13 most terrible computer games
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Resident Evil 2, 1998 known in Japan as Biohazard 2 (バイオハザード2 Baiohazādo Tsū?), The game begins on September 29, 1998, as the citizens of Raccoon City have been turned into zombies by a biological weapon known as the T-virus.
Leon S. Kennedy, a police officer on his first day in the Raccoon Police Department, and Claire Redfield, a college student looking for her brother, enter the city. They fight their way to the police station. There they find Ada Wong and a little girl called Sherry Birkin.
They learn that Claire’s brother, Chris Redfield, has gone to Europe to stop Umbrella’s experiments. They escape the station through the sewers and find Annette Birkin, Sherry’s mother. They learn that the viral outbreak was accidental, that her husband William Birkin has turned into a monster who plans to infect Sherry with the G-virus and that Ada is a spy. They fight their way to Umbrella’s underground laboratory where the T- and G-viruses are being produced. On the way to the labs, William Birkin infects Sherry.
Claire continues into the laboratory to find the cure. Annette tries to kill Claire, thinking she wanted the G-virus, but is killed by her husband. As she dies, Annette tells Claire how to prepare the cure for Sherry. Leon and Ada face the T-103, and Ada is apparently killed as Leon destroys the monster with a rocket launcher.
When the laboratory self-destruct is activated, Claire tells Leon to get Sherry and go to the train, which will take them out of the underground laboratory, while she prepares the cure. The three escape the self-destructing laboratory. Claire injects Sherry with the cure and Birkin reappears, now a massive blob, making one final attack. The self-destruct mechanism activates on the train, and they escape as the train explodes, killing Birkin.
Silent Hill 2, 2001. The game follows James Sunderland, who arrives in Silent Hill after receiving a mysterious letter from his wife, Mary, who died from an illness three years ago; the letter beckons him to their “special place”, although James can only assume its meaning. As James explores Silent Hill, he encounters others searching the town. Angela, whom he meets at the beginning of the game, has also just arrived to look for her mother, but on later encounters, seems to be depressed and suicidal; the slow-witted Eddie, meanwhile, seems defensive, and later tends to linger around areas with corpses, though he denies having anything to do with their deaths. Looking for their “special place,” James decides to search Rosewater Park, where he meets Maria, a woman who strongly resembles Mary, but with a more provocative outfit and personality. She claims that she has never met or seen Mary and, as she is scared, James allows her to follow him. James also briefly encounters a young girl named Laura, who seems to have no knowledge of the dangers of the town, including the monsters.
Alien VS Predator 2, 2002. Unlike the preceding game, in which the storylines of the three player characters are independent and do not affect one another, the three story lines in Aliens versus Predator 2 intersect each other. The events of each storyline trigger events in the others. The events of the game are set fifty years after the events of the film Alien 3. Following the flight telemetry of the derelict spacecraft found on LV-426 where the Nostromo crew first encountered the Alien eggs in Alien, the Weyland-Yutani Corporation has discovered a planet with the ruins of an extraterrestrial civilization infested with Aliens. The planet, called LV-1201, and the Weyland-Yutani research station established there are the primary settings of the game. The facility is supervised by Dr. Eisenberg and consists of a Primary Operations Complex and a network of five Forward Observation Pods suspended over a canyon. When the game begins Pod 5 has been destroyed; the cause of its destruction is revealed in the expansion pack Aliens versus Predator 2: Primal Hunt.
The Thing, 2002. The Thing is set after the film’s ending, when two United States military rescue teams, Alpha and Bravo, are dispatched by Colonel Whitely to investigate the loss of contact with U.S. Outpost 31. Alpha Team, headed by the unit’s second-in-command, Captain Pierce, is dropped at the nearby Norwegian Outpost. Bravo Team, led by the unit’s Commanding Officer, Captain Blake, is then dropped at the American research station. The player assumes the role of Captain Blake, and must learn how to coordinate and command his Bravo Team colleagues while investigating the ruins of Outpost 31 and locating clues and messages detailing the incident for players who are unfamiliar with the film. The mission supervisor, Colonel Whitely, will offer sporadic assistance and relay objectives via radio. This section serves as an in-game tutorial and training level and offers some insight into the events which transpired following the end of the movie.
