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I
could just skimp this review, you know; mutter a few lines about
the graphics, touch on the gameplay, talk some drivel about character
abilities, add a stale joke and then round it off with a totally
obscure and incomprehensible illustration as a conclusion. If I
did this, then I would be taking the same attitude toward my work
as the developers of Grom; starting with good intentions but cutting
down to basics in so many areas that the result is rather unsatisfactory.
This game tries to achieve success like RPG heavyweights Baldur's
Gate II or Neverwinter Nights, but shoots itself in the foot too
many times by removing vital ingredients of the formula and adding
unwanted elements that both degrade the game and hamper your enjoyment
in playing.
You
follow the story of Colonel Grom, a native of Poland who was captured
when trying to defend his country against the Nazis. He escaped
from his prison camp and has been trying to find a way to take his
revenge on the Nazis ever since, mainly because they killed his
family. The evil Germans have now descended upon to Tibet, searching
for an ancient treasure that will guarantee them world domination.
It's up to Colonel Grom and his companions to stop them. Not exactly
the most compelling or original storyline, but it would suffice
if fleshed out and livened up enough. Unfortunately, Grom fails
dismally in this regard and manages to remain blander than the boiled
potatoes I had for dinner earlier. The whole game is full of dull
conversations that fail to entertain and give little incentive or
motivation to continue playing. One commendable feature is the fast
forward button that you can use to rapidly accelerate the interminable
in-game cut scenes, relieving you the tedium of sitting through
hours of boring waffle if you reload an earlier save. The problem
with this feature being that it refuses to work on certain conversations
for no apparent reason, forcing you to manually skip each line of
speech yourself, which is rather frustrating.
The
graphics are a mix of 2D rendered backgrounds and 3D animated models.
The background renders vary in quality, but are usually quite good,
which unfortunately only serves to emphasize the inadequacy of the
3D graphics. The game characters also have an unnatural tendency
for having snow shoe sized feet, which doesn't do a lot for their
looks.
The
learning curve too is somewhat enigmatic. As the game starts you
will be told in great detail such trivialities as how to select
your character and how the game system works - the most basic of
details to cater for RPG newbies. Yet in the very first fight you
enter, it is so difficult to win without dying that I needed a good
few reloads to get past it. Newbies would have great difficulty
here as it expects you to have reasonable fighting skills already.
Then, the game puts you in a variety of precarious set pieces, which
you have to battle out of and is basically a lazy way of extending
the game's life by forcing you to play certain levels and areas
repeatedly until you succeed.
There
are numerous other flaws and annoyances that can leave you frustrated
and jaded. Take character possessions for example, Grom and his
companions have a certain number of carrying slots that they can
fill with the objects and treasures they collect on their travels.
That's fine, no problem there, but the trouble comes when one of
your characters decides to leave the party briefly to pursue their
own interests, which happens periodically throughout the game. When
they rejoin you, everything they were previously carrying has been
erased from their possessions, sometimes your best weapons and most
expensive items. This is frankly ridiculous and can lose you much
of your hard-earned material wealth.
Another
problem that can cause you much grief is the inexplicable and sometimes
suicidal attitude displayed by your characters in various levels.
To illustrate I'll recount what happened when Grom, Petr, and Hans
approached a customs checkpoint one time. A cut scene took control
of the characters in which a border guard demanded identification
in order to pass. For no particular reason, Grom continues walking
past the checkpoint unhindered and disappears into the town while
the other two argue it out with the guards. The guards suddenly
reveal themselves to be enemies and attack Petr and Hans. They are
dangerous to fight and take a lot of swift manoeuvring to overcome.
The trouble is that Grom is also attacked at the same time by similarly
deadly opponents and you can't control fighters in two simultaneous
battles, so at least one character kept dying, often instantly,
resulting in game over. This meant it took countless attempts to
even keep my characters alive, let alone win their respective battles.
This whole situation was caused by the entirely mysterious insistence
of Grom to wander off into town during the cut scene, which made
absolutely no sense.
Not
all is bad news though; Grom does manage to implement some reasonably
successful and innovative ideas as well. The biggest of these is
the ability to bargain with various NPCs (non=player characters)
throughout the game. Bargaining takes the form of a card game in
which the opponents lay down mood cards that can either increase
or decrease prices depending on how successful they are. The moods
include proud, angry, offended, apathetic and many more. So if you
lay an angry mood card in a bid to try and make a merchant decrease
his selling price, he might lay an offended card, which would tip
the odds in his favour. It's actually fun to bargain with people
and you'll acquire new mood cards as you travel, giving you a wider
array to choice from. This is a commendable idea and adds a bit
of spice to the otherwise bland recipe.
Another
feature of note is how characters can be knocked unconscious. You
have a health bar and a condition bar, both of which go down as
you receive damage, but the condition bar slowly regenerates. If
the condition bar falls to zero but the health bar doesn't then
you will fall unconscious for 30 seconds or so. This can be quite
handy if you are fighting a hard battle as opponents assume you
are dead and will turn their attention elsewhere.
Sadly,
a few good ideas don't make up for all the obtrusive flaws this
game is littered with. It is a soulless title that adds virtually
nothing to the genre that hasn't been done already, and done a lot
better that this. Grom: Terror in Tibet has no convincing raison
d'etre and so it ends up as an unwanted muddy droplet floating around
in the glistening RPG ocean.
Reviewed by Adam Shirley for AceGamez (All Rights Reserved).
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