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Review: AMY

5:00 PM on 01.12.2012   |   Jim Sterling

Review: AMY photo

As gaming evolves to become more intuitive and open itself up to wider audiences, certain genres have almost been streamlined out of existence. The obtuse, slow paced, awkward realm of survival horror has been hit hardest, with mainstay games like Resident Evil and Silent Hill embracing more action-oriented gameplay, moving away from the "survival" style that modern gamers may find alienating. 

In this light, AMY's heart is certainly in the right place. It aims to revitalize the survival horror genre, bringing it back to its roots with a focus on environmental puzzles, old fashioned scares, and a protagonist more comfortable running than fighting.

Unfortunately, the road to Hell is paved with good intentions, and AMY is as close to the concept of eternal, punishing anguish as a game can get.

AMY (PlayStation Network, Xbox Live Arcade [Reviewed])
Developer: VectorCell
Publisher: Lexis Numérique
Released: January 11, 2012
MSRP: 800 Microsoft Points, $9.99

AMY is the eponymous story of an autistic little girl, rescued from a mysterious test center by a woman called Lana. Lana and her charge are on a train bound for Silver City when an explosion triggers a chain of horrifying events that traps the two heroines in the middle of a zombie crisis, caught between undead mutants and the private army sent in to slaughter anything that moves. 

By all accounts, the story is a Frankenstein's Monster of weary horror tropes and cardboard characters, treading familiar ground as telekinetic little girl avoids conspiracies, soldiers, and the cannibal dead. On its own, that's not such a bad thing -- the plot is at least inoffensive, making it the best thing AMY has going for it. This tendency to liberally pilfer ideas from other horror works, however, is something of a defining trait. 

AMY's main method of resurrecting survival horror is to simply copy everything that similar games did ten years ago. Liberally stolen elements include "stalking" enemies that players will need to avoid by hiding in lockers or under tables, rudimentary stealth sections, and an endless litany of tired jump scares. I'm usually a fan of cheap scares when done right, but the cynical implementation found in AMY is almost embarrassing, thrown in without reason, just for the sake of having them. They're so obviously placed and scripted that players see them coming a mile away, not to mention that most of them are repeated several times during the course of the game. You'd think Lana wouldn't be shocked after seeing the third identical pipe hiss out the same identical cloud of gas. 

The only truly shocking scare came during a combat sequence -- it was shocking that VectorCell had placed one of its hissing pipes in a combat zone, causing Lana to undergo a forced "yelp in fright" animation while I was trying to fight and giving the enemy a free attack. Needless to say, it was not amusing. 

The unoriginal gameplay and shameful spook attempts would be forgivable if not for one simple fact -- AMY is one of the worst games ever made. There is not one gimmick, not one mechanic, not one technical element of AMY that isn't wrong in some way. Even the opening cinematic is choppy, stuttering, poorly animated and badly acted, setting a tone of awfulness that refuses to change. 

Although AMY uses modern analog stick controls, Lana still moves with the precision of a PlayStation-era Resident Evil character, behaving more like a lift-truck than a human being. Getting Lana to sprint involves holding one button, mashing another, pushing on the stick, and hoping that the game decides she is allowed to run (sometimes it decides not to). Her walking speed is slower than her crawling speed, and adjusting the camera while moving causes her to stagger with half-animated stumbles.

If the camera is held at an angle, Lana will continue to move at a slower, stuttering speed. This is a problem when trying to be stealthy and manipulating the camera to keep an eye on enemy movement patterns. Even worse is the fact that walls and floors are laden with debris that players can stick to, causing her to run in place until stopped, steered, and repositioned like an old car. Needless to say, such issues are incredibly frustrating during chase sequences, where the slightest wrong move will have players jogging on the spot while slavering beasts close the gap. 

Inexplicably for a survival horror game, combat is relied upon a good deal, and it's utterly dreadful. Do you remember the combat system in Silent Hill 4: The Room? It's that one. Yes, a game in the year 2012 is using a combat system lifted almost entirely from a 2004 game famous for bad combat. Using fragile metal bars, players simply hammer one button to attack and one button to dodge. There are no real tactics, as the game itself will decide which attacks connect and which ones don't. Also, Lana's weapon (which breaks after almost every combat sequence) will only appear while attacking, otherwise you wouldn't know she was carrying one without checking the inventory. 

