Admittingly I wasn't vibing with Condemned: Criminal Origins during the first couple of hours, because I kept subconsciously making comparisons to the other Monolith Productions game I played earlier this year, F.E.A.R.. That said, once I got over my initial misgivings and let the game speak for itself, I started to really appreciate a lot more of the game's strengths. In a way, they're both brilliantly done to where you know it's Monolith behind the wheel; yet at the same time, it's interesting how the two games are almost antitheses in other regards.

Let's start with the similarities. Both games are incredible at creating these dismal and unsettling atmospheres thanks to how the game constantly manages to keep you on guard. It throws every trick in the book to show that something's up through swinging lights, film grain, fog, quick bursts of enemy movement in the corner of your vision, looming shadows, creaky doors, and so on so forth, painting terror in the environment without any cheap jumpscares. In particular, Condemned's often monotone and washed out condensed hallways and rooms are littered with few sources of light and plenty of signs of urban decay, giving credence to the backstory of the forsaken parts of the city that have since become shelter to those left behind by society, now vindictive and hungry to exact revenge upon anything that moves. The most impressive thing is that not one of these tactics are overused, and in fact the shifting environment when backtracking in certain locations due to altered lighting or displaced barriers further emphasizes the raw danger. The sound design is incredible too, as thanks to the rather intentionally poor lighting throughout the game, I often had to rely on echoing objects crashing to the floor or footsteps behind me to prep myself for incoming combat. To top it all off, Condemned slowly introduces more and more supernatural elements, starting subtly with the central mystery but unveiling more and more as you delve deeper into the rabbit hole, with certain paranormal elements unfolding before your eyes as a honestly pretty effective attempt to instill Thomas as an unreliable narrator and observer; as much as Thomas would love to rely on his lab evidence to pick out the perpetrator, he finds out that he was chosen for a reason, and this internal struggle slowly tears him apart from the inside until you as Thomas begin to question your own judgement. I think this is best represented by the sudden black and white flashbacks interspersed between the investigative elements and combat, putting you in a 3rd person perspective viewing the killer's past actions and leaving Thomas visibly panting as he struggles to make sense of why he's the one burdened with these starkly terrifying visions.

I'll admit it took me a bit to get used to the combat. F.E.A.R.'s combat is flashy and sporadic, just the way that I'd imagine chaotic firefights to be. However, Condemned focuses far less on firefights, and more on improvisational close quarters combat in tightly cramped and dimly lit rooms and corridors with melee weapons. In a way, it's actually more terrifying than F.E.A.R.; F.E.A.R. constantly gives you moments where you feel like a monster, as you can get the jump on enemies and tear them apart with bullet spray in slow-mo while your foes go "He's too fast!". Condemned, on the other hand, is raw and visceral street brawling with whatever weapons you've got on hand; you're constantly in the face of enemies just barely dodging and blocking their attacks while chipping away at them with kicks and swings of your own, and fighting multiple enemies in a horde is extremely difficult, so you're almost always constantly losing ground to even try and survive. If you try and play this like a traditional fighting game and simply wait for them to approach and block, that often doesn't work either, because the AI is a bit smarter than that; they'll often feint or mix up attacks and timing to catch you off guard. As a result, enemies in Condemned feel very real and alive; there's no cheeky quips or over the top weaponry to be found, just snarling and grunting twisted beings doing whatever they can to tear you down so they can survive another day.

I think in this sense, Condemned is great at shocking the player by constantly ripping away any semblance of safety and control. Scattered through the environments are a variety of clues that have to be analyzed and sent to Rosa to further unravel the mystery. But you're not immune to danger while doing so; you often have to be ready for enemy attacks and intrusions while using your tools so you can quickly switch back to weapons to defend yourself, and even if you try and take it upon yourself to clear out enemies before beginning detective work, you can never be too sure that an enemy hasn't already caught on and could be lurking around the corner if you stray too far from the path. Furthermore, the game introduces two elements as a sort of "balance" to help you out with more difficult parts of combat. You can occasionally pick up firearms from exploring or from defeating some enemies to more quickly dispatch foes, and you're also given a taser that can temporarily stun a single enemy and recharges over time. These absolutely have their limitations though; firearms have a limited amount of ammo and cannot be reloaded, turning into what is more or less an inferior blunt object with limited durability once emptied, and tasers can only stun one enemy at a time and may not even provide enough of a gap to effectively finish off the foe. So in a way, combat is this never-ending frenzy of scrambling to find new weapons and keeping a close eye on the taser's energy gauge, further accentuated by the need to pick up certain weapons that can clear overworld obstacles such as a fire axe to break down wooden doors, or a shovel to destroy powered locks. As a final wrinkle to all of this, the last chapter of the game takes away both your flashlight and taser for a truly terrifying conclusion; you must now suddenly adapt to making your way through the dark with your only main source of light a burning 4x4, and any weapons picked up to fend off enemies will rob you of your torch and must be sufficient enough to get past foes without your tried and true stun.

