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To paraphrase the movie Airplane, you take your chances getting
out of bed in the morning, crossing the street, sticking your face
in a fan ... or making a cross-genre game. For every game that succeeds,
there are a dozen that fall flat - and if you dare to cross three
genres, the likelihood of failure rises exponentially. It is this
daring attempt that makes me applaud the developers of Escape from
Paradise City, even if I must criticize the mixed success of their
efforts.
Escape
from Paradise City mixes up role-playing, real-time strategy and
a top-down take on the sandbox city-centric thug-whacking genre
(i.e. the GTA
clone). And unfortunately the distillation isn't kind to any of
the constituents; they all lose something of their charm, rather
than the game being 'more than the sum of its' parts'. Since the
game makes it fairly simple to separate the elements, this is how
I will consider them - but first let's look at some of the technical
details.
Graphically,
Paradise City looks very nice - the characters are detailed and
the environments look good up close as well as from a distance.
This is an important factor, since you will need to utilize both
views on a regular basis, which is typical for a strategy game.
The game features a day/night cycle augmented by real-time shadows
and lighting effects that add a lively feel to the city as you explore.
This isn't on par with top-end genre games like Company
of Heroes, but it compares well against most mid-range games
in the RPG and RTS genres. The audio is much more of a mixed bag
- the narration is done in a deadpan style that seems like an obvious
parody and is amusing if you take it as such (it would seem dreadful
otherwise), while the remainder of the voice work runs the gamut
from solid to awful; you will find yourself wondering if it is supposed
to be humorous at times when it obviously shouldn't be funny. Indeed,
the rest of the sound work - from the soundtrack to the weapon and
other effects - is fairly average; it is the sort of thing that
isn't an issue when things are going well in a game, but becomes
glaring when there are problems.
Controlling
your characters varies according to which camera mode you are using;
if you are working in top-down mode then you use the typical 'click
move' approach found in the majority of strategy and role-playing
games with a top-down perspective. If you are using the 'over the
shoulder' mode then things work much more like an action game or
third-person role-playing game, using the WASD keys and mouse to
control your movement and combat. The third person mode feels clunky
though and I preferred to use the top-down controls as much as possible,
as they seemed far more suited to the game design; since it has
inherent strategy game underpinnings, attempting to play it using
a style made for single player games really doesn't work very well.
The
'sandbox city-centric thug-whacking' element is integrated into
the story - Agent Kovaks of the NSA has recruited three 'volunteers'
to help clean up Paradise City, a place that has been practically
abandoned to the thugs and crime bosses that now rule the streets.
The three characters - Nick Porter, Angel Vargas and Boris Chekov
- are all criminals (or a crooked cop in the case of Boris) who
face loads of problems if they don't cooperate. Their job is to
infiltrate the local mob organizations, take out crime bosses and
seize control or the city, neighborhood by neighborhood.
The
RPG elements consist of how you approach your task with each of
your 'heroes'. The three characters you control over the course
of the game each have a specialty - Nick Porter is a marksman, Angel
Vargas is a knife-fighter and Boris Chekov is adept at getting others
to take care of things for him. Now put those skills against RPG
archetypes and you have a ranged specialist, a warrior and a summoner.
As you battle thugs and work to take over a neighborhood, your characters
accumulate experience, level up and gain new skills along the way,
skills that generally help you do more damage to enemies, which
makes gaining experience even easier. There are limits to the amount
of experience each character can gain during a given section of
the game, but you will end up maxing out every possible skill just
by taking over areas. Although the game reminded me somewhat of
an action-based version of Night
Watch at times, it lacks the excitement and variety of combat
found in such a game; every battle boils down to 'click enemies
until they are dead', which doesn't make for an exciting RPG.
A
big part of any strategy game is gathering resources to build units
to send into battle and that is central here, but with a slight
difference - your 'resources' are the businesses in neighborhoods
you have already taken over, while the units are the thugs you order
around to take over more territory. The actual 'strategy' part is
pretty thin here - you could simply head to the boss and take him
out and thereby capture the neighborhood. However, doing that would
lose you considerable experience, so you gather up and assign your
thugs, then take them along and start taking out enemy thugs lining
the streets. You do this by clicking on them until they die - yes,
this is a major click-fest. If you are a completist like me then
you will max out your experience fairly quickly - well before you
get to the boss. Once you have beaten him down sufficiently he will
run off and start turning businesses to your cause. Then you repeat
the entire thing with another neighborhood. And another. And so
on.
Does
this sound like a game that gets pretty repetitive? Well, that's
because it does - despite being less than a dozen hours long, working
your way through neighborhoods becomes drudgery before long. The
problem is that the game presents a very compelling scenario - you
have the motivations for your characters, the general course of
action and the eventual end-game all lined up early on. And the
initial chapters are quite enjoyable - it is when you realize that
you have completely tapped the depth of the game within fifteen
minutes that you suspect you will be stuck on this treadmill for
the rest of the game - and so it comes to pass.
But
as I said at the beginning, I still applaud the developers for taking
a chance. Escape from Paradise City isn't a bad game - it just fails
to live up to its own potential. The combat lacks depth, the environments
lack variety, the multiplayer lacks ... players, and the overall
experience just feels lacking. With a little variety and some spicing
up of the combat system this could have been a really solid effort
rather than a mundane treadmill. As it is though, you should give
this a miss until it hits the bargain bins, which shouldn't take
long.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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