Some of the best retro-style games are almost indistinguishable from the real deal; games that could have been buried in a time capsule in the ‘80s or ‘90s, long forgotten before being unearthed, completely intact, in the modern day. It’s tough to pull off, though we can say with absolute confidence that Alisa Developer’s Cut is one of the most authentic-feeling homages to classic survival horror that we’ve ever played.
We should preface this review by clarifying that if you’re someone who hasn’t experienced ‘retro’ survival horror — with pre-rendered backgrounds, fixed camera angles, and tank controls — then a lot of what makes Alisa so wonderful might not resonate with you. For those who grew up with the likes of Resident Evil and Alone in the Dark, however, buckle up, because this is how it’s done, folks.
Taking place in the 1920s, you play as Alisa, an ‘Elite Royal Agent’ in pursuit of a wanted criminal. After chasing him into a dense forest, Alisa is attacked by strange creatures, blacks out, and awakens in a large, foreboding mansion dressed in an odd, doll-like dress with nothing but a simple pistol to defend herself. Naturally, your job is to escape, but surprise surprise, the mansion is chock full of creepy enemies and perplexing puzzles. In short, it’s Survival Horror 101, and it’s brilliant.
Alisa takes more than a few cues from Resident Evil, including the creepy setting, the tank controls, the save room music, and even a slightly offputting merchant who takes the form of a talking hand puppet. With that said, however, it still manages to carve its own identity effortlessly; one that doesn't shy away from the sheer absurdity of its premise. Dolls, clowns, and ghosts take the place of RE's zombies and BOWs (bio-organic weapons), and while this makes for an experience that isn’t always outright scary, it is often unbearably unsettling.
A lot of the tension comes from the enemies themselves, who have been designed to look as creepy as possible without making use of gore or gross-out effects. Basic doll adversaries will slowly shamble toward you, arms outstretched, while other creatures might use clown bikes to mow you down. There’s a heap of variety here, but our favourite enemy has to be a ghost-like doll that escapes from its glass confinement early in the game. This Woman in Black-inspired spectre, much like the Nemesis from Resident Evil 3, will pop up randomly when you enter certain rooms, and if it catches you, it will deal an absolute boatload of damage.
It’s a good job, then, that the game equips you with plenty of weaponry and perks to help ensure your survival and keep the various nasties at bay. You start with a simple pistol at your side, and while the survival horror genre often encourages you to avoid fights, taking out your enemies in Alisa rewards you with a currency called ‘Toothwheels’, and you can spend these with the merchant to unlock new guns and melee weapons, such as a blunderbuss or katana — and saving your game also costs one Toothwheel. You’re also not stuck with your initial outfit, either, as new dresses will become available periodically, granting buffs that should give you an edge when going up against more fearsome enemies.
It’s not just creepy monsters you’ll be contending with. Alisa Developer’s Cut is crammed full of interesting puzzles that feel right at home given its genre. You’ll be locating unique keys, collecting items, moving blocks around, solving tile puzzles, and more. Many of these are different degrees of been there, done that, but as with everything else in Alisa, the puzzles somehow do enough to feel relatively fresh. They also strike a nice balance with their difficulty, providing enough of a challenge to feel satisfying without straying into frustration.
Where Alisa truly shines, however, is in its presentation. Sure, by modern standards, we can’t exactly say that it looks 'good', but then that’s not the point. This was designed to look like a PS1 game from the mid- to late-'90s, and in that respect, Alisa is a resounding success. The pre-rendered backgrounds, from the creepy village featured in the prologue to the colourful, unsettling circus area, are all well-designed and showcased superbly with careful placement of the camera. Granted, there were a couple of occasions during tough enemy encounters where the camera would flip between various fixed angles a little too frequently for our liking, but for the most part, their positions have been well selected to effectively amplify the feeling of isolation and dread.
The same level of care has also been applied to the music and voicework. The latter will sound amateurish to players not familiar with classic survival horror games, and while there’s nothing here that will quite match up to some of Resident Evil’s most memorable quotes, Alisa does a great job at replicating the corny voiceover work from the '90s. The music, meanwhile, ranges from quietly unnerving to panic-inducing, while the save room theme specifically will bring a welcoming sense of calm and safety, as it should.
All in all, you're probably looking at around 5-7 hours of playtime for a standard run, and that's if you don't bother with the additional goodies like unlockable weapons or dresses. If you want to pick up everything, then the game will easily push past the 10-hour mark. Like all great survival horrors, there's also ample opportunity here to flex your speedrunning skills, with added extras like multiple endings and an optional New Game+ mode injecting a nice touch of replayability.
