• Publisher: Sega
  • Release Date: Sep 6, 2011
Metascore
54 out of 100

Mixed or average reviews - based on 56 Critics

Critic score distribution:
  1. Positive: 9 out of 56
  2. Negative: 14 out of 56
  1. Sep 14, 2011
    46
    If you get through it once, you won't want to re-live the experience.
  2. Sep 9, 2011
    42
    Average at best, and a shining example of a control scheme struggling to find its strengths in a full game.
  3. 40
    An excellent example of Kinect limitations – frustrating controls with an annoying delay in this case make Nightmares a forgettable piece with gore scenes and plenty of obscure weapons. [Nov 2011]
  4. Nov 14, 2011
    40
    It's quickly frustrating. [Issue#77, p.91]
  5. Sep 27, 2011
    40
    Rise of Nightmares was supposed to be a great game with excellent Kinect controls that was perfect for the hardcore gamers. However, due to poorly developed controls, Rise of Nightmares is a failed project.
  6. Sep 13, 2011
    40
    The bottom line is that Rise Of Nightmares isn't as engaging or exciting as AM1's established brand. It's also too adult in its content to appeal to the younger users who might enjoy its gimmicky use of Kinect.
  7. Sep 13, 2011
    40
    On the one hand it's a bold attempt at creating a real action adventure game using your body as a controller, but on the other it's an awkward, ugly mess that doesn't use its horror setting nearly as well as it should.
  8. 40
    An admirable attempt to create a 'real' game for Kinect, but despite the simple arcade style gameplay the technology just can't keep up.
  9. Sep 7, 2011
    40
    The ironic thing about Rise of Nightmares is that the control scheme is so basic it comes off feeling like a game for kids, when it tries so damn hard not to be. Even if you like the novelty of chopping off undead heads longer than I did, a bad horror game is a bad horror game. And Rise of Nightmares is a monster.
  10. Sep 6, 2011
    40
    Could have been a passable romp through a zombie-infested castle of terror, but the frustrating controls, lack of horror elements, and sub-par presentation make it a game that's difficult to recommend, especially for the mature audience it's meant for.
  11. Sep 6, 2011
    40
    If the game had been as unique as the controls, and it didn't just try to directly map first-person action gameplay onto a less responsive format, Rise of Nightmares could have been something pretty special. This game may not be that great, but it shows that the Kinect itself has potential.
  12. Oct 10, 2011
    33
    Rise of Nightmares suffers from the syndrome of great ideas but poor execution.
  13. Sep 12, 2011
    30
    Quotation forthcoming.
  14. The lobotomised, slash-block combat is the final straw. Rise of Nightmares offers nothing in the way of action, puzzles, intelligence, or maturity. It's a heartbreakingly lame way to kickstart the adult Kinect genre.
User Score

Generally favorable reviews- based on 39 Ratings

User score distribution:
  1. Positive: 15 out of 18
  2. Negative: 2 out of 18
  1. 8
    I have to agree with the higher critic scores on this one. Let me start by saying, this is a Kinect game like no other. The story is cliche, with over the top acting, but that never stopped the Resident Evil series from being loved to death. Besides, what's a campy horror flick without bad acting? Maybe we should inform some "professional reviewers" that this isn't Hamlet: The game. The graphics are dark and foreboding, like they should be --- with shades of browns, rusts, gold and a ton of blood red; actually, make that a more than a ton. Rise of Nightmares seems like part Saw, part House on Haunted Hill(the awful remake) and a "rail-less" House of the Dead. There's even a creepy sprinkling of Silent Hill here and there, but don't expect any type of complex adventure which sets that series apart. The sounds are disturbing, with moans, groans, screams of torture, footsteps, clangs, electric shocks and much more, backed by a wonderfully eerie music selection.
    The gore in RON is generally over the top, though there are a few scenes which I found disturbing, and as for being scary? Well, at moments it actually can be! Go ahead, play it at night on a big screen with the lights out; raise the volume and make sure you don't have on dark clothes so the sensor can find you in the darkness. Now, don't tell me you won't feel tense as you turn each corner. Not to mention, the game does have few jump scenes which were gladly welcomed. Perhaps those complaining about it not being scary should try not playing it with the sun shining into their room or at a dorm party with six drunk dudes. The controls seem to be an issue for some reviewers, yet according to the real audience, they're working out fine. Now and then, I had a bit of trouble backing up or turning - but for the most part, I've been plowing through this horror ride, kicking all sorts of zombie flat butt without a problem. If you're really stuck, you can use the auto icon by raising your right hand, allowing the game to walk for you. It won't help with encounters, but it aids in getting out of weird spots or when you're feeling disoriented. Your arm will tire quickly, which I feel is a good thing, otherwise, you'd be using it throughout the whole game. There are lots of weapons to find which is part of the fun, especially when the more devastating weapons come in to play. When you find something like an ice tong or chainsaw, you can't help thinking - oh man, they are SO dead now...well, dead for good this time. Think about this... instead of pressing a button the conventional way, you mimic the motions of actually holding one of these babies. Trust me, it's very satisfying, but you didn't read that here. Sadly, weapons wear down with use, so you've got to find a new one soon or you'll be fighting with your hands and feet. Speaking of feet, I love how the Kinect senses your foot as you kick a zombie down while preparing to slice and dice. It also gives you a second to breath while other zombies are lunging at you. Overall, I'm loving Rise of Nightmares, though admittedly, I'm more of a fan of subtle creepiness over gore. Sega's mature rated release is easily the most interactive on the Kinect yet, utilizing a host of clever, immersive gestures that help keep the game from feeling repetitive. Rise of Nightmares is what Kinect is all about, and hopefully, will pave the way to even grander scale games which will utilize this device in more innovative ways. Bravo for taking the risk, Sega!
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  2. Movement: I hate the turn functionality, but in the long trips there is the auto movement which makes you feel like playing on the rails. But sometimes the automatic movement functionality is not available and force you to try to walk (indeed all the game im trying to make a good walk).
    A good touch in this games is that there are some QTE that makes you feel more like playing a Saw Game.
    An Advice, set the turn sensibility for better experience (better, not best)

