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2025-11-15 10:01

I remember the first time I booted up Alone in the Dark, staring at that character selection screen with equal parts excitement and hesitation. The game presents you with two distinct protagonists right from the start—Emily Hartwood or Detective Carnby—and I spent a good ten minutes just weighing my options before finally committing to Emily's campaign. What struck me immediately was how this choice wasn't just cosmetic; it fundamentally shapes your experience in ways I hadn't fully anticipated. Both characters navigate the same eerie environments and core narrative, but their personal journeys diverge significantly through unique puzzle sequences and haunting moments tied directly to their backstories. Emily's sections often involved more psychological elements, while Carnby's felt more investigative in nature, creating this fascinating duality that made me curious about the other perspective even as I played through my first campaign.

The real magic happens when you complete both campaigns, which unlocks what the developers call the "true ending." I'll admit, I'm someone who rarely replays games immediately after finishing them, but here I found myself genuinely intrigued to see Carnby's side of the story after spending about 12 hours with Emily. The alternate pathways aren't just minor detours—they're substantial enough to make the second playthrough feel fresh rather than repetitive. That said, I did notice the game's structural issues becoming more apparent during my second run. The environments, while beautifully rendered, started to feel familiar in ways that dampened the horror elements, and some of the pacing problems stood out more starkly when I knew what was coming. Still, the unique story moments for each character provided enough incentive to push through, though I suspect more casual players might not have the patience for it.

About 75% through my second playthrough, I encountered something that genuinely took me out of the experience. The game pulls a plot twist that feels so brazenly similar to another major horror title—I'm talking about a specific sequence near the end that mirrors another game's reveal almost beat for beat—that I actually paused and wondered how this made it through the editing process. As someone who's played countless horror games over the past decade, this moment felt particularly jarring because it came after so much original and compelling storytelling. You can't just repeat another game's twist and expect players not to notice, yet Alone in the Dark seems to suggest you can get away with it if you frame it within an otherwise strong narrative framework.

What makes this particularly fascinating from a game design perspective is how the dual-campaign structure both enhances and detracts from the overall experience. On one hand, it provides genuine replay value and encourages players to explore different aspects of the story. The unique haunting sequences for each character—I counted at least 5-6 major differences in my playthroughs—add meaningful variety that makes each campaign feel distinct. On the other hand, the game's technical issues and that questionable plot decision near the end create this strange tension between innovation and imitation that left me with mixed feelings. I loved about 85% of my time with the game, but that remaining 15% contained frustrations that occasionally overshadowed the brilliant moments.

From a player's perspective, I'd recommend starting with Emily's campaign if you're more drawn to emotional storytelling and psychological horror, while Carnby's route better suits those who prefer detective work and logical puzzle-solving. The gameplay differences aren't massive, but they're significant enough to cater to different preferences. Having played through both campaigns totaling around 25 hours, I can say the true ending does provide satisfying closure, though whether it's worth the commitment depends on your tolerance for the game's shortcomings. The dual narrative structure is an ambitious choice that mostly pays off, creating this fascinating tapestry where you only get the complete picture by experiencing both sides.

What ultimately stays with me is how Alone in the Dark manages to be both innovative and derivative simultaneously—a strange paradox that reflects the current state of horror gaming itself. The character-switching mechanic adds genuine depth and replayability, yet that controversial plot moment near the end shows how even well-executed games can stumble when borrowing too heavily from their influences. I found myself thinking about the story days after finishing it, which speaks to its compelling core despite the missteps. For players willing to look past its flaws and invest the time in both campaigns, there's a memorable experience here that justifies the effort, even if it doesn't quite achieve everything it sets out to accomplish.

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