Conclusion
Alisa Developer's Cut is an excellent homage to classic survival horror that can easily stand toe-to-toe with the likes of Resident Evil and Alone in the Dark. From the tank controls to the cheesy voiceover work, it nails almost every aspect, providing an experience that feels like it was ripped straight from the '90s. Its overall appeal will likely be limited to those who are intimately familiar with survival horror, but if that's you, then strap yourself in for one of the best examples of the genre to date.
Comments 45
Something about 90s/early 2000s horror games that still can't be replicated on modern hardware. I think the graphical limitations add to the horror charm. I'd even go as far as to say it's what made the well/Spirit Temple & Majora's Mask creepier than true horror games of the modern era.
I really hope this gets a physical release at some point.
@Axecon too true! I usually wonder if Nintendo is unwilling or unable to replicate the creepier parts of Zelda like the Shadow Temple or Ikana Village. There is a feeling that a part of it stems from hardware limitations.
If Alisa nails the feeling, I really want to see it
This gave me more alone in the dark 1 vibe rather than resident evil 1, more cult like compared to resident evil bio-weapon plot. I'll try the demo on steam first
"Really requires knowledge and a willing embrace of outmoded game mechanics to enjoy"
Your sales pitch is getting better and better!
Definitely looks like my jam.
Horror in general isn't exactly my cup of tea, but if I ever feel like playing a survival horror game I'll definitely consider this one as it looks like the classics in the genre which is definitely a plus for me while still having its own identity!
Deserves a physical release
Excellent! I think The Sphere Hunter (Suzi) also contributed her voice to this game, which is a cool detail. I'll be buying this Day One.
Wow this looks good. I’ll be picking this up eventually for sure.
@Axecon You mean the Shadow Temple, not spirit
Nice, this is my cup of tea! I grew up with these games, so I'll enjoy it like the old man I am lol
I had this on my calendar to remind me of this release today, that's how bad I want this. Thanks for the review, Ollie!
I'm finally able to get into tears of the kingdom and have been putting in some solid hours so might wait until this weekend to buy when I'll actually play it.
Can't wait to give this a go!
@Poodlestargenerica Yup, thanks for the correction
Here's the thing.
I grew up with a GB and an snes and saw the arrival of the psx with all of its really poor attempts at 3d and all of its really bad ideas. Some of my friends loved the survival horror games but truth is even at the time I thought they were pretty terrible. Those tank controls were an absolute joke and the best thing that happened to RE was RE4 just like the best thing that happened to that genre was when it disappeared.
So yeah, if you love it good on you but definitely not for me. And honestly you'd be hard pressed to convince me that there's anything to save in that genre but a good old pair of fat and shiny nostalgia goggles.
Great review, really glad to hear the puzzles are fresh and challenging. Already on the wishlist, may give it a go soon
I am having a cup of tea right now and am interested in this game xxx
@Bobb
The tech limitations are definitely part of it. That angular, simplified aesthetic allowed Nintendo to, uh, get away with some things.
Blood-soaked floors, men turned into spiders, shrieking zombies feasting on each other, walls topped with skulls, whatever Dead Hand is supposed to be.
What is it? More like Resident Evil or more like Alone in the Dark? Those are completely different games.
Ah, never mind. Focus on weapons, so more like RE1, gotcha. Also, Alone in the Dark is NOT a survival horror game. Don't know why you would lump those two together (from a gameplay perspective).
Just played the eShop demo, really enjoyed it and loved the atmosphere. Instantly bought the full game.
@Beaucine Like most good horror, what you don't see is often scarier. In this case, the limited visuals forced you to fill in the blanks with your imagination.
Give me a physical release, and I'll buy a copy for PS5 & Switch. If not, I'll wait for a sale and probably download it on my Steam Deck.
What?!? I am so down for this rn! Great review.
@Echtzeit literally everyone that read this understood why they'd compare the games, immediately.
@Echtzeit Alone in the Dark often gets lumped together, because it's an obvious source of inspiration for the original RE, but you are right to point out that they're very different in terms of gameplay. Having played AitD back in '92, it always felt like an adventure game to me. (Those were still mainstream back then.) But even Wikipedia and the game's own Steam page say that it's survival horror, so I guess it's retroactive branding.
@Qwiff
Yes to the (false) retroactive branding. I watched the post mortem from the producer and he said, they imagined it as an adventure game (with action, yes, but atmosphere and puzzles are at the forefront). And it certainly shows in the gameplay.
He didn't work on the second game (which only came out one year later and is very different) and asked which game he sees as spiritual successors, he mentions Silent Hill and Alan Wake, which he thinks are much closer in spirit to his game.
hmm sounds good but I just can't with tank controls anymore. any time I try to replay the older ones the session ends soon because those are just not a friendly way to play games when you have options. adding poor clunky controls just for bonus nostalgia points is dumb.