Doom 3, 2004. The story of Doom 3 is conveyed through in-game dialogue and cut scenes, as well as e-mails, audio logs and video files found throughout the game. The game opens with Elliott Swann and Jack Campbell arriving at Mars City, the main access to the UAC’s Mars base, disembarking from an Earth transport, with the player’s anonymous marine just behind them. Swann and Campbell have a heated conference meeting with Malcolm Betruger as the first part of investigating the incidents and complaints about the facility,[20] while the marine heads to Master Sergeant Thomas Kelly for orders. Kelly gives the marine instructions to find a scientist from the Delta Labs who has gone missing.[21] The marine finds the scientist in a nearby decommissioned communications facility, where he is frantically trying to send a warning to the UAC on Earth about Betruger’s teleportation experiments.[22] However, as he tries to explain the situation to the marine, another teleportation test takes place and loses containment, at which point the entire Mars base is swept with an unnatural shockwave, transforming most of the base’s personnel into zombies as the forces of Hell invade through the teleporter’s portal.
Thief: Deadly Shadows, 2004. Thief: Deadly Shadows is a first-person and third-person ‘sneaker’, similar in gameplay to the previous games in the series. The player takes the role of a Garrett, an independent master thief who aims to steal his way through the City, using stealth, devices and weapons, in order to complete objectives and make profits on the side. The player may steal from or mug innocents for loot, and avoid, distract, attack or knock out guards. Loot and weapon ammunition may be stolen simply by ‘touching’ it, when close enough. Locked rooms and chests can be broken into after completing a lock-picking minigame.[3] Mission levels may be traversed by sneaking through the shadows, since walking or running will alert nearby guards, who detecting the presence of a vandal will search around for an unknown face. Upon discovering the player, the guards will give chase and possibly hunt him down. In order to make minimum noise, the player must actively monitor the noise each action creates. The player may usually view a hand-drawn map of the immediate surroundings, realistically, the player’s location is not indicated on the map and must be deduced from the surrounding landmarks. The game has a fairly open-ended structure, allowing the player to approach every objective in multiple different ways. Upon completion of all objectives, the mission ends and the plot is further revealed through cutscenes.
F.E.A.R. First Encounter Assault Recon, 2005. The story of F.E.A.R. is presented in such a way that only a few minor elements are presented in the game’s beginning, thus allowing players to experience the adventure as “… the hero[es] in [their] own spine-tingling epic of action, tension and terror”. The manual briefly mentions the player character’s recent induction as “Point Man” to F.E.A.R., a secret special ops group of the U.S. government specialized in dealing with paranormal threats. The character’s extraordinarily reactive reflexes are described as well, hinting that the government is interested in his abilities. When the game begins, the player witnesses a man named Paxton Fettel taking command of a battalion of telepathically controlled clone supersoldiers, seizing control of Armacham Technology Corporation (ATC) headquarters, and killing all its occupants.
Now fully in control of the Point Man, the player attends a briefing held by Commissioner Rowdy Betters, in the company of his F.E.A.R. team-mates Spen Jankowski and Jin Sun-Kwon. The team’s mission is to eliminate Fettel, operating in conjunction with Delta Force.
Call of Cthulhu: Dark Corners of the Earth, 2006. The game’s protagonist is Jack Walters, formerly a police detective with a talent for solving cases with apparently insufficient evidence (it is implied that he might be a psychic), who was committed to a mental institution after a disturbing encounter during a raid in Boston left him apparently insane and with a split personality. A few years later the secondary personality disappears and he is released, although still suffering from amnesia and schizophrenia.
Now earning a living as a private detective, whilst also attempting to trace his own actions during the period of mental disturbance that he now cannot remember, Jack is contacted to take up a missing person case in the town of Innsmouth. He is sent to Innsmouth by Arthur Anderson, owner of the First National grocery store chain, to find Brian Burnham, the missing clerk who has been running the Innsmouth location. Jack takes the case only to find Innsmouth unfriendly, and that the town does not welcome First National or Brian for being “outsiders”, an attitude which quickly wins Jack enemies in the town.
Over the course of the game, Jack slowly unravels the strange and terrible secrets behind Innsmouth, the Burnham case, and even the Boston incident that initially landed him in the asylum. In an environment filled with murderous cultists, deep-sea monsters, and alien horrors, Jack must try to survive and remain sane despite the horrors of the new case and his afflictions.
