<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Sfb Games - vo.rs</title><link>https://vo.rs/tags/sfb-games/</link><description>Latest from the Sfb Games desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 10 Sep 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/sfb-games/" rel="self" type="application/rss+xml"/><item><title>Crow Country: The PS1 Survival Horror Made Now</title><link>https://vo.rs/respawn/crow-country-the-ps1-survival-horror-made-now/</link><description>&lt;![CDATA[<p>I was in my late teens when the PlayStation turned up, which puts me in an awkward and useful position for talking about<em>Crow Country</em>. I had spent a decade with a C64 and then an Amiga, and I watched the 32-bit generation arrive as a<em>shift</em> — I could see the seams in it, because I hadn&rsquo;t grown up inside them. The jagged geometry, the textures that swam, the characters built out of about forty triangles: none of that was a style. It was a budget. Everyone involved was doing the best they could with a machine that could barely afford a face.</p><p>Which is why most PS1-revival horror annoys me. It reproduces the compromises as if they were intentions. It puts the wobble back in and calls it atmosphere.</p><p><em>Crow Country</em>, from SFB Games, out on 9 May 2024 for PC, PlayStation 5 and Xbox Series consoles, is the one that thought about it.</p><h2 id="the-park-spoiler-free">The park, spoiler-free</h2><p>It&rsquo;s 1990. You are Special Agent Mara Forest and you are walking into Crow Country, a theme park that shut down abruptly a couple of years earlier and has been rotting quietly ever since. The park&rsquo;s owner, Edward Crow, is missing. You are here to find him. The gates are open, the mascot statues are still up, the log flume is full of stagnant water, and there is something moving in the maintenance corridors.</p><p>The look is pure late-90s: low-poly bodies, big-eyed faces that would sit comfortably in a<em>Final Fantasy VII</em> field screen, chunky filtered textures. The camera sits high and back at a three-quarter angle and — here&rsquo;s the first tell — you can rotate it freely, whenever you want, with the right stick. Movement is twin-stick. Aiming is manual and slow and awkward on purpose, with a laser sight you hold to line up a shot while a thing walks toward you.</p><p>Six to eight hours. Two modes on the front end: Survival Horror, which is the game, and Exploration Mode, which strips out the enemies entirely and leaves you the park and the puzzles.</p><h2 id="the-good-friction-and-the-accidental-friction">The good friction and the accidental friction</h2><p>This is the systems read, and it&rsquo;s the reason the game is worth an essay rather than a shrug.</p><p>Survival horror in 1996 had two kinds of friction in it, and they got welded together in everyone&rsquo;s memory.</p><p>The first kind was designed. Ammunition scarcity, so that every trigger pull is a decision. Inventory limits, so that what you carry is a plan. A map that folds back on itself, so that progress is knowledge rather than distance. Enemies that stay dead once killed, so the space you have cleared is a space you<em>own</em>, and the cost of clearing it was a resource you can never get back. All of that is deliberate, and all of it still works — it&rsquo;s economics, and economics doesn&rsquo;t age.</p><p>The second kind was the hardware talking. Tank controls existed because a fixed pre-rendered camera makes screen-relative movement incoherent at every cut, and the camera was fixed because the PS1 could not render a mansion in real time. Doors were doors because loading. The wobble was the absence of a floating-point unit. None of that was a choice anybody would make twice.</p><p>Most of the revival scene can&rsquo;t tell the two apart, so it ships tank controls in 2024 as a signifier.<em>Crow Country</em> separates them with a scalpel. You get a free camera and modern movement — every ounce of the accidental friction gone. And you get scarcity, a small inventory, permanent kills, a park that knots around itself, and an aim so deliberate that shooting is always a small act of nerve. The designed friction is entirely intact. Nothing has been &ldquo;modernised&rdquo; in the direction of comfort.</p><p>The result is that the horror lands harder than in the games it&rsquo;s imitating, because you can no longer blame the controller. When you back into a corner, that&rsquo;s on you.</p><h2 id="the-real-ancestor-is-the-spencer-mansion">The real ancestor is the Spencer Mansion</h2><p>Everyone says<em>Resident Evil</em> and<em>Silent Hill</em> about this game as if they were interchangeable. They aren&rsquo;t, and which one<em>Crow Country</em> actually descends from tells you what it&rsquo;s for.</p><p><em>Silent Hill</em>&rsquo;s town is a mood; the fog was a draw-distance fix promoted to a metaphysics, and the design&rsquo;s genius was that the geography barely matters. The Spencer Mansion is the opposite: it&rsquo;s a lock. It&rsquo;s a single object with a hundred moving parts, and every key, crank and crest is a tumbler. You don&rsquo;t explore it so much as<em>solve</em> it, and the moment when a shortcut you unlock connects the east wing back to the hall you started in is the moment the whole design clicks over.