"My Sweet Amanda, I am sorry I can not be there for you . . . he did not harm me. I was already gone when he found me."
--Note, Dementium: The Ward
For the third time, the original Dementium game debuts on a Nintendo handheld (or hybrid) system. Is it at its best? Unfortunately, this is far from it. The DS was extremely restricted in its technical capabilities. Dementium was one of the somewhat rare first-person shooters on this vastly underpowered platform. The 3DS allowed for better graphics, with the respawning enemies being taken care of as well. On the Switch, especially when played in docked mode, Dementium's visual limitations as a game--not the system it is on, but the game itself--have not been addressed. This is a step backwards, and not just visually. As you can see from the screenshots, especially compared to the ones I took of the 3DS remaster years ago, the graphics do not look great whatsoever. Why the capabilities of the Switch were not better used for this of all things is an enormous waste of potential. It reflects the general quality of the game's third version on the most advanced platform of any release: nothing has been seriously improved, if at all, and the game is in fact worse than Dementium Remastered for the 3DS.
Production Values
The graphics are distinctively less impressive than ever on one level--the Switch is the most powerful system Dementium has released for, and the larger screen combined with the ability to play it on a TV are not kind to the very retro-style graphics. This way, the un-updated aesthetic is on full display, showcasing just how little was improved for this second re-release. What music there is can work thematically for the setting and themes, but there is a very limited tracklist. The narrow boundaries on the kind of horror experience offered here have never been more glaring due to the greater power of the Switch over Nintendo's prior handhelds.
Gameplay
Puzzles must be solved that require things like counting the eyes on corpses in a particular room or pressing piano keys in a certain sequence. These often range from overly simple to rather vague. Mingled with the item hunts or other puzzles is combat, something very, very basic. Since the DS was so restricted in its visual power, the NPC attack patterns are extremely simple. There is literally one way for the common enemies to fight you. To see them, you need to be very close or have the flashlight turned on. Unlike in Dementium II, the flashlight cannot be active while a weapon is equipped. The player has to manually switch between a flashlight and firearms or melee weapons like the baton or electric buzzsaw and let the darkness ensue.
A very unusual--and not in a creative or positive way--item problem is also present. The entire function of the notebook mechanic from the DS and 3DS versions of the game is removed, yet the notebook itself is not, as one cannot use the Switch touch screen or any buttons to input actual notes. The book sits there useless in the player inventory. One can take screenshots using the button on the left Switch Joy-Con, which is even better for taking notes for puzzles and navigation, but this does not make it any less gratuitous, if not stupid, for the notebook to still be obtained and displayed in the inventory along with items that truly are usable. Dementium was designed for the dual screens of the DS/3DS and the developers of the Switch port did not modify this mechanic to fit the sole screen of the subsequent platform.
Story
Some spoilers are below.
The player character wakes up after perceptions of being rolled by wheelchair inside a building full of strange humanoids. Upon regaining sensory awareness, he finds clues about his seeming past as the murderer of his wife. He also obtains various weapons and tools that help him navigate around the floors of a hospital inhabited by monstrous beings. With time, more clues about his potential crime come to light.
Intellectual Content
The metaphysics and epistemology of perception as they relate to neuroscience and phenomenology are used more as undeveloped plot points than philosophical themes testifying to what can be known (such as that one's sensory perceptions exist and can be known to with absolute certainty, whereas one cannot know if what one sees or hears reflects the actual external world). The ending does strongly imply that William only dreamed his trek through the hospital and the creatures therein when the Doctor is shown operating on him, but the buildup never does much to explore any of this. This is especially unfortunate because the isolation or desperation of protagonist William Redmoor could have been used in conjunction with a deeper, rationalistic look at mind-body dualism, the epistemology of the senses, and the individualistic impact of guilt on people. Too aimless and tame to rise to the level of the best Silent Hill games, which it was initially pitched to Konami as, Dementium: The Ward does not do its own subject matter justice.
Conclusion
The Switch has become a haven for ports, remasters, and remakes from many console generations across different systems. It is where one can play everything from the definitive editions from the early Darksiders series to Agony's unrated version (it just is not called that on the eShop!) to Metroid Prime Remastered and the remake of Paper Mario: The Thousand Year Door. Not every game ported to or remastered for the Switch is going to be excellent, whether because of the game itself, the technical limitations of the platform, or poor porting/remastering on the developer side of things. Dementium: The Ward is not one of the better arrivals among them. If you have access to the 3DS remaster, it is a better game simply for having its aesthetic integrity retained more than on the Switch and for actually utilizing its touch screen as originally intended for the initial DS release. This is one hell of a lackluster resurgence for Dementium--how unfortunate it is that we keep only getting the first game resurrected as well.
Content:
1. Violence: There is blood when enemies are attacked or killed. The humanoid enemies have nails driven into their eye sockets.