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Now either I've just accidentally fallen through a time vortex or
Infernal really does play like something from ten years ago.
I'm a little bemused how a game that has quite obviously been designed
to look like it's powered by this generation's powerhouse
technology can play with such old and outdated ideas, but here it
is - a very pretty shoot em up that has me scouring its linear levels
to find a key card that'll open a door and allow me to progress,
just like Doom's "collect red key for red door" progression method
all over again.
In
Infernal you play Ryan Lennox, a parody of a man who embodies just
about every overly macho cliché you can think of. He's a fallen
angel who now works for the other side as he gets caught up in the
continuing fight between good and evil or some such nonsense - to
be honest I kind of lost interest five minutes in. Being a convoluted
mish mash of schoolyard sci-fi and religion doesn't stop the game
trying to make you think its story is attention worthy though; I
lost count of the amount of times my actions ground to a halt thanks
to the intrusion of yet another cut scene.
I'll
give Infernal this much though, there is at least some visual variety
amongst Lennox's numerous adversaries, from techno-gun-wielding
monks to henchmen wearing bulletproof armour and carrying giant
guns, none of it distracting from the fact that they all follow
the same predictable routine of being glorified walking targets
for you to practice on, and nor does this help to hide that the
levels lack the design flair that has been applied to the enemies.
The levels are linear to the extreme; forced pathways guide you
down funnelled routes that push you to your destination. This in
itself isn't much cause for concern - after all, it's not the only
action game to use such a method - but in this day and age it's
one that really shouldn't be so prevalent and what gets so irksome
about the level design is how lazily it's all been cobbled together.
There
are some occasions where you'll attempt to interact with the environment
only to be met with frustration as you discover that most of what
you'd think could be interacted with in some way can't, because
it's simply background decoration. Lennox can climb some chain link
fences with ease, while others remain as invisible barriers, there
are doors plastered all over some levels but there will only ever
be one that you'll can actually open and - in one extraordinarily
bad design decision - you'll not know which door it is until you
are standing in front of it. Then there are the times where your
abilities as an otherworldly demonic super soldier fall flat, as
although some objects can be trampled with your mighty firepower
and supernatural abilities, other times they'll barely cause a scratch.
Game shattering dips in continuity aside, the levels simply aren't
interesting - catacombs, oil refineries, we've seen it all before,
enough times that the sight of yet another long, winding tunnel
of bricks and mortar really isn't that fascinating to explore.
As
well as having an assortment of firearms at his disposal, Lennox
also has an array of special powers that occasionally crop up just
in time for the game's weak attempts at a puzzle. The ability to
teleport may sound like an intriguing addition to Lennox's arsenal,
but it only has a very limited effect and can only be used for a
short period of time before it reverts - add to that the tricky
and sometimes cumbersome camera to contend with and on occasions
it's not uncommon to find yourself accidentally teleporting into
a brick wall. Levitation fares better, allowing you to pick up objects
and hurl them elsewhere, but it gets decidedly more enjoyable when
you use it against the bad guys and throw them around like rag dolls.
For
the most part these abilities are seldom ever relied upon, as their
overall effects are no greater than that of good old-fashioned brute
force. At least as far as brainless senseless carnage goes, Infernal
gets a lot of things right; taken as a mindless action game, it's
easier to overlook the flaws and enjoy the action that permeates
throughout - and there's never any shortage of things to shoot.
It all looks rather splendid as well; this may be an old school
shooter at heart but it most certainly doesn't look like it's been
recycled from ten years ago. Everything looks and moves swiftly
and there are some lovely - if not altogether spectacular - lighting
effects thrown in for good measure. Seeing that this is also a game
that has been designed to make use of the Ageia PhysX physics card
(anyone got one? No? Moving on then) there are some rather lovely
physics thrown in on top of the relentless carnage. They're nice
to have, but a bit system-hungry if you haven't got the £200 technology
they've been designed to exploit.
In
the end, Infernal is a bit of a strange beast. On the one hand it's
an enjoyable enough low rent action arcade game that looks great,
and on the other its reliance on old and outdated ideas often remind
you what you don't miss about the games of eras past. It's reasonable
entertainment, which for some might be enough, but for the others,
wait and see what the rest of the year has to offer, as there are
far more ambitious shoot em ups on the imminent horizon.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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