Alone in the Dark: The New Nightmare (Game Boy Color) Playthrough

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Playthrough of Alone in the Dark: The New Nightmare, Infogrames' 2001 survival horror / adventure game for the Nintendo Game Boy Color.

Alone in the Dark: The New Nightmare was released for the Game Boy Color in 2001 as a handheld adaptation of Infogrames’ survival horror title of the same name. While the original game appeared on consoles and PC with 3D character models, pre-rendered backgrounds, and cinematic storytelling, the Game Boy Color version had to reinterpret that formula for much more limited hardware. Developed by Pocket Studios, it attempts to capture the same mix of exploration, puzzle solving, and combat within the constraints of an 8-bit handheld system.

The story follows Edward Carnby as he travels to a mysterious island to investigate the death of his friend Charles Fiske. Accompanied by Aline Cedrac, Carnby’s plane is attacked on approach and forced down. In the console versions, players could choose to play as either Edward or Aline, but in the Game Boy Color release only Carnby is available. From there, he must explore the mansion and island grounds, uncovering secrets, solving puzzles, and fighting creatures tied to the supernatural threat.

Visually, the game is ambitious for the Game Boy Color. It makes use of pre-rendered background images that shift as Carnby moves between rooms, giving the impression of fixed camera angles similar to its larger counterparts. The environments are detailed and use color shading to suggest lighting and shadow. Carnby himself is rendered as a 2D sprite, and the effect of his flashlight is simulated in certain scenes to enhance atmosphere. While the presentation is impressive for the hardware, the low resolution and limited palette sometimes make objects and important details difficult to see, which can hinder gameplay.

The exploration and puzzle-solving elements remain central. Players search for keys, collect items, read documents, and solve environmental problems to advance through the story. Some puzzles are simplified compared to the console versions, but the overall feel of piecing together clues and navigating a labyrinthine mansion is preserved. Text is used extensively to convey story and clues, which slows pacing but allows for more narrative detail than many handheld titles of the era.

Combat in the Game Boy Color version differs significantly from its console counterparts. When enemies appear, the game shifts to a separate top-down perspective where Carnby can move and attack more freely. These encounters resemble action sequences from early adventure or Zelda-style games, with simpler mechanics and quicker pacing than the slower, tension-building combat of the original. Ammunition and resources remain limited, keeping with the survival horror tradition, but the change in perspective alters the tone of battles and reduces some of the sense of fear present in other versions.

As a portable survival horror experience, the game has clear strengths. It manages to convey atmosphere and suspense within the technical limits of the Game Boy Color, something few handheld titles of its time attempted. The use of detailed backgrounds, ambient effects, and a faithful adaptation of the story all contribute to its immersive qualities. It also preserves the core gameplay loop of exploration, resource management, and puzzle solving, offering a condensed but recognizable version of the original experience.

At the same time, the compromises are evident. Visual clarity is often an issue, making navigation and object discovery difficult. The puzzles are pared down, and the combat system, while functional, lacks the tension and weight of the larger console versions. The limited sound and reliance on text reduce the sense of dread that the series is known for. These shortcomings make the handheld version less impactful as a horror game and more of a technical curiosity.

In conclusion, Alone in the Dark: The New Nightmare on the Game Boy Color is an impressive attempt to adapt a complex survival horror game to hardware never designed for such ambitions. It offers a faithful if scaled-down version of the story and mechanics, and stands as one of the more unique experiments in bringing cinematic horror to a handheld system. While it cannot match the immersion or fear of the console versions, it succeeds as a portable adventure and remains a noteworthy example of creative adaptation on limited hardware.