When a Daymare turns into a nightmare

As far as I understand, Daymare 1998 started as a fan remake of Resident Evil 2, but then the Resident Evil 2 remake happened so no one else could steal Capcom’s thunder. Rather than scrap the project, the developers transformed Daymare into a love letter to old skool survival horror games.

By the time I got around to playing it, there had already been a number of updates. I should have done my research before starting the game, because one of the updates lets you choose between classic style or “modern take”. I mistakenly assumed classic style was the way to go. However, it features a game mechanic that is so fucking bad and was never an aspect of any survival horror game I ever played, so I can see why they ended up offering another option. Unfortunately for me, you can’t switch modes in settings once you’ve already started a game, and I was too deep into it to start over by the time I learned that I’d made a really bad choice.

So what is the awful game mechanic? Loading your gun. Remember how in Resident Evil you pick up bullets then load your gun by either hitting a button or doing it in your inventory screen, which pauses the game action? Well in classic style Daymare, your bullets don’t go in your gun. They go in clips, which you then have to load in your gun. That’s right. Two steps to reload. Oh, but there’s more. If you accidentally quick reload your gun with another clip (fast button press) instead of slow reload (hold the button down), you drop the old clip then have to pick it back up otherwise you lose a clip you desperately need to have on hand. You need to constantly make sure you’ve combined the clips in your inventory with bullets during quiet times so they are full, that way you can just swap out clips instead of having to both refill and change them during the thick of a battle. Also, you can’t combine bullets with a clip that is not fully depleted—you have to empty it first.

Do realize that holding onto clips and bullets means taking up more space in your inventory. On top of that, you have to carry clips and bullets for multiple types of guns in your inventory. Also fricking annoying? Although all your inventory slots are on one screen, they are in two separate blocks, and you have to hit a button to jump from one block to the other rather than just scrolling up or down from one to the other. Ridiculous, especially considering the game keeps playing while you are in your inventory. You don’t ever want to have to go into your inventory while fighting monsters.

Many people say the game is too easy in modern take, but all modern take does is load your bullets directly into your gun without clips…just like classic survival horror video games. Not to mention, you eventually get a shotgun, and even in classic mode bullets go directly into the gun. Once I got that baby I barely ever used my other guns. Modern take also does something that would definitely make the game easier; it lets you skip over puzzles. I would never, but I have to say, many of the puzzles in this game are infuriating because there are absolutely no clues as to how to solve them, and you are forced to look them up online. Perfect example—there’s a puzzle on a computer in which you have to answer a series of questions using the Greek alphabet. There is no note or file giving you the conversion chart for the alphabet, so you have no choice but to go online and look it up!

The map is not assigned to a quick key, so you have to enter your inventory then tab over to it, and it’s also not even very useful. There is, however, a quick button to see your health status on screen, because there’s no permanent HUD on screen. There are also D-pad quick keys for guns and health.

You can mix various forms of health in your inventory, and there are other stimulants and mind enhancers that allow you to see through walls temporarily, but chances are you’ll never use them, so it would be nice if more health was scattered around, because it’s hard to come by. There are, however, rooms you can get into that have extra items in them. Doing so requires having hacking cables in your inventory. The unlocking technique is the basic “hit the moving marker at the right time as it passes through a gap in a line” challenge, but there are varying difficulties. If you fail you lose the cable.

You’ll find files that are long and boring to read, and making it worse is that the writing is extremely small and the typeset is awful. There’s a whole screen available to fill with text, yet it’s all squished in the center, and often the white text has a light visual behind it, making it even harder to read. Makes no sense. Even on a 65-inch television I couldn’t read that shit.

Another frustrating game flaw? When you approach an object you can pick up, an arrow symbol points to it. That symbol isn’t a prompt to pick it up. That symbol is a prompt saying “keep poking around right in this exact spot until the X prompt appears so you can then pick up the item”. WTF? Seriously? A 2-step pickup prompt process???

The game offers basic old school movement, with an over-the-shoulder POV and semi-tank controls. You can shoot and move, strafe, run, and quick turn, so it should be quite familiar to survival horror veterans. But the downfall is the combo button run feature on PS4. You hold the L1 button to “jog”, but to run faster, you have to press straight down on the left thumb stick (L3). Unfortunately, it rarely registers, which is a problem during many of the most insane battles. Later in the game it is crucial for a one-hit death chase scene and simply will not come through. If you’re going to get past this particular boss, it will be by pure luck (more on that below).

Also be warned that the auto save feature failed several times, which became obvious when the symbol showed up on screen and didn’t go away after a few seconds as it should. It would just remain a spinning symbol in the corner, and each time it did, when I quit the game and started again all my progress was lost and I was brought back to the previous checkpoint.

The game is split into five chapters in which you play as several different characters, each with a very different feel.

Chapter 1

This takes place in a typical facility with labs. You play as a total douche bag who needs to clear the place out. Even so, the first time I encountered a wounded guy who offered up some information, it was followed by a weapons tutorial I couldn’t exit…because in no way did the game make it clear that part of my tutorial included fricking shooting the guy!

