|
When I visited EA's booth at E3 this year, I was asked what I wanted
to see first. They had prominent displays for Madden
08, Burnout Paradise, Mercenaries 2 and NBA Live 08, all swarming
with people. But without hesitation, I promptly requested to be
taken to see Hellgate: London. I have never been one to stray far
from console gaming, but one of those rare moments of weakness saw
me devoting hours, days, weeks and months to hacking, slashing and
looting in Blizzard's Diablo II. So when I heard that the spiritual
successor to that series was coming via the Flagship Studios - formed
by key ex-Blizzard North employees after a tiff with Blizzard parent
company Vivendi - there was little doubt in my mind that I'd be
lining up for, gasp, a PC title. After watching the E3 demonstration
that initial response was only reinforced as interactive worlds,
interesting character types and wonderful graphics captured my attention.
Now
that Hellgate: London is finally here, did it live up to all the
personal hype I built up for it? Not quite. Spotty collision detection,
graphical repetition, too much RPG in my FPS and the abandonment
of Diablo's multiplayer accessibility and random player interaction
hit Hellgate with a flattening tackle, setting it back more than
a few yards. Despite the heavy hit, Hellgate pulls quite the convincing
Brett Favre impersonation, dusts itself off, returns to the huddle
and throws a come-from-behind touchdown pass in the form of intricate
character customization, seemingly bottomless loot gathering, spectacular
graphics and an overall sense of fulfillment from the gameplay.
Not everyone will make it past that initial state of disappointment,
but those who can should find enough reason to keep playing until
the further refinement that one can only assume is bound to come.
What
would happen if a demonic army, nearly invincible to traditional
weapons, emerged from the bowels of Hell to conquer Earth today
- think we'd stand a chance? Nope, probably not. Can you see the
world's leaders heeding the warnings and grabbing hold of an extended
hand of fellowship from people claiming to be descendants of the
Knights Templar - a Christian Crusaders sect from way back when
- that speaks of lost arcane arts as the only way to save the planet?
You've got to be kidding, right? World leaders would throw them
to the streets with the pure strength of their laughter as the evil
forces crushed society as we know it in a swift and relentless killing
spree. After winning control of Earth, all that is left for Hell's
forces is to convert our world into, well, Hell on Earth, a process
being dubbed The Burn. Humanity has only one chance left to vanquish
the demons from their world and take control back before our very
planet is lost forever. Three factions remain, huddled in the London
Underground, a series of abandoned train stations turned into safe
havens - the aforementioned Templars (melee specialists), the Cabalists
(magic specialists) and the Hunters (firearms and robotic specialists).
The
game opens with the usual character creation, mixing and matching
from a under-whelming set of body pieces before selecting one of
six character classes. The Templars offer the Blademaster and the
Guardian classes, who are in generic terms the Barbarian and Paladin
classes from Diablo II. Each of these classes excels in melee weapons
while using auras to increase their abilities in battle, with the
main difference between the two being that Blademaster is tapered
towards offense (one of their unique abilities is dual-wielding)
and the Guardian towards defense. The Cabalists offer the Evoker
and Summoner classes, which are not unlike the Sorcerer and Necromancer
classes from Diablo II. Both classes take a little from the other,
as both can use spells and summon creatures, but it is the main
focus of either of the two becomes their main difference. Finally,
the Hunters offer the Marksman and Engineer classes, which have
no real previous basis in the Diablo games. Marksmen are exactly
what they sound like - gun-toting FPS characters whose skills augment
their ability to blast through wave after wave of enemies. The Engineer
is somewhat like a mixture of the Marksman and Summoner classes,
as he can build robot allies who can aid him in battle as he picks
off enemies from a safe distance.
Regardless
of the class you choose, in Diablo fashion there are plenty of routes
to take with character building, thanks to their superior skill
tree building. Though it may take a few characters to learn the
nuances of each class, what their inherit strengths and weakness
are and which skills work with which tactics, once you find that
combo that clicks it's hard to keep from smiling and rushing to
share your tactics with friends. You cannot, however, change the
distribution of a character's stat and skill points once set, which
doesn't bother me in any way as raising characters to a moderate
level, discovering a better way to level, taking my best loot and
starting again has always appealed to my gaming tastes. If you could
just change your character at whim - even if there was some sort
of payment involved to do so - it would strip away the vital connection
between maker and creation, as perfection takes time and commitment,
not a cache of money.
