That is not a compliment.
What's just wrong with the game could fill a whole treatise on How to Write a Bad Videogame and Dress it Up So No One Will Notice. It's a bit like painting your crappy primary school art project green and brown, then telling everyone it's your abstract impression of a tree; everyone will come away impressed, until they actually buy it and see what it's really worth.
The story dangles a great opening hook--FBI agent investigates murder, his colleagues are murdered with his gun, and said agent ends up framed for the killings and goes on the run, clearing his name as he goes.
Condemned throws the scares at you in spades; this isn't F.E.A.R.'s one-hit-one-kill ghosts we're talking here, but truly homicidal zombies, humans and everything in between. Oh yes, the same evil force is responsible for birds... OK, I won't spoil the connection by revealing it here, but trust me, there isn't much to spoil.
For me, I found three great things about Condemned:
1. It's got a great narrative at the beginning.
2. It has nice, horror-movie graphics: "Hey Mom, I'm in a horror movie!".
3. It ends quickly.
Three good qualities OK? All right, now for what really scared my pants off.
The idea of horror is NOT to throw weird phenomena at your audience and then say, "Hey, dummy! This seems to be (insert supernatural influence here), but we're not telling." Condemned mounts up to something truly sinister, with not-quite humans and rage-filled maniacs charging at you with whatever they can get their hands on (including you; there's a frantic "break free" move). But the more I played the more I realised these guys have absolutely no idea how to tell a story.
It's like someone asked what frightfest cliches he could think of: killers with a taste for taking body parts not their own, animals going mad, spirits within some shadow-world in your head that damage you in the real world... and then forgot he'd put them in. The result:
1. Have your lab partner tell you a location that the baddie uses, that so happens to be decaying and falling apart.
2. Suspect all this is connected to a crime wave sweeping the unnamed setting. Gather evidence with forensic tools while on the run.
3. Find out some crazed drug addicts, street people and bums got there first, fight your way through them.
4. Have a hallucination of creatures that actually do you real-world damage.
5. Escape.
6. Repeat steps 1-5.
One word: Boring.
Plus the fact the writers thought it a good idea to hide all the causes behind the horror slowly enveloping you until throwing in an explanation you have to see to believe. And in a game where players' willingness (and ability) to believe is constantly pulled beyond its limit, I was left not just disappointed, but angry at the writers and their stalling tricks.
To me it just smacks of lazy work. Please write some good stories for your games, Monolith. I know you guys can do it.
Narrative-wise, my opinion ends here. FINAL SCORE: 4.3 (upon 10)
In short, Condemned's presentation is fine, but storywise, it's a wrecked house to be condemned, torn down and started over.
SPOILER ALERT: "C'mon ZP, it's just a game!" Some stuff I found ruined my ability to just
enjoy the game for its own sake:
1. Why does Agent Thomas stand like he's at an awards ceremony? His weapon swings would be more powerful (and realistic) if he could pivot at the waist, and keep one leg in front of the other for balance. If the coding's that hard just make his legs invisible!
2. Agent Thomas cannot crouch. When the baddies are hitting or shooting you, you crouch behind cover. How obvious is that?
3. Killing enemies is just hit, block, kick. I doubt that qualifies someone to join the FBI in the first place. And why no flexibility in the act--I mean, The Godfather and many games before it have already perfected this! For a melee-combat-based game, this is simply unforgiveable.
4. I've saved the best for last: Why doesn't the Bureau track Thomas by his cell phone signal?
END OF SPOILERS