A lot of AMY revolves around trial and error, and it's possible to screw yourself over simply by doing things the game allows you to do out of sequence. If you raise an elevator or open the wrong door at the wrong time, you could have unwittingly led yourself to defeat later on. For example, there is one room with two floors. While on the upper floor, I raised an elevator, not realizing I needed it on ground level later. Once I eventually unlocked the lower floor, the door I entered through became blocked by a soldier who had positioned himself outside. I needed to escape via the elevator, but the only button to call it was on the elevator itself -- now raised on the second floor and thus unreachable. The only way to escape was to restart the checkpoint. 

Checkpoints are, themselves, another bone of contention. When you're going to rely on trial-and-error gameplay, the absolute worst thing you can do is cultivate an atmosphere where players are afraid to try anything. Unfortunately, AMY's checkpoints are spread so far apart that such an atmosphere permeates the entire experience. If you die (which will happen often), you can expect to replay vast tracts of game, complete with the same canned, lengthy animations, and sluggish environmental puzzles. After replaying the same ten minutes of game several times in a row, the prospect of experimenting (and risking yet more death) becomes utterly abhorrent. Perhaps Vector Cell felt such harsh punishment would make the game more tense, but threatening players with recurrent boredom is perhaps the most pathetic attempt at artificially stimulated horror that a developer can pull. 

Even worse is the fact that if you quit the game before completing a chapter, you will lose all your current progress in that chapter. The checkpoints are only good for the session they're unlocked in, because VectorCell simply couldn't be bothered to include a real autosave feature. In fact, the checkpoints don't even save dynamic progress, since your inventory and any environmental changes you've made will be reset according to what the game thinks you should have done up to that point. It's no better than the days before memory cards, when "progress" meant obtaining a password to skip beaten levels. These chapters can take anywhere between thirty and sixty minutes to clear, meaning that once you start playing, you have to truly commit your time. There is a reason why Resident Evil doesn't use a typewriter system for saving anymore, and it is because disrespecting a player's time like this is thoroughly unforgivable. 

When players aren't being battered by zombies or sticking to floors, they are attempting to shepherd the titular Amy herself. It would be easy to consider AMY as nothing more than a gigantic escort mission, but to the game's credit, Amy herself usually isn't liable to face harm from enemies. While this mitigates a lot of the frustration usually associated with "babysitting" missions, having to deal with this incredibly stupid secondary character is still a miserable prospect.

The player actually relies on the secondary character to survive, rather than the other way around. If Lana is separated from Amy for too long, she becomes infected and will eventually fall down dead (without much warning, obviously). There are brief, forced moments where this becomes beneficial -- allowing Lana to walk past zombies and pose as one of them -- but for the most part, it's best to stick to the child as much as possible. Unfortunately, that's easier said than done. Pressing down a shoulder button allows players to hold Amy's hand ... unless the player lightly grazes a wall or turns around at too sharp an angle, causing Amy to let go. Likewise, Amy herself is just as liable to get stuck on walls or in doorways as the player character, and it's not uncommon to assume she's following, only to turn around and see her running on the spot like a moron, or simply refusing to move when beckoned. Considering Amy is autistic, the terrible A.I. of the game takes on a questionable, almost offensive new appearance. 

Throughout the game, Amy can discover symbols drawn on walls, which unlock her telekinetic potential. She'll access powers allowing her to create a field of silence to muffle loud player noises, or a shockwave that pushes enemies back. Such powers rarely do much to enhance the game, however, usually just adding to the amount of tiring animations that the player must sit through. Also, because the checkpoint system doesn't save a player's real progress, any powers Amy acquires disappears every time you die or start a new chapter. A lot of time is spent watching Amy draw eldritch nonsense from off the wall.

There's a selection wheel to pick Amy's powers, but she rarely ever has more than one available ability because the game does not save a single shred of personal data. There have even been reports of entire chapters becoming unbeatable if a player requires Amy's power to unlock a door but dies, finds the power wheel empty, and discovers that the regenerative symbol is now stuck behind a door that locked behind them. No words can express the sheer depths of lunacy at play. 