Once
your character is created, you are thrown right into the scuffle,
as your character runs into a man needing help completing his mission
and returning to the nearby station. Complete this and you will
be forever entangled with humanity's fight against Hell, as your
exemplary skills will have what seems like all of the London Underground
clamoring for your assistance like some sort of messiah. Sadly though,
the story falls apart quicker than Earth's leaders told the Templars
to take their horse and pony show somewhere else. A very interesting
setting hastily boils down to complete a ton of "I'm too [insert
lame excuse here] to do my job. Can you do my job and [insert mindless
task]?" missions for each story-pushing quest. With the majority
of people asking for your help being lazy, selfish and/or incapable,
it's a wonder that the London Underground even exists! I understand
the reason to add missions along with the quests, but in a game
with linear progression they should never overtake the spotlight
from the main story, and in Hellgate they do almost immediately
and never relinquish control.
Thankfully,
the gameplay swoops in and generally keeps the meandering story
as an afterthought, though it is not without its share of troubles.
Diablo in 3D still serves as the best way to describe how Hellgate
plays and it should come as no surprise that Flagship Studios were
able to bring the 2D series into the 3D realm with few shortcomings.
The action is quick and furious as you plow through wave after wave
of baddies. Using the tried-and-true point and click system, with
number buttons for skills, veteran dungeon crawlers will feel at
home within seconds and newcomers should be ready to trudge through
any darkness within the first half hour. The dynamic camera, which
can be pulled into first person, pushed out to third person and
everything in between, gives you the freedom to view the game in
whatever way you feel most comfortable with, as neither comes with
any sort of game-created downside.
The
levels - whose layouts are randomly generated each time the player
enters the game - are decently large, with many nooks, crannies,
treasures and enemy nests scattered throughout. At first these levels
are engaging and full of surprises, as the dark abandoned railways
and desolate streets paint a delightfully bleak image of a post-apocalyptic
London. But it doesn't take very long for those moments of wonder
to wan into annoyance, as multiple areas share the same exact level
designs, with the only possible changes - random level generating
aside - coming in the enemy types held within them. This is a huge
letdown because not only was Diablo II able to handle rehashing
admirably, but the use of London as a backdrop ends up being wasted,
as only a handful of areas receive a truly unique, real world based
levels. The levels that do use real-world London, such as the London
Museum, Piccadilly Circus and the Tower of London are absolutely
amazing and serve as stark contrasts to the revolving door of tunnels
and streets that plague level design.
Not
everything made the transition to the 3D plane with perfection though,
as some unfortunate issues crop up. Collision detection isn't as
solid as it should be in a retail product, as clipping, getting
stuck on larger objects such as cars and train cars (at least you
can use a quick in-game command to free yourself), and enemies and
NPC allies phasing in and out of walls, floors and other solid objects
all plague the game on a consistent basis. The use of firearms -
one of Hellgate's main hooks - falls victim to being RPG'd and as
a result the weapons aren't really differentiated from using magic.
When you fire a shot, especially in first person mode, you expect
your aim to be a factor into the damage caused, but that feeling
doesn't exist in Hellgate. You shoot and then wait for some invisible
math to determine the damage and it sucks much of the fun factor
out of role-playing with firearms. Precision shooting has been permanently
ingrained into the minds of everyone who would find the FPS aspects
of Hellgate intriguing, so reworking them comes as a perplexing
design decision.
Shortcomings
aside, the loot system brings the entire game together into a total
package that is not only palatable but tremendously addicting. Diablo
II's greatest feature was the sheer amount of interesting and usable
loot that was out there for us to find and Hellgate is no different.
Multiple classes of rareness and tons of item classes are to be
expected, but the incredible amount of customization that can be
applied to these items was not. Any items can be broken down into
materials, which can then be used to craft new items, new add-ons
and more, which can then be used with various blueprints, machines
and people to craft yet more items. Drops are randomized every single
time, the fact that an awesome item might drop at any time keeping
the tension high. There don't appear to be any set parameter items
though, such as the set and unique items from Diablo II, which is
a shame, as collecting and pursuing those was a huge drawing point
and the payoff of landing one was unimaginable. Nevertheless, this
is still Hellgate's best feature.
Hellgate's
presentation is very attractive, at least from a graphical standpoint.
