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For several years, the traditional point and click genre, a mainstay
of the early-to-mid Nineties, seemed to have breathed its last.
Lucasarts, once the pioneer of the finest examples of this particular
game type, had gone back to churning out countless Star Wars tie-ins
and the dominance of the console market had pushed the humble olde
adventure game into an embarrassingly small niche. However, the
stylus control of the DS has seen something of a reanimation of
the genre of late; the Phoenix
Wright series and other recent decents such as Hotel
Dusk and Professor
Layton and the Curious Village have brought the traditional
adventure game back, with more than a hint of style. However, these
have also perhaps allowed a few mediocre also-rans into the fold.
Since we at Acegamez don't force you to read through a review before
unveiling our scores, it's safe to say that Undercover is indeed
one of these sad pretenders.
In
Undercover: Dual Motives, you get to play as two characters who
are employed by a scientific research facility. Not the shiny, chromed
structures you may be used to seeing in big-budget films - these
folk work in huge, red brick monstrosities, where each scientist
has their own massive lab and is working on a project that is not
only separate from the others, but also under a veil of secrecy,
even to their co-workers. The unlikelihood of the game's premise
is a lesser problem, but it's an early symptom of the host of inconsistencies,
contradictions and sheer nonsense elements that characterise the
game's plot.
Without
revealing too much of this faulty plot, the main character, John
Russell, is framed for a murder that happened within the research
complex, and you have to save him from the blame by discovering
the real culprit. The game world is drawn in fairly detailed pre-rendered
style, mitigating somewhat the fact that the environment is mostly
unconvincing. A pub placed outside a remote research facility, where
apparently only a handful of people work, most of whom are forever
tinkering with generic scientific doo-dads in their ludicrously
large laboratories? I think not. Even taking these issues with a
pinch of salt that exceeds our recommended daily allowance, the
other design limitations make sure that Undercover sinks into a
bland mush. The dialogue is singularly terrible and unless the story
dictates that you talk to someone, your conversations will generally
consist of farewells and nothing else, while the quality of the
writing is poor, often sounding as though it has been translated
several times, to the point of being devoid of personality and,
fairly frequently, sense.
It's
probably a good thing then that the game makes almost no attempts
at fleshing out any of its characters. In fact, the main drive of
characterisation here is gender difference. So, women don't like
anything that might be labelled 'icky' and will refuse to risk dirtying
their clothes at all costs, even in life or death situations. Men
on the other hand like beer, have excellent co-ordination and virtually
no insight into human nature. To say this archaic gender stereotyping
ever reaches truly offensive levels would be overstating matters.
It's all so grey that it can only really muster an exasperated sigh.
The
characters all look nice enough and are in keeping with the pseudo
realistic look of the game world, but even then some are miscast,
for want of a better word. Take the secondary main character, Audrey;
in spite of Undercover's insistence on adopting a decades-old approach
to female mannerisms, Audrey looks like Brigitte Nielsen. With an
intense, short haircut and a jawline that puts most male leads to
shame, she may look like a great character, but her appearance feels
entirely at odds with her personality.
All
the characters are skeletal, which means that when puzzles involving
characters do crop up, there are precious few personalities to hook
them onto. The result is a succession of mostly random tasks that
you have to accomplish, with barely any clues as to how to do them.
For example, at one point you have to distract a professor in one
of the labs, the door of which is locked. Considering that there's
a maintenance shaft between the laboratories, logic suggests that
perhaps you should try going through one of them. However, what
you actually have to do is construct a rudimentary blow dart and
shoot him in the back of the head - through a window that, from
the player's point of view, appears to be closed. Of course, you
only get told that you need to attract his attention somehow, with
the need for the blowdart being something you have to divine from
thin air. These issues are almost always present to some extent
in games of this type, but Undercover: Dual Motives displays a particularly
mean streak in clue-giving. When this is combined with the sheer
lack of charm that the game exhibits, the result is a sense of frustration
that is likely to put you off before the mystery is solved. Since
the game is also fairly short, this is no small feat.
It's
a pity that Undercover fails so spectacularly in some core areas,
because not only is it a lot more similar to the traditional adventure
games of old than say Phoenix Wright, it also has a handful of reasonably
good elements. There are a number of mini-games weaved in, which
are very light and would not stand up to repeated play, but most
are pleasant enough. One, which sees you manipulating a paperclip
with the stylus to pick locks, is even a tiny bit original. Undercover
also manages to avoid pixel-hunting and overly long walking around
by giving you a button that reveals all the item 'hot spots' in
a scene, and allowing you to move freely through each location using
the map. However, in the shadow of Undercover's unrelenting drabness,
these positive points are trifles.
Undercover:
Dual Motives is a featureless landscape of a game that whilst visually
respectable is horribly clichéd with poor writing, shallow stereotypes
instead of well formed characters and a largely uninteresting story.
You're likely to forget what you're doing between playing sessions,
and the game offers no prompts or useful clues to jog your memory.
Then again, perhaps this is a game that's better just being forgotten
altogether.
Reviewed by Andrew Williams for AceGamez (All Rights Reserved).
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