I agree with @Axecon but I still think it would be cool if Nintendo
remade it.
Like if Nintendo had there own real scary game that would be sick. (I KNOW CHAT BUT LUIGI's MANSION IS NOT SCARY)
I expect, the out-moded mechanical controls will take some getting used to if you don't go in with your retro spectacles on. Ha.
But reads like something I'd enjoy. I'd be up for this. Cheers for the review
@Echtzeit
True. Alone in the dark is not really a survival horror and back in the day I thought it was pretty good. Then RE came, took everything from alone in the dark and turned it into something that didn't really work.
@WaveBoy
Yeah people loved it and it worked well with the wave of new gamers/new gaming habits that arrived with the psx.
To me the psx made the promise of 3d gaming and did not really deliver. What we got was graphics marketed as being good but were in many ways a lot worse with less detailed characters as what could be done with 2d, less detailed animations as what could be done in 2d. Backgrounds supposedly realistic but the image was so blurry you were not even sure what it was supposed to be. 3d that was not real 3d but rather 2d games with a change of camera angle and sometimes not even, it's still a top down view and if you stop and think a second about it you start wondering what the game actually gained from being 3d. And the answer in a lot of cases is actually nothing. It's actually worse than it could have been thanks to 3d. Games that would allow for real 3d movements in real 3d environments were very few on this console and I really appreciate the devs that actually really tried, but overall the psx was just this weird in between two eras machine. It marketed itself as being revolutionary but mainly what it was was a new mantra for the industry that it would follow for years : graphics over gameplay and big marketing campaign over actual quality. That was a symptom of Sony bringing the big bucks in the game, literally.
And it worked. And we frowned so hard at this generation of gamers but of course we were being very condescending because some of the stuff that started with the psx like global scale jrpgs (the first FF in EU was actually 7 and no DQ before 8), horror or military themed games, racers that really took themselves seriously gameplay wise... A lot of seeds were actually planted by the psx that would heavily influence the industry and later be fully realized on more capable consoles. And I love my ps2. Well, not for being a very fragile console, but it had an incredible library of games and was one of these moments when I was like 'oh so that's what they were trying to do, now we're talking!'
But yeah I'm really harsh with the psx and back in the days some of us would frown real hard at this new generation of gamers. First wave of casuals some would say! But then in time we learned to welcome novelty and that actually served us well. Because when said psx generation started to react the same and scream online against the wii generation that would distort and corrupt gaming forever, we were laughing in the back row saying 'buddy you don't even know there is a joke but the joke's on you'.
@ZealMajin
The Game has no DRM on Steam, so you can grab a jewel Case and CD to make your own one.
I think the Developer has some Pictures of physical Release on his X Account shown, so you can inspire yourself
The tank controls suit the fixed camera, I find the 'modern' controls less intuitive here as when the perspective switches, your characters pivots to an alternate direction. I feel the d-pad should be utilised for the tank option though, it feels wrong with an analogue stick. If you have something like th 8bitdo M30, you can map the analogue to the d-pad and the game feels like playing Resident Evil on the Saturn.
I like this style of game and what the developer has gone for here. For me it has a real sense of the uncanny about it, and the call back to 90s survival horror aesthetic and design works in it's favour to add to that atmosphere.
Tried the demo yesterday and the terrible voices made me stop. As a result, there is simply zero emotions during voiced scenes, which is a shame as the atmosphere seems pretty good.
@Azuris Didn't ask.
@ZealMajin
The Aqueduct in Segovia was build circa in 98 AD and served until 1973 as Water Supply, a roman Master Piece nearly 2000 Years in Usage.
I'll be getting this today or tomorrow.
However, I will say this: I'd highly prefer a "physical release," so, if this ever does go physical, I will buy it again. Like that. snaps fingers
I'll support Casper (the one person who designed this).
@WaveBoy no load times almost instantaneously goes from one room to the next
@WaveBoy also remember the guys who made the original resident evil games worked on og nes and sega genesis games also snes so they had experience, these small indie studios are literally making these old school type games with hardly any experience it’s there take on the original resident evil formula . Shinji mikami worked on alladin which was one of the best genesis games he also worked on sweet home which was way ahead of its time for nes . They were seasoned game developers, the team that made tormented souls are just amateurs working they way into the industry
@FreeRPGer there is an amazing streets of rage 4 type of game called “fight n rage and it’s literally made by one guy . It’s pretty epic
@mlt
"shiny nostalgia goggles"
Yeah so-called "nostalgia" is a word that is often used by people who are under the delusion that their personal preferences towards mechanics and esthetics are objective ones shared by most people. Or that what is currently popular reflects quality in an objective way.
