Alone In The Dark The New Nightmare Pc Ita Megaupload

  1. Alone In The Dark The New Nightmare Cheats
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Oct 03, 2017  Japanese PC Cover After a long hiatus, Edward Carnby was awaken from his coma in 2001 to try and take back his rightful place in a genre now vastly in the hands of Japanese companies. Alone in the Dark: The New Nightmare – Game Boy Color (2001) Cover. Overview Alone in the Dark: The New Nightmare is a survival horror game developed by Darkworks studios and published by Infogrames. The game takes place on 'Shadow Island', and features two main protagonists; Aline Cedrac and Edward Carnby. Open Topic (no new replies) Poll (no new votes) Hot Topic (new replies) Locked Topic; Hot Topic (no new replies) Moved Topic. SUB ITA] - Logica, 7. MB (Multihost)Alone In The Dark (2. SUB ITA] - Azione, 7. GB (Hotfile)Alone in the Dark: The New Nightmare (2. FULL ITA] - Action/Adventure, 1. GB (Multihost)Alpha Polaris (2. FULL ENG] - Avventura Grafica, 7. MB (Multihost)Alpha Prime (2. FULL ENG] - Sparatutto, 1. GB (Megaupload, Fileserve)Alpha Protocol (2. LEGO Indiana Jones - PC Gioco iTA (Megaupload) 8/3,39 GB LEGO Racers 2 - ENG [Rapidshare] 5/550 MB LEGO Star Wars 2: La Trilogia Classica - PC Gioco ITA (Megaupload) 7/580 MB La bottega dei giochi - A bug's life - Gioco Disney molto divertente - ITA - [Multihost] La casa dei fantasmi dispettosi - Gioco Disney molto divertente - ITA - [Multihost]. (Japan) (Disc 3) Dancing Stage - Party Edition (E) Dancing Stage Euromix (E) Dancing Stage Featuring Dreams Come True (Japan) Dancing Stage Featuring True Kiss Destination (Japan) Danger Girl [U] Dare Devil Derby 3D [U] Darius Gaiden (Japan) Dark Hunter - Ge - Youma no Mori (Japan) Dark Hunter - Jou - Ijigen Gakuen (Japan) Dark Messiah (J) Dark.

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  • Alone in the Dark: The New Nightmare

After a long hiatus, Edward Carnby was awaken from his coma in 2001 to try and take back his rightful place in a genre now vastly in the hands of Japanese companies. The game wasn’t developed by Infogrames itself, however, but sourced out to Darkworks, a small Parisian studio that later became known for Cold Fear and the troubled I Am Alive. The project actually met with massive coverage in France, and the budget was gigantic for the time. The plot was written by Xavier Dorrison, famous bande dessinée storyteller, while the monsters were designed by Claire Wendling, one of the best BD artists around. Two majors French actors were also added to voice the two characters: Edward Carnby is played by Guillaume Canet (the husband of Marion Cotillard) and Aline Cedrac by Emma DeCaunes (she also voiced Jade in Beyond Good & Evil).

The character of Edward Carnby got a complete revamp, though: According to retconned franchise lore, every forty years a man called Edward Carnby is born to fight darkness and protect the world against evil. The Legend of Zelda much? The new 21st century Carnby discovers that his best friend and mentor, Richard Fiske, died in very strange circumstances. Just before his demise, Fiske told Carnby about his investigation of Native American ruins in a god-forsaken place called Shadow Island. Equipped with his loyal double barelled revolver and a torch, Carnby sets out to face the unknown on his own. Unfortunately for him, though, he is affiliate with the made-up government agency Bureau 713, which sees him as a “lose cannon,” and sets him up with a partner, the archaeologist Aline Cedrac. As one would expect things go bad, the plane crashes and the two protagonists end up separated. The New Nightmare brings back two selectable player characters, but like in Resident Evil 2, the choice determines the starting point and progression of the adventure. Edward and Aline meet up and exchange their findings at certain points during the story, but for the most time they’re out on their own investigations.

Edward Carnby

Like Doctor Who, the fearless paranormal investigator is reborn in a new, younger avatar. Dropping the blue suit and moustache for a trendy trenchcoat and long hair, Carnby is more action-focused than his partner. He possesses a double-barrel revolver from the beginning, and usually gets the most destructive weapons. He starts outside the mansion, and has to fight his way trough the gardens and sewers before entering the castle. His primary goal is to catch the master of Shadow Island, Professor Alan Morton, whom he beliefs to be Fiske’s killer.

