Condemned: Criminal Origins

Forensic Tools

Detection Tools

  • UV Light – The UV Light’s primary function is to detect traces of blood visible and invisible to the naked eye causing it to stand out brightly if within the light range of the device. It will illuminate the immediate area directly ahead of the device with a purplish light.
  • Laser Light – The Laser Light device produces a relatively small cone of light that’s greenish in color. It’s capable of illuminating latent pieces of evidence invisible to the naked eye, causing it to stand out brightly if within the light range of the device.
  • Gas Spectrometer – The Gas Spectrometer monitors the presence of a foreign substance in the air, displaying its concentration in a meter. The player can use the meter to track down the pollutant’s source such as fumes (most notably methane gas emitted by decaying flesh).

Collection Tools

  • Sampler – The Sampler evaluates the chemical makeup of a piece of evidence and transmits that back to the lab for identification and evaluation.
  • 3D Scanner – The 3D Scanner captures the three dimensional aspect of evidence and transmits the information back to the lab.
  • Digital Camera – The Digital Camera is used to capture images that are transmitted back to the lab for evaluation.

Early versions

Condemned: Criminal Origins was originally known as The Dark, quite far into production. Under this name, the game was largely similar but differed in several key areas. The player character was known as Agent Cross, and the game appeared to follow him on a Government-sanctioned investigation, or investigations, rather than acting as a rogue on the run from the law. Although Cross possessed the supernatural leanings of Thomas from the final game, he could actually use various magical spells. For example, a spell could be uttered to pull a gun from an enemy’s hands and bring it to you through the air, and another spell saw doors and other obstacles break in front of you, seemingly negating the need for a fire axe. The forensic tools used by Cross also differed, as the detection and collection tools were typically one individual item – the UV light, for instance, could illuminate clues and then be used to physically swipe across them, to take samples.

Weapons

List of obtainable firearms

  • .45 caliber handgun
  • Pump action shotgun
  • Sawed-off shotgun
  • Submachine gun
  • Revolver
  • Rifle

List of entry tools (double as weapons)

  • Crowbar
  • Fire axe
  • Shovel
  • Sledgehammer

List of other obtainable weapons

  • 2×4 (with bolts or nails, or on fire/burnt)
  • Clothes rack
  • Conduit
  • Desk drawer
  • Desktop
  • Fighting stick
  • Fireplace poker
  • Handrail
  • Large plank
  • Locker door
  • Mannequin arm
  • Meat cleaver
  • Paper cutter
  • Pipe (large, small, steam, gas)
  • Rebar (straight, concrete, or bent)
  • Sign
  • Stick #1 (of a set of weapons used by a later enemy in the game)
  • Stick #2 (of a set of weapons used by a later enemy in the game)

Gameplay

Combat

Although the game is played entirely from a first person perspective (only broken for cutscenes) it is not a first-person shooter. Firearms are present, but fleeting. The guns that can be found, or taken from enemies, are only good for as long as the current ammo in the clip lasts; once this is depleted, the butt of the gun can be used as a weapon.

The focus of the experience is on improvised mêlée, allowing players and enemies to collect, or even pull, weapons from their surrounding environments, such as pipes, shovels, and 2x4s. A full list of weapons is available further down this page. The word often employed by the developers of the game to describe the combat is ‘visceral‘. A Duke Nukem 3D style quick-kick is available for attacking without, or alongisde, a handheld weapon, and attacks can be unleashed in different directions and configurations, such as left to right or overhead, but combat is notable for not utilising a combo system, unlike similar titles such as The Chronicles of Riddick: Escape from Butcher Bay. In many cases, blocking is necessary both before and after landing a successful hit.

The artificial intelligence displayed by enemies requires the player to think on their feet a great deal more than similar games. Enemies are able to flee and hide effectively, often surprising the player by quickly appearing from a concealed spot. Enemies can also effectively feint, in order to trick the player into blocking at an inopportune time, leaving themselves open for the real attack.

It should be noted that although there are sharp weapons in the game, you cannot stab or dismember enemies. Some mêlée weapons fall under the class of entry tool, and act as keys in the gameworld, allowing the player to access new areas or locked boxes.

Crime Scenes

Condemned is unique for directly involving the player in crime scene investigations, offering the ability to, at the press of a context-sensitive button, call upon a suite of forensic tools to find and record evidence. The player character is linked to an FBI lab via his mobile phone throughout the investigation, allowing (almost immediate) remote examination and analysis by his support worker. Crime scene evidence can be used to solve puzzles, allowing the player to pass previously impassable barriers, and provide clues to the overall mysteries of the story.

Examples of evidence include fingerprints, footprints, fibres, fluids (such as blood), particles, residues, markings/etchings, material, imprints, wounds, small objects, documents, and body parts. Enemy List: there are 4 classes, class A, B, C and S. Class A are very fast but fragile enemies, Class B are standard enemies, Class C are very big enemies and Class S are boss enemies Class A, Reject crawler: A crawler found in chapters 4 aand 5 in deep dark areas nickname sewer chewer. Crawler A strange animal like crawler most commonly found in the game, can be seen in early chapters but are not fought until later. Addict crawlers: very similar to regular crawlers only are more sturdy and make strange noises. Class B, Thugs, Tresspasers, Addicts: these are all “regular” people that are crazy. Not much of a challenge except they commonly carry guns. Class C, Sandhog: A strange fireman style person. Very tough and wields heavy weapons like sledge hammers, and shovels. Another version appears in chapters 8 and 9. Farm Hand: An extremley gigantic enemy that is extremely dangerous. Only appears in the last chapter. Class S, The Butcher: A hilarious enemy that wields a meat cleaver. Serial killer X/ Leland van Horn: A super charged enemy under the influne of an evil entity. Very powerful Watchers: Strange enemies appearing all througout the game but you don’t fight the until the last chapters. They are a religous group. Dark Primary: The leader of the cult you do not see him at all until the last chapter. This the thing that influences everything.

Instincts

The player character is gifted with the instinctual ability to detect when forensic evidence is nearby, allowing players to bring up the detection and collection tools when appropriate. However, the “instincts” of the character only vaguely highlight the area in which the evidence resides, it is up to the player to methodically sweep the scene and catalogue any findings.

Leave a Reply