Every now and then, a puzzle sequence requiring co-operation will appear, and while these sections are remedial and full of repetitive, sluggish animations that bore a player mindless, this is the only time AMY becomes even vaguely tolerable. Sending Amy to press a button so you can use an elevator, or sending Amy to an elevator so you can press a button is about as lazy as environmental puzzling gets, but at least it's not as aggravating as the mid-nineties stealth and combat moments that litter everything else.

Most of the puzzles are just insulting attempts to squeeze as much mileage out of one environment as possible. Such cheap tricks include scanning DNA samples to unlock certain doors (which basically involves a lot of backtracking), or opening paths for Amy by pushing blocks around. It's almost impressive just how long AMY can keep you in a single room, just to draw out the gameplay and save on design costs. Let it not be said that Vector Cell isn't resourceful, even if such resources come at the expense of a player's time and patience. 

Naturally, such a poorly designed game is also sloppy on the presentation front. The animation is almost humorously bad, and it's impossible to decide whether the humans or the zombies look scarier -- certainly Lana and Amy are the more disturbing entities, with their uncanny valley faces and staring, dead eyes. The biggest problem, however, is that the game is far too dark, even by horror standards. I turned up the brightness both within the game and on my television, and it was still too gloomy to see anything without squinting. Amy does have a lamp, but that only helps half the time, and the environments are still too drab and grey for it to make too much of a difference. The low framerate and frequent graphical stammers simply serve to put icing on the cake. 

AMY is, quite simply, unpleasant to play. It's not just bad, it's mentally and physically uncomfortable. The simple act of getting Lana to walk along a corridor is so archaic and awkward that I actually feel distressed when playing. I'll cheerfully admit that I did not fight to the end of AMY. While I believe I might have gotten some perverse sense of pride from doing so, such twisted self satisfaction is not worth the misery of playing much further beyond the halfway point. Everything about AMY is broken, obsolete, or otherwise upsetting. It is everything bad about survival horror, minus anything that once made the genre enjoyable. One can't even enjoy it ironically, since it's far too po-faced and incommodious to approach anything that could be construed as funny. 

If survival horror is to stay alive in future generations, it has to find some way of evolving without sacrificing the elements that make it scary. AMY's answer was to try a straight clone of those games from almost twenty years ago, paying no mind to the countless design and control improvements that we've seen since the nineties. AMY's overall goal is noble -- admirable, even -- but that doesn't excuse the fact that this game actually does harm to the survival horror genre, reminding us of the many flaws inherent in those games that we once loved. AMY sends the message that survival horror is dead, that the old ways of scaring players are rooted in bad ideas, broken controls and antiquated design. I do not believe that's entirely true, but AMY makes a compelling argument otherwise. 

Regardless of one's stance on horror games, however, the simple fact is that AMY is a disgusting joke of a videogame. Rare is the time when I feel emotionally compelled to warn gamers against purchasing a game (let alone a ten dollar one), but for me to not use every ounce of strength I have to condemn this piece of software would be socially irresponsible.

There is no justification for releasing a game this unapologetically loathsome. 



Final Verdict:
1.5

EPIC FAIL: This game is simply broken. We cannot recommend it to any kind of player and it is best left to die. In fact, its probably best that you just go outside and suck on a lemon instead.













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Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team



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147 comments | showing # 1 to 50
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next 50 comments

RustyXIV's Avatar - Comment posted on 01/12/2012 17:01
RustyXIV
Holy shit.
jimboxxx's Avatar - Comment posted on 01/12/2012 17:02
jimboxxx
so u didnt like it?
Armoured Badger's Avatar - Comment posted on 01/12/2012 17:02
Armoured Badger
EPIC FAIL, is this the first 1.5 on destructoid Jim?
GoodlyMike's Avatar - Comment posted on 01/12/2012 17:05
GoodlyMike
I think the little girl's face says it all
Sir Tobbii's Avatar - Comment posted on 01/12/2012 17:05
Sir Tobbii
Expected something around that, a real shame that it turned out so shit. Still, at least we have a Worst Game of the Year contender ready early this year.
Emerich GonzalesLarkin's Avatar - Comment posted on 01/12/2012 17:05
Emerich GonzalesLarkin
Bullshit review.
Chris Carter's Avatar - Comment posted on 01/12/2012 17:07
Chris Carter
Thanks for enduring so we don't have to.

