’s finest when sober and whiskey was scare, then maybe it would be a good idea, but as neither is true it makes it a rather pointless addition.
The forensic investigation aspect of the game has had an overhaul as well and unlike the revision to the combat, this was a welcome change. A few years back, forensic investigation was a major interest of mine, even to the point of me making serious enquiries about how to go about becoming a scene of crime officer, and I love it when forensics make appearances in games. I even own the first two CSI PC games, and yes, I’m aware that they’re dreadful. In Condemned 2 Ethan has a compact little toolkit that he uses to collect evidence which he sends on to his partner back at the lab, then gets to ask an assortment of relevant and not-so relevant questions about the assorted bloody artefacts that he finds. I want to be perfectly clear on this, if Monolith had made a game filled with just the forensics, then I would have lapped it up like a starving cat. The investigations are the most fun part of the game. My only criticisms are that there isn’t enough of it and some of the questions that are the ‘best’ ones to ask are counter-intuitive. For example, in one level you find a decapitated corpse with terrible wounds on it and using your toolkit, you try and discern where the murder took place and what the actual cause of death was. After finding some bloodied pieces of metal the correct question to ask is to inquire whether they were cut out of the corpse, but to get that right requires knowledge that you don’t get until later on in the game; at the time it seems like a stupid question. It’s aggravating because choosing the right question has an impact on what rating you get for the that level, which in turn has an impact on what toy you pick up for the next level.
Ah yes, the end of level ratings. Gone is the dead bird and scrap metal collecting of the first game and in its place Ethan must hunt high and low for radios to tune in and sonic emitters to smash up. These macguffins are scattered about the levels, meaning that careful exploration is required to find them all. Now, I may be speaking out of turn here, but when I’m fighting for my life against a crazed lunatic who is trying to cave my face in with a brick, the last thing on my mind is fucking treasure hunt. The problem is that if you don’t go hunting for this crap, you don’t get the best rewards at the end of the level and so the game is made harder. The developers have at least tried to work the damn things into the plot, but no amount of chicanery will disguise the fact that it’s all a bit Super Mario. It seems ridiculous to me to reward activities that detract so much from the atmosphere of the game, but apparently Monolith knows something I don’t.
Now some of you may have heard that our hero picks up superpowers somewhere in the game and those of you who are spoiler-phobic should probably not read the following paragraph. Or any of the preceding ones. I think there a few in those too. Ethan does indeed develop abilities beyond mortal ken. Basically, Ethan is the Kwisatz Haderach, the product of centuries of breeding with the ability to shout people to death and limited but accurate prescience. Taken out of context, this seems pretty stupid, but by the time it turns up in the game, you’ve jumped through so many silly hoops that you take it all in your stride. Ethan’s fearsome voice has the knock on effect of making pretty much every other weapon in the game seem pointless by comparison, even taking the cool down time into account. Why bludgeon people with a stick when you can just say mean things to them and watch them die from the relative safety of a few yards away?
I’ve gone on much longer than I meant to, so I’ll quickly wrap up. For all my criticisms, Condemned 2 is an OK game and it’s certainly garnered good scores from a variety of sources. The new combat system will probably be well received by the greater gaming public, and if the idea of bankrupting the tooth fairy and pushing three mortuaries to bursting point sounds appealing, you’re probably onto a winner. But if like me, you enjoyed the original game for its eerie atmosphere and yearn for a slightly less ‘uber-mensch’ protagonist, prepare to be a little disappointed.
Condemned 2 is the ‘Aliens’ to Condemned 1’s ‘Alien’, while it may pick up some stylistic cues from its older sibling, it’s firmly action and not horror. Personally, I’m hoping that the almost inevitable sequel takes the game back to its roots, but I’m not going to hold my breath.
Because I’d die.
Seriously, who do you think I am, Guybrush Threepwood?
Labels: review