Sharp textures, dynamic lighting and slickly animated, ferocious
monsters make the visuals a huge helping of eye candy. Firing off
explosive rounds that light up dark hallways, admiring the sheering
reds of Hell's sky or slinking through the night as Hell's aircraft
fill the sky are just a few of the visual wonders to behold. The
special effects are brilliant, with flashes lighting up darkened
areas, purple particles erupting from gun blasts and the various
death animations - based on the weapon you're using - never seem
to lose appeal. Character models, which are graphically dumbed down
when online to keep performance up, update based on equipment used
but are otherwise rather generic thanks to the aforementioned limited
character creator. Character battle animations fall into a similar
rut, as the ability to keep the game moving seems to have overridden
the ideal that a Hell-smiting bad ass should have bad ass moves
in their arsenal. In-game NPCs don't appear any better, with nearly
every one of them looking like the same dreary, boring person with
a few tweaks.
Don't
expect to find any ear candy though, as the sound took an obvious
backseat during Hellgate's development. A musical score was ditched
for ambient sounds for whatever reason, but with the rather generic
and weak sound effects on offer, the trade-off was definitely not
worth it. It isn't as if the demon screeches, voiceovers, explosions,
clanking of metal, firing of guns and the rest of the barrel of
RPG noises were poorly created, as that is not the case. The problem
lies in that they very rarely register anything above an average
rating. Very few moments, if any, will stand out in your memory
when it comes to the sound, as the entire product rides a horse
of mediocrity through every passing level. This is hardly a breaking
point for a game of this sort, but if you are going to ditch one
aspect for another then I'd hope that the difference is made up
and the choice justified, rather than the result being the mishmash
of forgettable noises compiled here.
The
lasting appeal of this stems from the amount of gratification you
can pull from taking the experience online, which the majority of
people will do from the get-go. Online play is handled much like
it is in Guild
Wars - players meet in central hubs, in this case the stations,
where they can meet, interact, form parties and so forth; when they
enter a level though, only party members are allowed. This has the
game heavily tilted towards single player exploration and multiplayer
looting, as you will only see strangers in your levels if you select
random partying as an option. I personally enjoy this, as I am more
inclined to enjoy the game either by myself or with friends. Mixing
and matching the classes together in attempts to making the perfect
parties is a blast, just as it was in Diablo II, and looting in
a party rarely ends up in a bore. Add in the $9.99 subscriber features,
including the always-extraordinary hardcore mode, additional character
slots and classes, and there are plenty of sights to see, characters
to build and loot to be had.
Anyone
looking to enjoy the social aspect of gaming will not find much
in the way of fulfillment however, as the chat system is a mess
- the chat box is small, not always on and not easily accessible,
while the hubs show only a tiny fraction of the people in there
due to the lack of space. Having to leave the entire game to reset
the random levels is a minor annoyance too, especially if adventuring
with friends, considering that Diablo II and Battle.net
only asked that you exit back to the lobby. These aren't the biggest
problem on Hellgate's plate though, as the online component is currently
plagued with experience-ruining bugs. The servers are jam-packed,
leading to lag, slowdown issues and frequent crashing (I don't know
how many times I've been attempting to manage my inventory and the
game has crashed). The sheer amount of people populating the game
makes trudging through the tight corridors of the stations a battle
against the frame rate at times. Having spent time in the beta,
I definitely did not experience the game-killing slowdown and lag
that at times is crippling the retail version, so it seems as if
the initial response to the game has been a bit overwhelming. I
am sure that these problems are being addressed as we speak, but
for now, these and the other bugs mentioned in this review have
to be factored into the final score and without hesitation drop
the game down a full point.
I
hate to make this assumption, but it feels as though Hellgate: London
is yet another victim of the Christmas buying bonanza, due to the
publishers wanting the game out at a time that maximizes its revenue
potential. Regardless of whether or not this is the case, if you
can get over the fact that this isn't quite the Diablo sequel that
many of us were hoping for, like I have managed to do, then there
are still enough positive facets to make Hellgate a worthwhile long-term
purchase - especially once the bugs are cleared up and more of the
subscriber-only features are available online. As long as Flagship
Studios continue to support the title as they have reiterated time
and time again leading up to this point, Hellgate should be able
to overcome this shaky start and prove to be a fitting side story
to the Diablo franchise.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
|