@Emerich
I'm sorry you guys spent so much time developing the game, but this is just one man's opinion. I don't think they'll close down the studio because of Jim.
Setto's Avatar - Comment posted on 01/12/2012 17:08
Setto
DAMNNNN
Captain of the Zanarkand Abes's Avatar - Comment posted on 01/12/2012 17:08
Captain of the Zanarkand Abes
[img]http://glup.me/wp-content/uploads/2011/08/epic-fail-2.jpg[\img] wow
ProperlyParanoid's Avatar - Comment posted on 01/12/2012 17:09
ProperlyParanoid
Yeah, looks pretty terrible. It seems every reviewer on the web hates it.
Chris Carter's Avatar - Comment posted on 01/12/2012 17:09
Chris Carter
*joke :p
tehTommy's Avatar - Comment posted on 01/12/2012 17:10
tehTommy
Ouch. Too bad.
tuoman's Avatar - Comment posted on 01/12/2012 17:10
tuoman
What a shamy.
Captain of the Zanarkand Abes's Avatar - Comment posted on 01/12/2012 17:10
Captain of the Zanarkand Abes
Fucked the poodle on that one.
izayashirow's Avatar - Comment posted on 01/12/2012 17:11
izayashirow
PR storm incoming
quantumcatphd's Avatar - Comment posted on 01/12/2012 17:12
quantumcatphd
That was 3 times higher than the score I thought he might give it.
JoeTheProYaKnow's Avatar - Comment posted on 01/12/2012 17:15
JoeTheProYaKnow
Yeah, this game.

This game......
Chris Carter's Avatar - Comment posted on 01/12/2012 17:15
Chris Carter
@Properlyparanoid
Gameshark.com gave it a 0 - that's a big ol' bowl of lulz right there!
mix's Avatar - Comment posted on 01/12/2012 17:15
mix
Well that was a long negative read but I can't say that I am not surprised by the score.

Maybe a $2 sale someday....maybe.
BomberJacket's Avatar - Comment posted on 01/12/2012 17:17
BomberJacket
@Badger
Eternity's Child got a 1/10. Then the creator made an ass of himself in the comments section and removed Mr. Destructoid as an unlockable character just to prove what a petty dickhead he was.

AMY doesn't seem to have fallen quite that far, but it's a shame to see that the first horror game I've been interested in since Amnesia turned out so very wrong.
JohnnyViral's Avatar - Comment posted on 01/12/2012 17:17
JohnnyViral
When you review a game this bad Jim, I truly do not envy you. I am sorry you had to review it.

Your review does bring up good points about the survival horror genre though, and those are worth the read.
Attackbaby's Avatar - Comment posted on 01/12/2012 17:17
Attackbaby
I'm still half tempted to check it out just to see how bad it is for myself...then again I did that with the Garfield movie have regretted it ever since...
Jinx 01's Avatar - Comment posted on 01/12/2012 17:17
Jinx 01
Too bad, I was hoping this would be more like Amnesia.
LibrarianMike's Avatar - Comment posted on 01/12/2012 17:18
LibrarianMike
@izayashirow "PR storm incoming"

Samit's phone is going to start ringing any minute now.
Klarden's Avatar - Comment posted on 01/12/2012 17:19
Klarden
Love the "...what?" Lana's face in the header pic.
"vast tracts of game", will resist a monty python joke here.

By the way, after AMY, you might actually *enjoy* Afterfall: InSanity.
mix's Avatar - Comment posted on 01/12/2012 17:21
mix
@Jinx 01
I bet Jim wishes he had Amnesia after sitting through this game!
shaxam1029's Avatar - Comment posted on 01/12/2012 17:21
shaxam1029
:( I almost feel bad for the game. Great review though Jim, I'm sorry you had to play this.
Jibberwocky's Avatar - Comment posted on 01/12/2012 17:23
Jibberwocky
@mix

This for $2 when you could get a game that's actually good for that much during a Steam sale? Pure madness.
DstryrDestroyer's Avatar - Comment posted on 01/12/2012 17:23
DstryrDestroyer
Well, looks like I'll be steering clear of this one. Good review, Mr Sterling.

