(3 votes, average 5.00 out of 5)
The City of the Damned: Apocalypse
by Tormentor667 (Homepage)

The City of the Damned: Apocalypse, the sequel to the first City of the Damned, and possibly an inspiration to future survival horror themed mapsets like Unloved. As previously mentioned, Apocalypse is a single, large map created with the survival horror theme in mind, and using a great deal of Blood resources to achieve this effect. In the end, as with most horror themed games, the question to ask is “did it hit the mark?” By this I mean whether or not the mapset achieves its intended goal of being creepy, or even scary.

 

Atmospherically, Apocalypse establishes this sense of dread and horror that is present in the horror genre quite well. You start off on a foggy shore, alone in the dark in the middle of the night, a stranger to the danger that awaits you, armed with only a pitchfork and a warning of what lies ahead. The outlying forest is dark, and seemingly empty, but you soon find that you are not alone, and after battling some run of the mill monsters, and trekking past some abandoned structures (that you do visit later on), you find yourself at the entrance of a large city. Upon entering the city, all is calm. It seems that you really are alone, and that no one else is left (maybe everyone evacuated or was killed off somehow, you find out as you play), but it isn't long before you engage in battle with the cultists who inhabit the city and who appear from out of almost every corner, and so it begins...

 

Architecturally there's nothing really grand to look at, in fact it's rather simplistic. There's just enough detail to convey the point, most of the work is done with the texturing and lighting. The lighting, more specifically, resembles that of Doom 3's use of lighting, in that you find yourself in very dark surroundings and dynamic lights strewn around the place are your only source of light. When there isn't anything trying to kill you on screen, the ambient noise of the empty city is there to fill the silence. The darkness combined with the random monster placement give a feeling of being on edge, that something could pop out at the very next corner, and this feeling stays until you clear out the area because for the most part once an area is cleared out in this map, nothing reappears to fill the empty space and take you by surprise upon revisit (and boy you'll be revisiting areas a lot). Only a couple areas in the whole map are an exception to this, and thus Apocalypse brings itself even closer to Doom 3's jump out scare tactics that really only work the first time you play the game.

 

That brings me to the gameplay itself, which has its good and bad parts respectively. On a good note, monster placement and usage works pretty well the first time around. Since only new monsters are used, one is not really sure what to expect, and when something new and unusual jumps out, you're on your toes and have to deal with it head on.

 

Apocalypse leaves a lot to be desired in its gameplay though. First off, as stated before, the replayability is questionable with regards to the horror factor, but take that away and does Apocalypse stand on its own as a fun shooter? Sadly, this is not so. For starters the gameplay is pretty slow. The player isn't any slower but since ammo is pretty scarce, you're forced to use your pitchfork often in combat (against weaker foes) and only rely on your weapon to take down the tougher enemies. In theory this is how it should be, the player should always have a sense of being weak and helpless...except that in this case the player isn't. The pitchfork is far too weak to even bother using against stronger foes unless you want to really make it tough on yourself, but is perfectly capable of handling the average enemy that you face. If you couldn't throw the pitchfork this would be a totally different case in which you would have to engage in melee combat with hitscan enemies on a regular basis which of course is a very bad thing. Nonetheless the player is perfectly equipped to dispatch any enemy that shows up, but not very quickly. The lack of ammo means you won't want to waste it on weaker enemies (which aren't very threat inducing anyway, but show up most often) which means slow and drawn out melee/projectile battles, at least until the late game where ammo is not plentiful but accessible at least.

 

The biggest issue with the gameplay, the most glaring issue, is the backtracking and key hunting. What really accents the problem with this is that most areas in the map will not be repopulated with something new and unexpected when cleared out, so you end up aimlessly wandering around the city and beyond until you find what you're looking for, alone, with not even the feeling of something watching you because there isn't anything watching you. Personally, I'm not a fan of backtracking, even though it is common in most nonlinear maps, usually there's something done to make the experience a little less dull and patience thinning.

 

There a two things, however, that set this map apart and make it really unique. The first thing is the narrative. As you play through the map you find various notes and signs posted and left around the city that you can read (highlighted with an exclamation point to indicate that it's an area of notability). Through these notes you discover what happened to the city to put it in such a state, and how you can solve the problem. Also included is a backstory for the main antagonists, the cultists. Another interesting bit is the moon shelter premise. Once you hit a certain point in the game, the map periodically becomes a “danger zone” of sorts, as unseen horrors will fill the streets and destroy all living things (although conveniently not the cultists or monstrosities that inhabit the city, in fact you and any other survivors are the only ones in any real danger). The only way to avoid death by unseen horror is to hide out in conveniently placed moon shelters around the map. These can only be activated when you obtain a certain item, and to signify that it's the place to go you're both told and shown firsthand that the moon shelters are the only safe places in the map. At first the concept of having to run from battle and hide in a moon shelter when the sirens go off is a thrilling experience, and is really the only truly thrilling thing in the whole map. This novelty wears off eventually though, as the sirens will undoubtedly go off many more times before the map is completed (especially if it's your first playthrough).

Overall, Apocalypse is fun for a first playthrough, but after going through the whole thing there's not much reason to do it again.

 

(Continued in Part 2)


Gameplay rat_design_2 Design rat_design_2
Heavenly Good atmosphere, nonlinear, interesting narrative
Damned Not very replayable, predictable monster placement, slow combat
The City of the Damned: Apocalypse Part 1

The City of the Damned: Apocalypse Part 1

The City of the Damned: Apocalypse Part 1

Type TotalConversion
Port GZDoom
Gamemode
Single Player
Cooperative
Wikilinks
ZDoom Wiki
Download

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