Ever since Resident Evil first soiled trousers with its hallway filled with zombie dogs, horror games have found a niche in the addled hearts of gamers in search of the next big scare. For the most part this genre has found itself limited to consoles - and with good reason. Creating a convincingly spooky atmosphere is a tall order for a handheld. Fortunately for DS owners, Gamecock has managed to cram a genuinely creepy game into that tiny cartridge. From this perspective, Dementium is a triumph. Unfortunately, some interface and gameplay problems prevent the game from reaching its full potential.
You are thrust into the heart of a dark, stormy sanitarium as the game begins, both helpless and hapless. After a disturbing roller-coaster stretcher ride through hallways filled with (of course) creepy little girls and copious amounts of blood you must find out who, where, and even what you are. The game goes about setting the mood almost immediately with smooth visuals and incredibly high quality sound. There is a smearing effect along the edges of the screen which distorts the view somewhat, but it’s not prominent.
The designers recommend wearing headphones while playing, and doing so improves the audio experience exponentially. There is a large amount of in-game voice along with booming thunder and splattering unspeakables. You’ll jump when you turn a corner to find some horrible abomination waiting for you. The visuals are top notch although though some textures are a bit dirty and washed out. Rarely is 3D done this well on the Nintendo DS, and an impressive framerate is maintained throughout.
Control is handled much the same ways as Metroid Prime: Hunters was. The digital pad on the DS is used for moving forward and strafing, while aiming is done with the stylus and touchpad. You’ll quickly happen upon a nightstick and pistol to aid you in your escape. Inventory and life management are both handled on the touchscreen as well. One big beef that I had with the controls was the placement and functionality of the attack button. It is often difficult to move effectively enough to dodge enemy attacks while still firing on them with the L button. Additionally, you cannot simply hold the button down to, say, continuously melee. You must press the button each time you want to attack (indeed, you are rewarded for doing so, as quick button presses result in quicker attacks). This often results in some finger-twisting carpal tunnel fun. With a little adjustment, the controls are bearable; with such limited ammo reserves, however, you want to make every bullet count.
In fact, ammo conservation plays a much bigger part in this game than most other entries into the genre. Not since the days of the original Resident Evil have I been forced to keep such a close eye on my inventory reserve. This would have been a positive feature had it not been for the game’s irritating save system which, much like Dead Rising, can make or break the game depending on your patience. Each and every time you enter a door, the game performs an auto-save. Since your ammunition is limited and enemies regenerate frequently, it’s very easy to run out of ammo or put yourself into a very tight situation. Your only recourse, should you become hopelessly stuck, is to restart the game entirely. This is not as bad as it may sound, since the single-player campaign is extremely short.
Despite the remarkable work done with the game’s aesthetic elements, some gameplay issues and an obnoxious save system combined with a very brief campaign leave this game feeling somewhat lacking. A bit more polish could have made this a big holiday title. It remains a satisfying experience overall and a sleeper hit for those wanting a scare on the go.