I have to say though, for a second there I was expecting Jim to jokingly review the game positively and give it a 10 after saying such negative thinvs about it before just to fuck with us.
mix's Avatar - Comment posted on 01/12/2012 17:24
mix
@Jibberwocky
Well when put THAT way....Still, I give homeless people change all the time :P
L3ED's Avatar - Comment posted on 01/12/2012 17:24
L3ED
This game makes RE5 look somewhat scary. And that's saying something.

It saddens me when games get rated poorly, because you know that it took a lot of work to make it (AMY included). As an independent game dev, I know what it's like to spend a ton of time on a game you think is great, just to have everyone hate it. RIP AMY.
jecht35's Avatar - Comment posted on 01/12/2012 17:24
jecht35
so would this game have been better received if it came out in the playstion one era?
llort het's Avatar - Comment posted on 01/12/2012 17:26
llort het
It sounds like it has some great ideas, and the screen shots look great for a downloadable game. Disappointing.

But I'm guessing this can't even be enjoyed for the "so bad it's good" appeal.
SteamPunk Jin's Avatar - Comment posted on 01/12/2012 17:27
SteamPunk Jin
"The player actually relies on the secondary character to survive, rather than the other way around."

A quality game with the same hook is Majin and the Forsaken Kingdom. I urge everyone to check it up, criminally underrated.
GoofierBrute's Avatar - Comment posted on 01/12/2012 17:27
GoofierBrute
Well sounds like shit. Oh well. (goes back to Skyrim)
NickCull's Avatar - Comment posted on 01/12/2012 17:28
NickCull
Good God, we've sunk below DNF standards.

Oh, survival horror, maybe it really is over. It seems like Frictional Games is the only company left making actually good quality survival horror games with Penumbra and Amnesia, and Shattered Memories was serviceable (at least in story), but generally its now just "horror" without the "survival." I'd like to think that genre wasn't just made for its time period, but evidence seems to be stacking that survival horror belonged to the 90s like Michael Jackson was in the 80s. They ruled their respective creative outlets for a decade, but the longer they were around, the more their flaws belligerently reared their ugly heads.
dantemustdie's Avatar - Comment posted on 01/12/2012 17:28
dantemustdie
I predicted a 1, I'm a little shocked that it got higher then that to be honest.
twesterm's Avatar - Comment posted on 01/12/2012 17:28
twesterm
So what's the difference between this game and one like Deadly Premonition?

They both seem to be beyond bad but Deadly Premonition got a lot of love.
hushlorentz's Avatar - Comment posted on 01/12/2012 17:28
hushlorentz
After Amnesia, I'm not sure if a 3rd person survival horror game can ever be as scary.
josmeister's Avatar - Comment posted on 01/12/2012 17:30
josmeister
This is, according to Metacritics, the worst review score ever given by Destructoid. Yup.
Jim Sterling's Avatar - Comment posted on 01/12/2012 17:31
Jim Sterling
twesterm: If you read the text of the two reviews, you'll find the answers you're looking for.
Chewy Dinosaur's Avatar - Comment posted on 01/12/2012 17:32
Chewy Dinosaur
I may not always agree with Jim, but I always love hearing him rip games to shreds
AielSavage's Avatar - Comment posted on 01/12/2012 17:34
AielSavage
Day one buy!
Rubios's Avatar - Comment posted on 01/12/2012 17:36
Rubios
I will buy it right now.
Rokee's Avatar - Comment posted on 01/12/2012 17:37
Rokee
@twesterm

Despite its flaws, Deadly Premonition manages to be so damn entertaining with its goofy take on practically everything that it becomes a joyride.
catsithx's Avatar - Comment posted on 01/12/2012 17:38
catsithx
Wow even worst then hydrophobia. So Worst game of the year means that all other games don't have to try as hard to FAIL!!!
Zephreus's Avatar - Comment posted on 01/12/2012 17:38
Zephreus
@mix
If Alpha Protocol wasn't worth $2 to Jim, I think he'd suggest you only get this game if you have to pay MORE to not get it than to get it.
Mr Andy Dixon's Avatar - Comment posted on 01/12/2012 17:40
Mr Andy Dixon
1.5 sounds pretty generous, considering.

Thanks for the advanced warning on this one, Jim.
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