    Attack:
    Its fun to attack the enemies with different weapons on the way, the problem is that if you have no weapons the gam (they brake) e turns into a cover/hit game... that sucks. But as long as you have a weapon is fun, but not enough as the trailers.

    Fun/horror
    There are some parts that makes you feel tense, but the most of the time you feel like playing house of the dead (the first).

    Story
    Cheap and easy. More tension needed.

    Graphics
    You feel like playing house of the dead... but more blood and darker colors.



    Final words

    I you ever wanted to play SAW with your body you will love it.... but if you wanted some horror like in dead space, keep away from this game.

    I am giving a 7 because it keeps me playing.
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  3. [This is a copy of my Amazon review, felt it needed to be here to somewhat combat these unfoundedly bad critic reviews of this fairly enjoyable game]

    The graphics aren't bad, the blood and gore look really good, easily the best looking Kinect game available. The fun is in the immersion the game gives you, however, not the graphics. Even though it is essentially a light-gun game with melee weapons (and you are the lightgun), it actually adds in a pretty hefty story. That story may me convoluted and nonsensical at times, but I was surprised that there was actually something there. The way the game pulls you in is where everything clicks. You actually experience the fear and horror, and while it's not going to have you running for your blankie, there are plenty of creepy moments that will get you jumping.

    The meat of the game is moving around various areas searching for your missing wife after she is kidnapped. The thing is, zombies are now everywhere and it's up to you and tons of weapons to take them out for good. Things like lead-pipes, knives, machetes, even garden shears are used to end zombies in the most gruesome ways possible. The combat itself works pretty well. Pretend you are holding a knife and slash or stab the way you would if you were really holding one and the game responds pleasantly and usually pretty accurate. Want to open a door? Simply push it open like you would a real door, or kick it open for dramatic effect. Is there a lever that needs to be activated? Make a "pull lever" motion with your hand and your character will do it. Zombie in your face?...just kick it away and then slice it up. All the actions you have to coordinate may seem overwhelming at first, but they all make sense without the game even having to tell you what to do.

    On that note, there is a learning curve for the controls and the game will keep you very active. Remember, this game is optionally off-rails, meaning you move your character with your body. Simply put one foot forward and your character will walk, take a step back and he will walk backwards (you can also just raise your left hand at most places and have your character auto walk to the next point of interest), you turn by moving your shoulders left or right. It really does take some getting used to, but once you get it down, it turns into a blast to play.

    Rise of Nightmares is very much an experiment to see what they could really do with Kinect and that experiment mostly shines. Walking and moving can become a hassle at certain points (like moving and combat against multiple enemies), but it's something that won't drag on the overall experience too heavily. I am sure a sequel with multiplayer and more to do after the main single-player experience would greatly increase the replay and fun. As it stands, SEGA once again proves that they are the king of 'lightgun' style games. Nightmares is a solid 10-12 hour game if you don't do a whole lot of exploring and just go to finish the game as quick as possible, other than that, there isn't much in terms of replay value.
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