Rule Of Rose, 2006. Players control Jennifer, a young woman who is led to an abandoned mansion by a small boy. After experiencing a traumatic event, she wakes up on a virtually abandoned airship which is ruled by a cruel group of children known as the Red Crayon Aristocrats. Under the threat of death, Jennifer must appease the Aristocrats by finding an offering for them each month. Whilst doing so, she must piece together clues and recall forgotten memories which will ultimately allow her to escape their clutches. Each chapter of the game is introduced with a storybook that loosely describes what said chapter is about and which of the characters it focuses on.
Condemned: Criminal Origins, 2006. The game begins with the protagonist, SCU agent Ethan Thomas, arriving at the scene of a murder. He and his fellow officers go into an abandoned building that is surrounded by psychopaths and criminals. The murder they observe is one of a young woman. She is on the floor with strangled wounds across from a male mannequin. Ethan along with his colleagues agree that the murder was most likely one of the Match Maker’s, a murderer that Ethan has been on the trail of for quite a while. After they observe the scene further they move into another room where they smell smoke. They decide to go after the suspect they hear above them by splitting up. While searching for the suspect, Ethan is flung from an electrical box by the resulting charge of activating it. This makes him accidentally drop his weapon. A man hiding in the shadows takes it and flees. When Ethan manages to chase the man into a small dead end room, the man subdues Ethan and begins to try to convince him that they were on the same side. Ethan’s colleagues enter the room as this event takes place. The man then shoots them with Ethan’s gun and shoves Ethan out a window onto the street.
Penumbra: Overture, 2007. Penumbra: Overture follows Philip, a thirty-year-old physicist whose last living relative, his mother, dies. After receiving a mysterious letter from his supposedly dead father, Philip follows a series of clues that lead him to Greenland. The harsh cold forces him to take shelter in an abandoned mine. Unfortunately, the mine’s entrance collapses as he enters it, and he is forced to move deeper inside. Within the mine, Philip begins receiving radio messages from Tom “Red” Redwood, a man driven insane by cabin fever. Red promises that if he is found, he will give Philip answers. The game follows Philip as he descends deeper into the mines in search of Red while unraveling the secrets of the mine’s previous and current inhabitants.
Philip quickly discovers that the mine is inhabited by an ecosystem of abnormally large and hostile animals: dogs, giant spiders, and gargantuan rockworms among others. Abandoned outposts and various scattered papers found throughout the mine indicate that a secret society is studying some unusual phenomena inside the mines.
Following clues and solving various puzzles, Philip eventually comes to an area deep within the mine where Red is waiting for him. Red waits inside an incinerator where he begs Philip to kill him. With no other option, Philip activates the incinerator and amongst Red’s remains, he finds items he needs to progress into a new area of the mine which is identified as “The Shelter”. Once inside, Philip notices what appears to be a human watching him. Philip approaches the figure, but the lighting is suddenly extinguished and Philip is knocked out and dragged away.
Clive Barker’s Jericho, 2007.
The game begins in the present day, the backstory is explained in various dossiers in the extra section of the game and the walkthrough guide: in the present, a top-secret U.S. Special Forces organization, the Department of Occult Warfare (DOW), is a global-spanning agency dedicated to fight the unseen paranormal & demonic forces that besiege humanity on a daily basis, with the general population kept unaware. The top-secret combat arm of this agency are Jericho Squad Teams, a seven-man elite commando unit trained in conventional and occult warfare, and are specially trained, mentally and physically, and equipped with magical & projectile weaponry. These teams are sent on the most dangerous of such missions.
One of Jericho’s primary directives is to be constantly on the alert for the activation of Operation Godseal; a top-secret need-to-know project that commands a Jericho team to venture into the Pyxis and seal the Breach made in the god-holding seal.
Dead Space, 2008. Dead Space takes place in the 26th century. The USG Ishimura “Planet Cracker” ship, during the process of mining the planet of Aegis VII, sends out a distress signal to the Concordance Extraction Corporation (CEC); the CEC dispatches the USG Kellion to investigate. As the Kellion attempts to dock with the Ishimura, a malfunction occurs and the Kellion is badly damaged, and the crew begins to seek a means of return. As the crew explores the apparently abandoned Ishimura, they are attacked by grotesque monsters, who kill off all but Clarke, Hammond, and Daniels. Hammond recognizes that many of the Ishimura’s systems are failing, threatening the ship due to a nearby asteroid belt, and sends Clarke around the ship to fix the core systems to keep them alive.