Aline Cedrac

A young and dynamic archaeologist with daddy issues. She crashes on the roof of the manor, with no weapons whatsoever. Her path is mostly focused on puzzles. Often her flashlight is her only means of defence against the shadow creatures. She also has to deal with an annoying Nemesis-like recurring boss through the game. She is also led to believe that Obed Morton, the younger brother in the manor, is her father.

Unusually for the series, the heroes also get to interact with a proper supporting cast. There’s the good old Native American shaman Edenshaw, the last of his tribe and tutor of the two Morton brothers, so obviously not a very good one. He tries to repair the errors of his wayward pupils by helping Edward and Aline to stop Shadow Island’s madness. The Morton brothers couldn’t be any more different: Alan is a mad scientist who studies the darkness living under Shadow Island, whereas Obed is a famous archaeologist and Abkanis tribe expert. With the help of Edenshaw, he translated the ancient Abkanis tablets around which much of the plot revolves. He spends most of his time locked inside the mansion. Aline first encounters the Mortons’ bedridden mother, and later an ancient Indian spirit trapped in a mirror.

Mixing together a mumbo-jumbo of classic native American mythology and the House of Usher syndrome, the plot does sound promising, if only its execution was successful. Unfortunately the dialog spoils most of it. Having good actors without good voice direction is pretty much a recipe for disaster. The incessant chat between the two protagonists is awkward at best and extremely annoying at worse, and plot expositions are usually thrown in between two inane sentences. On the other hand, the crossing of the two scenarios is really well done, and by replaying the game one gets a clearer picture on the whys & wherefores of the two protagonists.

Although the series used to be the inspiration for Capcom’ survival horror series, The New Nightmare feels like a typical Resident Evil clone, with fixed camera angles, ammo management, limited saves, absurd keys and overwhelming enemies. Even series staples, like the ability to place items anywhere, are gone. It’s not like that is needed, anyway, as there’s no limitation to the inventory anymore. Also, many of the latter are pure bullet-sponges: They can absorb tons of projectiles, to the point where it becomes silly, and of course they respawn all the time. Going the wrong way or wandering a bit too much in the manor becomes equal to suicide.

But Resident Evil is not the only Alone in the Dark descendant The New Nightmare owes to – the game runs on a variation of Terminal Reality’s Nocturne engine. The most advertised feature of that game was the believable handling of lighting and shadows on the 2D backgrounds, and The New Nightmare puts it to formidable use. Many areas are covered in darkness, making it impossible to see properly without turning on the flashlight. But that’s not enough, the effect is directly interwoven with game mechanics, as certain enemies are killed by light, or at least fear it. The rest of the graphics is also nice, displaying really scary environments with a 2D art direction that formidably accentuates the mastery in lighting. The characters blend in with them better than in most games with this kind of technology, although keen eyes still spot clipping errors here and there.

Can she trust him?

The music is nothing short of thrilling. Composed by French band Low Distortion Unit, the music is a direct tribute to NIN & Trent Reznor’s work on Quake, but is also strong in the more quiet moments. It’s a fantastic soundtrack and really helps to give a new direction to the series. The groans of monsters and other sound effects are creepier than ever, too.

Ironically, though The New Nightmare tries so hard to imitate the Resident Evil experience that it almost completely sacrifices what made Alone in the Dark special, namely the exploration, a sense of helplessness and being truly alone, and a bit of general wackiness. Yes, it is a good Resident Evil clone, but leaves the series standing pretty much as a shadow of its former self. It’s also full of glitches, even more so than the often less-than-perfectly tested classic games: Monsters that just disappear into thin air after a cutscene, crashes and walls the player can run into and get stuck are no rarity.

Contrary to its ancestors, this new AitD was conceived from the get-go as a multiplatform title, brought to all available consoles at the time. Most of them are pretty much the same, although the lighting in the Windows version might be a wee bit superior. Other than the console versions, it also allows to switch to higher resolutions than 640×480, but only the characters get anything out of it, making them contrast more against the standard resolution backgrounds. Besides the PS2, there was also a port for the old PlayStation, which was still going strong at the time (in fact, this was the version that came out first, together with the handheld adaption seen below). Of course, this one features downsampled graphics. The backgrounds suffer surprisingly little from the treatment, but the characters look really bad compared to the other versions.