</p><p>Crow Country is a Spencer Mansion with a log flume in it. The park is one machine. The ticket booth and the ride mechanisms and the staff-only doors and the drained water channels are all tumblers in a single lock, and the game&rsquo;s real pleasure — the one that kept me up — is the slow collapse of a sprawling map into a compact, comprehensible object.</p><p>Which explains the other thing about this game, once you know who made it. SFB Games are the Vian brothers, and before this they made<em>Snipperclips</em> and the<em>Tangle Tower</em> detective adventures. They are an adventure-game studio. That&rsquo;s why the puzzles are the best-constructed thing here by a distance — the fair, chunky, physical-logic kind that a good point-and-click runs on, with a clue density that means you almost never stall for the wrong reason. Horror studios usually treat puzzles as gates. Adventure studios treat them as the content, and Crow Country is a horror game where the<em>lock</em> is the point and the monsters are the tax you pay to work on it.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The combat is adequate. That&rsquo;s the honest word. Shooting is tense the first few times because the aim is slow and the ammo is countable, and by hour four you have a routine — hold the sight, step back, fire, step back. The enemy roster doesn&rsquo;t force enough variation in that routine to keep it interesting for the full runtime, and the game&rsquo;s answer is mostly to place them in more awkward doorways.</p><p>Exploration Mode is the tell here, and I mean that admiringly. A studio that offers to remove all the enemies knows precisely which half of its game is the good half. It&rsquo;s a generous option and I&rsquo;d recommend it to anyone who wants the park without the nerves. It is also a quiet admission.</p><p>And the tonal register wobbles once or twice. The big-eyed character art is doing a specific job — the cutesy surface over the rot is the entire aesthetic thesis of an abandoned theme park — and it mostly holds, but there are lines of dialogue that reach for a wink and land in a different game than the one the corridors are running.</p><h2 id="the-verdict">The verdict</h2><p><em>Crow Country</em> is the best argument I&rsquo;ve seen that the retro-horror revival is worth having, because it&rsquo;s the only one that did the analysis. It asked which parts of 1996 were craft and which were the price of a CD drive, and it kept the craft. The park is a beautifully built lock. The economics are real. The aiming is scary because it&rsquo;s slow rather than because it&rsquo;s broken.</p><p>It&rsquo;s on PC and current consoles and it&rsquo;s about seven hours, which is the correct size for a machine like this — long enough to learn the park, short enough that learning it stays the pleasure rather than becoming the work.</p><p>For where to go next:<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a> is the other great modern piece of the same tradition and goes much further into the imagery;<a href="/respawn/resident-evil-4-2023-the-remake-that-argues-with-the-original/">the 2023 Resident Evil 4 remake</a> is the counter-argument, a game that reinterprets its ancestor rather than restoring it; and<a href="/respawn/still-wakes-the-deep-horror-on-a-rig-with-a-scottish-accent/">Still Wakes the Deep</a> does the no-weapons version of the same &ldquo;learn a place, then lose it&rdquo; trick.</p><h2 id="spoilers-below">Spoilers below</h2><p>The structural reveal is that the park&rsquo;s fiction and the park&rsquo;s map are the same reveal.</p><p>You spend the first half reading Crow Country as a location with a mystery hidden<em>inside</em> it — find the missing owner, find out what happened. Somewhere around the midpoint the emphasis inverts. The layout, the ride placements, the maintenance access, the things that were built where they were built: the park&rsquo;s<em>plan</em> is the evidence. The reason a door is where it is turns out to be the answer to a question about what Edward Crow was actually doing here, and once you see it, every earlier hour of key-hunting retroactively becomes an investigation you didn&rsquo;t know you were running.</p><p>That&rsquo;s why the Spencer Mansion lineage matters so much and why the Silent Hill comparison misleads. In a mood-horror game the geography can be arbitrary because it&rsquo;s dream logic. Here the geography has to be<em>rational</em>, because the plot&rsquo;s entire mechanism is that a rational plan was drawn up by somebody, executed in concrete, and left standing after everyone who could explain it went away. The monsters are downstream. The park is upstream.</p><p>And it&rsquo;s why Exploration Mode works as something better than an accessibility option. Take the enemies out and the game becomes what it always was underneath: a detective story where the suspect is a set of blueprints. The Vians spent years making detective games. They didn&rsquo;t stop.</p>
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