The Claustrophobic Horror Of ‘Condemned: Criminal Origins’
The empowerment of arming the player has always been somewhat of a conundrum for the horror genre.
While necessary to the player’s survival, the inevitable firepower bestowed upon the player can be detrimental to the carefully crafted horror elements.
So, what happens when the player is stripped of that empowerment and trades in their gun for a lead pipe? Developer Monolith Productions wasted little time in establishing Condemned: Criminal Origins defining tone, which holds up remarkably well 16 years after the game’s release. Channeling the aesthetic and brooding atmosphere of iconic horror films such as David Fincher’s Seven, Condemned’s most distinctly unique feature is its claustrophobia.
Much like the films it emulates, the player is dropped into an unforgiving and filth-covered world. Players take on the role of FBI agent Ethan Thomas who finds himself framed for murder by the very serial killer he’s hunting. Making matters worse there is a mysterious wave of violence plaguing Metro City, somehow tied to Ethan’s case.
Monolith Productions does a terrific job of immersing players into this uncomfortably suffocating world. Ethan’s fugitive status forces him to adopt a “behind enemy lines” survivalist mentality that weaponizes his surroundings. Repurposing inconspicuous items such as 2×4’s, pipes, school desks, and even mannequin arms into instruments of death becomes his DIY means of survival. The inherently limited range of melee weapons makes combat an intimate affair as death is never more than an arm’s length away.
The result is a brutally refreshing approach to combat, as coming face to face with your attackers gives a constant, chilling spike of adrenaline. While the melee mechanics are relatively simplistic, the unpredictability of Condemned’s enemies allows it to avoid overly devolving into a mindless hack and slasher.
Crazed vagrants will feign injuries only to lash out when Ethan closes in, weaponize their environment, and retreat around corners to set up ambushes. For Ethan to survive, he must become that which hunts him.
And hunt him they will. Enemies will at times literally burst through drywall or ceiling panels in their hunt for Ethan. Emphasizing melee combat may, on the surface, seem like a gimmick when in actuality, it sustains the game’s horror aesthetic. The player is in a constant state of vulnerability, only ever as safe as a well-timed block to counter an incoming swing of a pipe.
Periodically, Ethan will stumble upon firearms though they are often anything but reliable. Most guns have less than a handful of shots or sometimes none at all. This lack of consistent ammo supply adds yet another layer of anxiety-inducing tension to combat, but more importantly, ensures the player never feels like a super-soldier.
Inversely, the unpredictable nature of firearms allows for moments of immense empowerment when the player discovers a fully loaded one. This can quickly alter the course of sticky combat situations but comes at a cost. These moments of firepower superiority, while briefly rewarding, reveal how vital melee combat is to the core of the game’s identity. Had there been more emphasis on firearms, the persistent sense of being hunted would be lost. The limited and unreliable nature of guns allows the strength of its visceral melee combat to shine.
There is also the seemingly inconsequential mechanic of ammo management. There is no continual ammo HUD display, and the player must activate a short animation to check their ammo supply manually. This animation leaves the player momentarily vulnerable and makes the already hectic dance of combat that much more so. There’s nothing quite like learning the hard way that your shotgun is empty until an enemy is charging towards you. This is yet another cinematic quality that provides a more grounded horror experience.
The close-quarters nature of combat works in tandem with Condemned’s suffocatingly claustrophobic environments. Leaving Ethan with little room to retreat or hide, the environments actively push him to face his current threat. While an abandoned school and decrepit metro station aren’t the most original horror settings, the difference is how Monolith Productions presents their vision.
The studio’s ability to inject nerve-wracking tension through subtle details, often due to exceptional sound design, exemplifies these stock horror settings. Whether it’s feet shuffling above the player or an enemy screaming incoherently from afar, Condemned’s world is an inherently volatile place.
Unfortunately, Ethan Thomas’ story would never see a proper conclusion. Despite receiving a sequel three years after its release with Condemned 2: Bloodshot, its campaign would end on a cliffhanger. The sequel was also a distinctly different game in terms of tone and gameplay focus. The focus shifted from an engrossingly grounded authentic crime atmosphere in favor of an overtly supernatural one and an increased emphasis on firearms.
What Condemned 2 did best exposed what makes the original such a timeless horror classic. Condemned’s challenging player empowerment and claustrophobic tension is interwoven into its foundation, which allows the game to hold up as well as it does, 16 years later.