Comparison Screenshots

PlayStation

Alone in the Dark: The New Nightmare – Game Boy Color (2001)

Although Darkworks tried to the best of their abilities to properly bring The New Nightmare to the Game Boy Color, there just had to be compromises. Gone are the two selectable characters (you just play as Carnby), the FMVs are replaced by static images, and the adventure is a whole lot shorter; it can easily be completed in about an hour. And of course the main poster feature of The New Nightmare, the incorporation of light sources with the gameplay, didn’t make the cut.

Game Boy Color

The game is divided in two parts, a la Parasite Eve: an adventure phase featuring crassly downsampled backgrounds from the big brother, where the player gets to roam freely on Shadow Island and solve puzzles, and a separate combat mode on pixel art backgrounds, which works very arcade-like.

The backgrounds actually survived the translation to pocket format fairly decently, although they clash with the very different, simpler style of the combat scenes. The player character also never seems to merge with the background properly, making his movements seem unnatural and floaty.

Game Boy Color

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It's been almost a year since Infogrames first wowed us with initial screenshots of Alone in the Dark. The game, in still shots, looked incredibly promising, utilizing the Game Boy Color's unofficial, and barely exploited high-color mode for most of the in-game graphics and cutscenes. The game reportedly has been complete for quite some time now (as early as last December), but it waited for the other console versions to come out so that it can ride their wave to retail. The final product, unfortunately, didn't meet the anticipation buzz generated from the early peeks at the game -- as good as it looks, it's really not too much more than an interactive slideshow.

Features

Alone In The Dark The New Nightmare Cheats

  • High-color backgrounds with scrolling
  • Special combat modes
  • Battery save
  • Only for Game Boy Color

In Alone in the Dark: The New Nightmare, you play Edward Carnby, the haunted and hunted detective hero of the series. This time out, Carnbury isn't out to escape the ghouls; he wants to find them. Carnby's best friend, Charles Fiske, has been found dead off a mysterious island near the coast of Maine, Shadow Island. His life pursuit of three ancient tablets which have the ability to unlock an incredible and dangerous power has somehow taken his life, and Edward must find out why his friend was murdered and what powers these tablets hold.

The game tries to be a Resident Evil title for the Game Boy Color, attempting to fill the void that Capcom left when it pulled the plug on its own portable survival horror conversion. Unfortunately, all the design really is, is a more interactive version of a Myst engine -- it's all about wandering the super detailed still screen, walking to points on the image that will trigger the link to the next detailed still screen. Every so often you'll see an obvious glint somewhere on the image, which means it's an object you can pick up and use somewhere else in the game's 'puzzles,' which are nothing more than 'use this key on this door,' or 'use crowbar on rotting door'. But you never get a real sense of where you can walk -- it's all about wandering around the outer boarders of the screen, hoping your character will trigger the link to the next part of the game's map.

The game's draw is its use of more detailed graphics than the normal Game Boy Color title, as the game is seemingly pushing more on-screen colors for the prerendered backgrounds. The screenshots offered to us several months ago were nearly unbelievable -- and they still are. The images on the Game Boy Color LCD screen are the same ones we've seen last year, but the color depth seems to have been reduced a lot further...almost like the developers threw the game into some sort of mud filter to darken up the graphics. It's still an impressive use of the high-color mode, but it's not nearly as impressive in final product as it was when the game was shown in development.

Alone In The Dark The New Nightmare Download

And because the Game Boy Color's high-color mode is too processor intensive to have both you and enemy sprites moving on top of them, combat sequences have been separated into its own mini-game. Randomly throughout the game your character will jump into gun mode -- it's an isometric, scrolling perspective where possibly a dozen creatures (spiders, wolves, whatever) leap out of nowhere and attack. Your character can rotate in eight directions and shoot, and it'll auto aim if you're facing in a general direction. This mode is very sloppily done, with single color, non-descript enemy sprites...and could have been designed a lot better than it is, but it seems like the designers wanted to try and keep this mode as similar to the 'wandering around' portion to give the illusion of a 'seamless' combat system. They failed.