Martian Gothic - Unification
Sci-fi Resident Evil clone, complete with puzzle solving, inventory management, prerendered backgrounds, fixed camera angles and tank controls. It's clunky, buggy, unfairly hard and full of bullshit gotcha moments, but at the same time immensely atmospheric and has a pretty good plot.
Something bad happened on a martian base Vita-1, and a small team was sent for an investigation - tough no-nonsense black guy Martin Carne, sassy british microbiologist Diana Matlock and a chill japanese programmer Kenzo Uji. Player controls all three characters and can switch between them freely (kinda like in Day of the Tentacle). They are separated and can't ever meet each other for story reasons, but you can juggle items between them through a system of vacuum tubes. And holy shit you will juggle items in this game - vacuum tube can't store all of your junk, so you will have to put items you're not currently using into disconnected lockers and hatches, and you will also have to constantly keep track of what you have stored in each locker because some of the key items will be used
hours after you acquire them. It's like Resident Evil Zero's hookshot cranked up to 11.
Vita-1 base is haunted with ghosts of mars, and possessed crew wanders its halls. You can't kill them for good, bastards will keep coming and can only be incapacitated for a few minutes - like ghosts from SH4 or shibito from Siren. There is not proper map that shows location of your character, instead you have to navigate through the base using some abstract paper sketch (like in Thief) - thankfully layout is pretty straightforward, so after hours of backtracking and dodging zombies you will know Vita-1 like a back of your hand.
The greatest strength of the game is setting and plot. I'm not saying that it's a Planescape torment of survival horrors, but it's a really good scifi. Characters aren't just cardboard cutouts with flashy design (like in RE), all of them have personalities, they react accordingly, and even have their own different (voiced) descriptions for items - Carne will describe Piccolo pistol as a shitty peashooter, Kenzo will simply say that it's a low-caliber self defense gun, and Matlock will say "uh, Carne will most likely call this gun a lady weapon". Why are the walls of Vita base fitted with wood? Why are vacuum tubes everywhere? What are guns doing on a scientific martian base? Pretty much every question is answered is a somewhat believable way.
Unfortunately, it seems like the devs were unable to finish the game in time. The game is buggy, janky and it controls like crap. Characters keep getting stuck in environment, hitboxes are wonky and sometimes you will miss a shot despite zombie being right in front of you. According to Stephen Marley (lead writer and one of designers), they have forgot to put some clues into the final game, making certain puzzles almost unsolvable without a walkthrough (i had to read a guide three times during a course of my playthrough). There is a quick-turn function, but it's not in the options menu and there are no mentions of in the manual - i only discovered it after finishing the game.
I chose to play the original PC version instead of PSX port because of the graphics (devs had to significantly nerf backgrounds due to technical constraints of console), and after skimming through different reviews and gameplay videos i've compiled a small list of differences between platforms:
- PSX backgrounds were re-rendered at a lower resolution, and PSX sound effects were heavily compressed;
- UI looks different, item icons and fonts are lower-res on console;
- on PSX switching between character isn't as smooth as on PC - there is a special transitional loading screen;
- not only backgrounds were nerfed, most of maps were cut down into smaller pieces. When interacting with a door, your character will be teleported with a black screen transition (like in RE and SH), while of PC you can just walk through the doorway. Because of that PSX zombies can no longer travel between rooms to sneak up on you from behind;
- PSX has more healing herbs and other recovery pick-ups, with some exceptions (on PC i kept finding hundreds of Diabolus SMG rounds and finished the game with 13 000 spare rounds in a locker. Likely a bug or balancing oversight);
- PSX is also more lenient when it comes to saving. On PC the amount of save points available to you each workstation (MG's equivalent of RE typewriters) ranges from 2 to 6, on PSX each workstation has 12 save slots;
- tank controls are smoother and hitboxes are less wonky on PSX, a lot of background opacity glitches were fixed and the game feels more polished overall;
- a certain bossfight was cut from PSX version - boss just dies in one hit. On PC that bossfight is really buggy, i had to reload the game four times after my character kept freezing in one place;
- some puzzles are harder on PSX because certain graphical effects aren't rendering properly (mainly Necropolis puzzle where you have to charge Chorus with sound energy);
- PC version has a lot of useless items (unfinished content most likely). These items were cut from PSX version in order to not confuse the players.