Is it so hard to imagine that people just have different preferences than your own? Why chalk it up to "nostalgia" when you don't know us. It is actually rather rude.
Also, nostalgia is a very specific type of feeling. Most of the time when the word is used in gaming discussions it is misused. The words you probably are looking for are "having an established connection" towards something or "having a bias" towards something.
Ascribing someones fondness for fixed camera angles or tank controls to "nostalgia googles" is almost as ridiculous as ascribing someones fondness for heavy metal or hockey to the same thing. Sure, what we encounter in formative phases of life like childhood, teenage years and young adulthood, tend to influence our preferences more than things we encounter later. But for the most part this has little to do with actual nostalgia.
Nostalgia is a fleeting emotion that may compel someone to seek out something they have good memories from in an earlier part of their life. But if that person actually sticks with this thing they left long ago, then there must be other aspects about it that upholds their interest.
@WaveBoy
I mostly agree about your first two paragraphs. I'd like to add that I have been revisiting some old playstation games recently and also playing some I never played before, and I think they hold up really well. Even better than those on the Nintendo 64, though there are some fun ones there too.
It used to be that what I saw of emulation of both Playstation games and original game boy games on PCs didn't make the games look as good as I remembered them. For the Playstation because of the effect that CRT television had on the visuals in smoothing it out and giving it "fake detail". With the Gameboy, it was the lack of that special "LCD-calculator" look and how big those pixels looked when they were stretched all over a PC monitor.
But these days with Retroarch I have CRT and dot matrix filters that make these games look exactly as good as I remember them. For someone like me who care a lot about esthetics in games it matters a great deal and I definitely prefer this approach to watered down remakes and remasters.
I played through Resident Evil 1 when it was released but only a little of the sequel. When I revisited these games recently, both were genuinely scary at times, and the atmosphere is really wonderful.
I am also really impressed by how great the design in Resident Evil 1 actually was. Especially when you take into account that it was a pretty early 3D game, and the fact that they did so many things right on their first shot gave me huge respect for the developers.
The only thing I find fault with is the the hilarious voice-acting, which is so bad that it is really entertaining, but thankfully this doesn't get in the way of the atmosphere in the game outside of the cut-scenes. And the story, which in itself is kind of silly and doesn't make much sense. But even though it is silly, the story does still work very well with the game.
But again there are so many brilliant things about how the game is designed. All the weird camera angles works brilliantly to create suspense and make the player wonder about what is going to happen. They also makes both this game and the sequel very esthetically pleasing. I also love the old first person shooter Blood, which was released in 1997 for home computers, and while that game also has a great atmosphere, it is never as scary as Resident Evil, and one of the important reasons for that is because of the fixed and sometimes disconcerting camera angles in this game. I bet some of the designers must have been fans of classic cinema.
The limited amount of savepoints was also brilliant, and likewise the limited amount of ammo. You never run out of savepoints, or at least I didn't when I played the game now, but just the fact that it is noticeably limited makes a big difference.
The music is great and the use of cinematics too. Back when the game was new the use of cinematics in it was really mind-bending and I remember having lots of ideas in the wake of playing it about creating my own game inspired by this one and the movie Aliens. The concept that the game story could change depending on which characters lived and died gave me the idea to really expand upon this.
While the cinematics in themselves aren't as impressive in the same way these days, I think they are still done very well in what they focus on, how it interacts with the actual game and the cut-scenes themself not being overly long either. The story is an important aspect of the game, but it doesn't take over exploring the game world, interacting with it and solving it.
There's also very few annoying aspect in the game. The tank controls can be a little annoying at first when you haven't played with them in a while, but at least for me, this quickly went away. Frankly I think a lot of people who plays games these days are really lazy about trying to learn new game mechanics. The bosses aren't that well designed mechanically, I found the easiest approach for some of them like the snake, was just to stand still, blast them and heal myself. But I think the main point of these bosses wasn't to have really awesome and cool bossfights, but to have more powerful creatures in the game which you should fear and would want to find a way to kill off as soon as possible.
Let the naysayers nay all they want, this game is awesome.
But now I wonder how much the designers have borrowed from the french game Alone in the Dark, which shares several ideas with this one. I have it on GOG, but haven't played it yet. It's something I have to do at one point. And there's also Capcom's old RPG "Sweet Home" for the NES, which reputedly inspired this game as well.
@mlt
The amount of flickering, wobbling and polygon jitter in many PS1 games was brutal. I often thought: "Damn, this looks horrible, but hey, it's 3D!" I couldn't even play some titles like Tomb Raider 1 and 2 at all, because the insane flickering gave me headaches.
I can only replay some of the old titles with Duckstation's PGXP, which is able to eliminate most of the graphics glitches.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...