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.
THE VERDICT - Amy
Reviewed by Jim Sterling
1.5 /10
Complete Failure: The lowest of the low. There is no potential, no skill, no depth and no talent. These games have nothing to offer the world, and will die lonely and forgotten. Check out more reviews or the Destructoid score guide.
Downloaded the demo off Live and let me tell you, I saw the horror from the get go. That train sequence was terribly stuttery and easily the most horrifying part of the entire demo. After exiting the train and "fighting" an enemy, I promptly wandered aimlessly around the side of the train and held a button to drag back a cart of some kind in a single, unalterable diretion. I was then acosted by another enemy that, after dealing twice as much weapon swings as I had to the first enemy, killed me with little difficulty by shoving me twice.
Then I started the demo for Rise of Nightmares. THAT put a smile on my face. =D
I've never understood people who want you to play the game all the way through. It's like asking someone to eat shit, but they can't talk bad about the shit unless they eat every bite. Shit is shit.
If you play the game for 4 hours and haven't had a bit of fun. And you're actually having a BAD time. Then what more needs to be said. Reviewers are a lot more lenient on games than I am. If I'm not having fun in the first hour of playing the game can go fuck itself.
Who gives a shit if the game turns awesome near the later parts. If you have to sit there and not have fun to get to the fun parts then the game has already failed horribly.
I don't know what's more disappointing, the fact that this turned out to be disaster or the fact that idiots spent $33.7 million to watch The Devil Inside.
Really? What is this, this year's Mindjack-off? Only on XBLA/PSN? How do you release bad products this early? Probably because the developers and publishers know that the game won't sell unless they release it after the holidays.
Anybody who disagrees with this review is insane. This game is utter horseshit. It's a love letter to every bad feature survival horror has displayed in the last 14 years.
@Jim: should I even consider this game if I split the price with a friend? We get a kick out of playing terrible games. Not Deadly Premontion bad, like bad bad. We are currently playing and laughing our ass off at Sonic the Hedgehog 2006 for PS3. We joke that if we can beat a broken game we can beat any game! Do you think it fits into that category??
"Considering Amy is autistic, the terrible A.I. of the game takes on a questionable, almost offensive new appearance."
That's just it, Jim. The game is a metaphor for the struggles of dealing with a mental deficiency! This is art! We finally have our Citizen Kane of gaming!
Jim, I know you don't like the term 'game journalism', but Amy provides you with the ideal opportunity to explore this concept. I agree with your review, btw, and I bought the game - your review is fair and, in my view, absolutely truthful, based on my own experience with the game on 360.
What I would really like to happen now is for someone with your connections to get a solid interview with the developer of Amy, a real heart-to-heart examining how they made this game, why they made the creative decisions they did and how they seek to justify them in the face of such a hostile critical reception to the finished product. There is a real story here.
How can any developer sink so much time, manpower and finances into a project that is so clearly misguided if not outright dead on arrival - and not notice? Did nobody - not one single person - in QA, or on the dev team ever think that perhaps the lack of auto saves might be a problem? That the player might find the antiquated gameplay somewhat irksome and uninspired? That the animations and character design were clunky and just plain daft? Etc, etc.
Do this for me, Jim. This is a feature I'd love to read - I'd like to see what th devs have to say for themselves. I'm a paid-up owner of Amy, after all. I think I deserve an explanation.
Mentioned it yesterday in a comment about how I'm super happy you warned us about this before the game was released. You saved me $10 because I played the demo and God damn it was it horrible.
For one thing the controls sucked -and this is coming from someone who's finally playing through Deadly Premonition and enjoying it. At least Deadly Premonition is charming.
Second, Couldn't see a fucking thing for the first half of the demo. Then you get AMY and her little lamp and things got "better" till she kept getting stuck behind me somewhere not following me.. Having to go back and grab her hand (which I should NEED to have done at those points) was a pain in the ass.
Third, we were over sold on the visuals leading up to the release, the game doesn't look NEARLY as good as advertised. Even the screens in this review make the game look much better then it really looks.
Forth, As a short, roundish Italian American who's been called "Mario" because he "looks like an Italian Plumber" I didn't totally appreciate the cab driver guy and his broken peusdo-broken-english. Every time he spoke it made me want to turn around and bash his head in... And thats not even to mention how fucking creepy he was for no good reason.
Fourth, Stupid jump scares.. Totally unnessary for a game this dark with enemies that could pop out of -what feels like- any where. Don't need a random sparking something-or-other to make the damn character scream to make us jump -it got old after the 2nd time it happened in the very short demo.
