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Review
Clock
Tower 3
Developer:
Capcom
Publisher: Capcom
Release Date: March 18, 2003
Platform: 

Review by Randy Sluganski
May 20, 2003
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Be careful what you wish for. . .
Capcom recently issued
a press release stating that almost 20% of their upcoming product
line had been cancelled. Numerous new releases
had fallen below their bean counters projections, the most notable
being two games that were classified as survival-horror – Resident
Evil Zero and Clock Tower 3. Clock Tower 3 was projected to move
450,000 copies and has, according to end of March 2003 figures, sold
only 250,000. While this would be considered a success in the pc
market, in the console world a quarter-of-a-million copies sold is
considered a failure.
Of course, since Clock
Tower 3 is primarily an adventure game, Capcom will naturally assume
that adventure games on console don’t
sell and will never consider placing the blame where it actually
belongs, with their marketing department. Yes, Capcom placed advertisements
in the console gaming magazines, the same magazines that decry any
game that is slowed down by puzzles and of course the reviews held
true to form. No, Capcom did not make any attempt to reach out to
the adventure community and ask what they would like in an adventure
game. Instead, they attempted to appeal to the twitch crowd by adding
end-level bosses to what is otherwise a pure adventure game. It goes
without saying that the twitch crowd was put-off by the puzzles and
the cerebral crowd was put-off by the challenging end bosses and
the end result is that nobody wins.
If you are willing to buy into it, Clock
Tower 3 has a wonderfully
eerie storyline. Much like the previous two installments, the protagonist
is Alyssa, a teenage girl who inexplicitly finds her tranquil life
disrupted by supernatural events. After her mother mysteriously disappears,
Alyssa is sucked into a world where spirits of pure evil commit unspeakable
acts of violence (often depicted in cut-scenes as gruesomely as possible)
and only Alyssa can free the tortured souls who have been captured
by these Evil Servants. The entire story plays out in London, but
jumps between the years 1942, 1963, 1982 and 2002.
There are some truly chilling
moments, especially when you must run and hide from the crazed
serial killers who are in murderous
pursuit. Alyssa has a Panic Meter that rises accordingly as she is
chased but the meter can be lowered by either finding a Hiding Place
or a Safe Point. Safe Points can only be used once and usually offer
some sort of defensive action – such as pushing a bookcase
onto a pursuant – to help Alyssa momentarily escape. Alyssa’s
only other means of defense is to splash Holy Water at her demonic
foes.
Each level, or year, of
Clock Tower 3 features a self-contained mini-story that depicts
the story behind the sad death of a certain
individual(s) and the responsible serial killer. These murdered souls
roam the level and can only be freed when Alyssa finds and returns
an item of sentimental importance. The last soul, around who each
chapter is focused, can only be freed if Alyssa defeats the serial
killer in an end-boss battle – and this is where the game completely
sinks into the abyss of gamer’s hell.
What had been a blissfully
enjoyable point-and-click, inventory based adventure game becomes – at the end of every level – an
adventure gamers worst nightmare (By the way, CT3 is really not a
point-and-click game, but it sure plays like one. What is this aversion
that console gamers have against point-and-click games? They react
as though they have committed some sort of video game masturbation
if they happen upon a point-and-click game – “Oh my gosh,
I played a point-and-click game, my fingers are going to fall off!).
For an entire level Alyssa uses her wits to escape from these killers
that she is so afraid of, but apparently freeing a few souls from
purgatory provides her with the courage to suddenly face off woman-a-mano
against the deadliest killers in the history of mankind.
As if that weren’t reason enough to quit playing, these end-boss
battles are as horribly realized as any I’ve ever played. Armed
only with a ‘magical bow’ you must now pummel your foe
with an inordinate amount of shots – and we’re talking
between thirty and forty direct hits. There are a few special arrows
that will allow you to root the killer in his tracks while you fire
away, but to make matters worse, once you press the fire button,
you can not change your aim so if it is a little to the left or right,
tough noogies, you’re screwed. Camera angles shift suddenly
and unexpectedly and you’ll often find yourself standing right
next to the killer that just moments before was across the screen.
What is most bothersome though is that we are expected to believe
that this young girl who was seemingly scared to death, is now suddenly
a mighty warrioress, unafraid to confront the most deadliest killers
in history. What an insult to the gamer’s intelligence. If
only there had been an option to defeat the end-bosses using one’s
brain rather than brawn.
There are also a few other
console standards – besides save
points and end-bosses - that rear their ugly heads. There is a timer
that keeps track of how long it took to beat the game. Who cares
how long it took to beat the game!? The object is too have fun, not
race through as quickly as possible. Yet, there is a reward for those
who do finish, for once you have completed the game you are given
a key that opens a secret wardrobe and allows Alyssa to replay the
game wearing a different costume. We’ll pause here while you
consider that wonderful replay option. That’s right, you can
replay the entire game with Alyssa sporting either a toga, Roman
armor, a blue outfit or a club-type outfit. What, no pink tutu?
Games like Clock Tower
3 will be the death of adventure games with
their retarded console mentality. Save points and end-bosses are
not conducive to a good game and are instead the result of lazy programming.
The graphics, especially the cut-scenes, are splendid and the music
is top-notch, but what does it matter if the game veers so far off
course simply because companies would rather attempt to appeal to
action gamers by including a few ridiculously hard fighting sequences.
The end result is a badly produced hybrid that appeals to very few
gamers and what more evidence do you need than the figures quoted
in the first paragraph of this review?
Clock Tower
3 grades:
Adventure aspects – A
Action aspects – F
Final Grade: C
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