Condemned is a jubilant, evil-grinned celebration of twisted crime thrillers, and even when the story is muddled and the movement can feel sluggish, it still excels with its great combat, astounding sound design/music, and striking visuals, creating an atmosphere and overlying tension that feels absolutely decrepit and putrid, in the best way possible.

Combat is not exactly on Sekiro levels or anything, but those latent senses I formed during my time with that game were coming out with this one. It has some surprising depth to it with blocking and counters, with a very minimal focus on guns considering their scarcity, but when you pick them up, you always have the upper hand. The focus on melee combat with a touch on devastating guns is a great yin to the yang of F.E.A.R. 's focus on gunplay with minimal focus on the hilariously over-the-top melee system. Bouncing off of that, instead of F.E.A.R.’s array of heavy military weapons, the array of weapons in Condemned, if you could even call it that, helps the game imbue its squalid and low-class environment, where everything and anything scattered around seems like a weapon. Some of my favorite examples of this were both detached locker doors and school desk tops in the school level. I will admit that the taser basically works against everything great about the game’s combat, but I had the best experience possible in that I accidentally forgot about the taser and spent the vast majority of the game not using it. However, I still cannot force myself to ignore it and it being one of the worst parts of the game. Enemy AI is just as engaging as the actual combat, where they stalk you and take cover and hide to try and get the jump on you as much as they can. When you get to overall movement though, it sounds good on paper, but in actual practice it’s a total nightmare, and not in a good way. The deliberate slowness could help with pacing if the game was strictly linear with no puzzles, but it is such an insane pain in the ass when you’re backtracking or trying to look around for supplies/weapons, and the sprint button has such a fast disposal and slow recharge, creating this sludgy loop of fast, slooooooow, fast, slooooooooow, fast, slooooow that can make progression just garbage. However, the movement and stamina actually works pretty well for combat, adding a lot of weight and strategy into the process. I understand that having faster movement would make this game even shorter than it already is (the game’s length is not a problem, trust me, I’ll get to that shortly), and there’s okay ideas in its implementation, but it seriously needed some reevaluation in its final form.

The story is not really a huge part of why this game excels, because at its core, it’s pretty vague, nonsensical, and seems like a mishmash of several murder mystery movies, most notably Se7en but also Minority Report and Oldboy to a lesser extent. However, it serves as a good catalyst for its levels, and does a lot to create this coherent carnival of amazingly creepy and offputting locations. I think all the people saying the game quickly loses its footing are smoking loud (or just referring to the story, most likely), because in my opinion the game starts good and keeps getting better and better, with the last few levels all feeling standout. The game is impressively short, beaten in only 6-7 hours, but not one level feels like it takes away from the upwards-accelerating haunted phantasmagoria it feels like. I’m a big fan of when games just have a seeming apocalypse going on in the background of the story that is mostly irrelevant to the central plot/conflict (we learn this is sadly not the case in the sequel). In terms of atmosphere, progression, and setpieces, the department store level is an absolute masterpiece and sets an insurmountable standard for the rest of the game (as great as what’s left is).

Sound is such a huge part of why this game excels, and even when this is mainly in reference to the game’s incredible sound design, it’s also like jazz, in how it can be about the sounds that don’t get played. There are so many subdued and drawn-back moments of terror when music is not there to make it more tense. All you’ll hear are footsteps, breaths or rattling chains nearing you, and that is so much scarier than hearing le scary music or le shock sound effect, just you, silence, distant noise, and your brain to make of that what you will. This unseen terror is very deliberate in tying into the game’s “background horror” where the world seems to be ending around the protagonist while he’s preoccupied with other things. Especially great is the game’s forgoing of an in-engine reverb system and uses what I could call “pre-rendered reverb” to get the echoing of people’s voices and noises in a much more realistic manner. Voices in another room absolutely sound like voices in another room, and it really puts you off-guard the first few times you hear it, adding to the overall immersion in a fantastic way. In continued regards to sound, the score is great at its shining moments, but as explained earlier, is used sparsely in order to let the sound design shine.

To me, Condemned feels like a combination of two games among my all-time favorites: Cry of Fear and BioShock 1, which both happened to release after Condemned, and while it shares similar flaws to both of those, the terror and atmosphere is still clamoring at me weeks after I beaten it. It is simply psychotic to me that Monolith managed to release both F.E.A.R. and this game in the exact same year. Thoroughly unbelievable; The absolute cooking that was going on in that studio between 2004 and 2005.

Reviewed on Dec 21, 2023


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