Aside from solving puzzles, you encounter several different types of pretty easy zombies in this chapter. However, at the end of it there’s a timed segment in which you have to stay alive until a door opens. If you are low on supplies at that point as I was, you don’t have to fight the zombies that attack. Simply keep away from them until you can make your escape.

Chapter 2

This chapter is much more nerve-racking and creepy than the first, and you also play as two different characters. First you have an oxygen mask on and must find a way into a building while running through a town full of zombies. You can enter open houses along the way to rejuvenate your mask capacity, but there are some zombies inside. Eek!

The other character you play is on medication that keeps wearing off, causing him to have frightening hallucinations. Oh joy. However, this is when you get the shotgun and don’t have to reload clips.

 

You spend most of the chapter in a creepy hospital, and there’s a new feature added—secret rooms that are noted when your wrist watch beeps by certain walls. You simply have to click until you find the secret door in the wall. Sometimes a secret room has a terminal that lets you exchange items for other items, do an old skool manual save in slots on your hard drive (wahoo!), and store items.

Chapter 3

This is perhaps the longest and also the most boring chapter. In essence it most closely resembles classic survival horror games, but the lack of any variation is what makes it so bland. You do get to explore the city a bit as in Resident Evil 3, but you also spend a lot of time in drab buildings that offer little visual distinctions. As a result, any sense of dread or fear is lost.

The good news is you score a magnum you’ll desperately need for a boss battle that’s only made easier if you realize there are more magnum bullets tucked away in the forest arena in which you fight. You are up against two mutated creatures, and the only way to kill them is to drop them to their knees with heavy firepower and then shoot them repeatedly in specific spots on their backs. They are always in hot pursuit, often split up, and there’s plenty of debris lying around on the ground for you to get stuck on as you run in terror from them.

Chapter 4

You’re back playing the guy suffering from hallucinations as you try to make your way through the city. The hallucinations are infuriating because it appears you’re just wasting bullets if you shoot the apparitions, yet it also seems your health takes a hit if they make contact with you! Double standard much?

The boss is just a single version of the duo from chapter 3, but there are annoying zombies thrown into the mix to get in your way and really trip you up.

Chapter 5

Back to the guy with the boring chapters. At least the first boss is rather entertaining—once you realize that blowing him away isn’t the answer. Instead of using up all your ammo, you actually have to lure him onto a platform in the middle of the room, avoid his swipe at you, which temporarily stuns him, and then press a button on a console nearby to electrocute him. This procedure needs to be done twice.

You’re near the end of the game, and this is when that combo button run feature destroys your whole game. The idea is to run down a corridor, opening doors using a sequence of button pushes as an invincible boss is pursuing you. At first he moves slowly, but once you open the third door, he begins running for you. This is also when zombies start blocking your route. There are only three of them on the way to your destination, but if you don’t shoot them they will grab you and the boss will catch up with you.

Meanwhile, because the run feature keeps failing, he catches up to you anyway and tears you apart. If you can get lucky enough to make it to the end of this corridor, you have to press a button to call the elevator then kill time avoiding the boss until it comes. The only way to do this is to run back the way you came, and there is no way to pass the boss in the hall without getting grabbed. Sooooo…you have to try to blow up one of the explosive tanks along the sides of the corridor just as he is near it. This will stun him, and that is when you can run by him. And guess what! You have to do it again to pass him in the other direction to return to the elevator once it opens. But of course there’s an issue. The hallway is so dark and murky as you wait for him to show up that even with the brightness cranked in settings a) you literally can’t see him until he’s right upon you, and b) you can’t see the damn tanks you need to shoot to stun him. Sigh. I came very close to doing the whole damn thing perfectly once, and just as I was nearing the open elevator, the run button completely failed. I finally got into the elevator, turned to hit the button to close the door, and found myself face to face with the monster…right before he ripped my face off, taking my whole head with it.

Well, fuck you game, because there is a glitch I found online that eventually worked in my favor thanks to my persistence (aka: doing it over and over and over until the glitch worked). Occasionally as the boss pursues you, somewhere way back in the hall he gets stuck on something. You won’t see it happen, but you will bask in the glory as you press the elevator button and then just stand looking down the dark corridor and realize the boss never materializes from around the corner. For good measure I remained absolutely still for fear my movement would unglitch him. After what felt like forever, the door opened, I ran right to it, and I left that horrible section behind me forever.

This brings us right to the final boss. The same boss. Now you have to fight him in a parking lot. He chases you relentlessly, he spits acid at you, zombies come out of nowhere to chase you as well, and…there’s another glitch. A nice pile of debris sits on one side of the lot, and if you circle it while the boss is following you, he will get stuck on it. You just stand on the other side of it and blast away until he’s dead. And if you need bullets, there’s literally a box with an unlimited supply right beside you. Kind of makes up for all the annoying aspects of the game you had to get through to arrive at this moment.

About Daniel

I am the author of the horror anthologies CLOSET MONSTERS: ZOMBIED OUT AND TALES OF GOTHROTICA and HORNY DEVILS, and the horror novels COMBUSTION and NO PLACE FOR LITTLE ONES. I am also the founder of BOYS, BEARS & SCARES, a facebook page for gay male horror fans! Check it out and like it at www.facebook.com/BoysBearsandScares.
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