Now this game is not without its faults, many of which become more and more flagrant as the game progresses. There is a lot of classic 2000s jank to be found, as quite a few enemies walked through walls and windows to attack me or suddenly had very strange yardstick disjointed hitboxes, and there's the occasional break-dancing corpse falling through the floors or clipping into barriers that can break the otherwise solid and haunting immersion. There were also a few instances where enemies weren't affected by my bullets immediately after being stunned by the taser despite being shot point-blank by a shotgun, which led to some moments of frustration of my ammo being wasted and taking excess damage when the enemy retaliated. I will also admit that I have some gripes regarding the movement, particularly in how Thomas moves significantly more slowly on any incline or any set of stairs (and holding down sprint does nothing); while I get this is most likely an intentional artistic choice to make combat more deliberate and force players to take more time to soak in the surroundings, I think limiting the movement speed to this degree on every single set of stairs is a bit much and extremely noticeable in slowing the pace of the game down. And finally, I do think that the block active frames window is a bit too small, and lengthening the block window would help combat from feeling like I always had to go on the offensive to proc reactions from enemies. It's fortunately not as much of an issue against standard enemies, where you can often bait and punish, but it does become quite a challenge against the final boss, which provides far less room for error.

I think Condemned nails the grittier crime thriller tone of a harrowing supernatural murder mystery while feeling constantly oppressive in nature thanks to the prevalent sense of danger lurking around every corner and looming premonitions that there's something far bigger at stake and you're just a small piece of the puzzle with no control or grasp on anything. I think it's a tougher sell compared to its flashier and just as batshit crazy cousin F.E.A.R., but if you're willing to put in the time and the toil, it's one genuinely terrifying experience that you'll never forget.

Reviewed on Oct 20, 2022


14 Comments


you gonna play the weird and over-the-top sequel some point down the line or nah

1 year ago

Great review, haven’t got round to this yet, but love FEAR

1 year ago

Been pretty interested in this game since finishing F.E.A.R. so it's nice to hear it's a great time, albeit a lot slower paced.

1 year ago

Excellent review.

1 year ago

Thanks for reading everyone!

@BlazingWaters: I forgot about the sequel, though I've heard it's a bit worse than the original. I might still play it for the kicks, but it probably won't be any time soon.

1 year ago

cringing at the notion of taking pleasure in beating the shit out of "drug addicts and sleazy hobos" and that's exactly what always kept me from trying this game. maybe it explains it away well enough in the game somehow, but the anti-homeless vibe i get sickens me. maybe you can explain how the game justifies this. why is every filthy bum some kind of violent monster? anything worse than simply being homeless addicts?

the rich are the absolute scum of society, fwiw.

1 year ago

Sorry about that zeno, it was a joke and I do not in fact take pleasure in beating the shit out of drug addicts and the homeless. A lot of reviews made on Backloggd for this game reference this but I'll take down that part regardless since this does not reflect my actual views.

1 year ago

To try and answer your question on why I think it's present in the game, this review says that it's in line with the edgy 90s and 00s films that were popular at the time, though it's clearly a very over the top and not at all accurate portrayal of the homeless and drug addicts. So I understand your apprehension at not wanting to try this game.

1 year ago

i'm sorry for misunderstanding the joke - i guess i'm a bit confused. does the game do anything to explain that you're a cop save you're no better than the people attacking you, or anything like that? i skimmed through some reviews and i'm mostly just seeing commentary on gameplay and graphics or vile shit like this: https://www.backloggd.com/u/CocaineSlushie/review/243509/

1 year ago

i guess it's just not the game for me.

1 year ago

@zeno, IIRC the plot of the game is that the homeless population of the city have been driven insane by dark forces beyond their control, essentially turning them into mindless rage zombies, but I think that's not even explicitly explained until the sequel? Either way the game very, very clearly revels in the idea of beating filthy homeless people to death with improvised weapons, which is ... a choice!
Yea Condemned's weird about it, I recall there being enough against the cop nature of Ethan considering the dude gets treated like shit and aa the scapegoat for some of the dirty laundry the FBI has, but the core mystery and inclusion of the homeless into the loop muddles the intent unfortunately

1 year ago

ahhh ok, well, that makes some sense... in its nonsense, i guess. and it's not like i don't enjoy some trash, myself, but the issue of homelessness (and addiction) and the dehumanizing attitudes many have is a tender spot for me. sorry for drawing so much attention to that, drax, it's a good review!

1 year ago

All good zeno, I'm sorry myself for the insensitive joke and let's just agree that it's water under the bridge; thanks to everyone else in the comments for clarifying the situation as I definitely did not know a lot of the context (considering that most of it is revealed in the sequel) and I'll keep trying my best to improve. I'm just happy that everyone's reading and discussing the review.