Fifth, Pick up range. What i mean by that is theres a "puzzle" very early on that you need to scan things to move on.. But the range at which your given to scan, if you can't see what your doing in the first place, if fucking horrible and will have you walking in circles till you manage to get it.
Sixth, Animations are horrible.. I'm sorry, but I didn't even know AMY was supposed to be autistic when everyone elses facial expressions are just as vacant.
At the very least, even on the demo level, this demo is worse then the demo for FFXIII-2 I had played just a few nights before, that I was giving an objective try at before passing judgement -and I hated that demo as soon as the first battle ended.
Jim says, "disrespecting one's time is the greatest crime a game can pull, over and above disrespecting a monetary investment."
I so totally agree with this statement but I have to say this time-wasting factor is not a consideration in most reviews. As much as I love Skyrim, for instance, the time-wasting buying and selling and absurd level of inventory management forced me to delete the game from my computer just because I was wasting so much time. These obvious flaws did not keep the game from getting a perfect score however.
There is so much awesome content in Skyrim... why do they insist on wasting my time in minutia to get to it?
According to http://www.metacritic.com/publication/destructoid?filter=games&page=33 metacrtitic this is Destructoid's fifth lowest reviewed game after Kane and Lynch 2, Dead or Alive Paradise, Darkest of Days and Calvin Tucker's Redneck Jamboree.
I had written this game off due to this review, but I should have remembered that Jim enjoys shitting on games he's not good at.
I decided out of pure boredom with my existing games that I'd download a few demos. I didn't even remember Amy, as I had put it out of my mind after this review. I happened upon it, and figured, what the hell.
The voice acting *is* terrible, but it's not so bad you can't enjoy the game. It's on par with Silent Hill actually. I'd wager its budget was far less than Silent Hill's was. I never *once* got stuck running in place on a wall or in the middle of a level. Perhaps that doesn't happen during the demo, or perhaps it's due to the fact that I don't hug walls when trying to escape from monsters.
Essentially, every negative thing Jim said is written off by the demo. That said, did I end up buying the full game? No. The one thing that does ring true, is that this is a rehash of every other survival horror game.
Had to review Amy myself for another website, so I just now got around to reading this. I gotta admit that I didn't get past the midway point either, but since I'm not Jim fucking Sterling I didn't have the guts to admit it until now.
I can tell you Jim, you didn't miss shit. You only ever get the push and silent bubble abilities. You would think that with the ability wheel being as big as it is, there would be SOMETHING. Stage 5 (out of 6) is one big stealth stage where you die if you are even seen. Then at the end of the stage you keep fighting enemies until Amy opens a door. Then stage 6 is just a boss fight where you lure him between two mines so it electricutes him, allowing you to smack him. Repeating this takes 10-15 minutes to beat him. Just a solid piece of shit throughout. THEN, the game ends much like the movie The Devil Inside. You think you'll get answers to the story? BOOM, the game is over. Fuckin' hell.
I can tell you Jim, you didn't miss shit. You only ever get the push and silent bubble abilities. You would think that with the ability wheel being as big as it is, there would be SOMETHING. Stage 5 (out of 6) is one big stealth stage where you die if you are even seen. Then at the end of the stage you keep fighting enemies until Amy opens a door. Then stage 6 is just a boss fight where you lure him between two mines so it electricutes him, allowing you to smack him. Repeating this takes 10-15 minutes to beat him. Just a solid piece of shit throughout. THEN, the game ends much like the movie The Devil Inside. You think you'll get answers to the story? BOOM, the game is over. Fuckin' hell.
It's better than GoW 3?
And yes, this game is so damn challenging, physically and mentally. Couldn't bother to watch the video review since it's even painful to watch someone trying to play.
To put it in perspective, I think we're all QUITE spoiled with "autosave". I grew up on games where there was nothing of the sort so I am grateful when I don't have to pick my own save spots or they autosave. However I think in a game where a wrong move can have you die at any second you should reward the gamer with frequent autosave moments so that they feel the need to try and try again.
Mechanics wise, yes it's weak. The controls aren't the best in the world.
Still I don't think this game is a 1.5, Maybe a 4 as far as games go. It could have used more time before being released.
As someone building a dev company myself I understand the cost and the time that small companies put into these games. I also understand that you're not going to get GoW or MW3 quality when you don't have a MW3 budget, so I don't expect phenomenal. I also didn't think this game was a rehash of everything in survival horror. MANY games use stealth, it's gameplay and doesn't belong to 1 game or even 1 genre.
I see your points, I just don't think it's as terrible as you're saying.
I'm still 50 percent inclined to examine it out just to see how bad it is for myself.then again I did that with the Garfield film have regretted it ever since
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