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Do you remember that movie from the early Eighties, Night Shift,
with Henry Winkler fresh off of 'jumping the shark' and Michael
Keaton in his pre-Mr. Mom days as two guys who open a prostitution
ring out of the morgue where they work nights? It was a career launcher
for Keaton, the first major feature directed by Ron Howard and major
showings of the skills of Winkler and Shelley Long. It was a very
funny movie. But it has nothing to do with this game.
This
game, Night Watch, is in fact based on a movie, which is in turn
based on a popular Russian book series. The basis of the fantasy
action thriller stories is that there are 'Others' among us, people
with supernatural abilities who are naturally attuned to the Light
or Dark aspects of what is known as the 'Gloom'. The Gloom (or Twilight
as it is interchangeably known in the game) is a separate magical
realm, accessible only by these Others. For countless years there
has been a struggle between the light and dark powers, with a treaty
being signed many centuries ago to avoid the total destruction of
both sides. That treaty put boundaries and rules around what each
side could do and placed an Inquisition as the ultimate arbiter
of right and wrong with regard to violations of the treaty. Each
Other is naturally aligned to either light or dark (there is conflict
here between the book and the movie) and the game opens with the
main character Stas lining up a women in his sniper scope, getting
ready to perform a hit and unknowingly placing himself in the middle
of a huge battle between light and dark.
Technically
Night Watch runs on the Silent
Storm engine, much like 2005's Hammer
& Sickle. This means that at its core it is a squad-based shooter
with a turn-based combat system that plays out on small grid-based
areas. One legitimate question is "How much better does role playing
integrate with tactical combat in this game than in Hammer & Sickle?"
I would say that it definitely works better, but it is an important
enough issue that I'll give it a detailed treatment further into
the review. Let's start with the 'nuts and bolts' though.
Graphically
the game looks pretty good - for a game from 2004! The realization
of games based on the Silent Storm engine has not greatly improved
from the original game through Hammer & Sickle to this release.
Character models are blocky and not very well defined for a modern
game and the in-game cuts cenes feature voiceovers but no lip-syncing.
The maps are bounded rectangles - you never really believe you are
at the train station because you can see the edges of the world,
as if you were on a tabletop. Everything is still destructible though,
and it's a great feeling knowing that if you throw someone into
a car that they will take secondary damage from that impact and
tertiary damage if the impact causes glass to shatter or the engine
to explode. Overall the graphics work well enough within the context
of the tactical combat nature of the game, but they suffer greatly
as a result of a major design choice - the Gloom or Twilight. The
book describes the Twilight as a shadow world in which time and
space operate differently, in which your life essence is taken to
further feed the Twilight, and as an area where normal people cannot
see you. In the game, the developers wrapped everything in the twilight
in a sort of water lens that distorts details and edges and makes
everything indistinct. The problem is that your spend about 90%
of the game in the Twilight, so instead of making the best of the
graphics quality they have, the developers have submerged us in
the worst possible view of the game for the majority of the time
we're playing. Bad choice - perhaps it was necessary, but it leaves
a lousy impression.
The
music is up-tempo techno and rock oriented music that feels quite
appropriate for the game world. The book details much of the music
that Anton listens to on his portable CD player and the feeling
of the music in the game matches that description very well. The
voice acting is an interesting thing - it sounds like Russian voice
actors speaking English translations of the lines, but that is perfect
for the story. The story takes place in modern day Moscow, after
all, so it is appropriate that the characters are Russian. Having
heavy accents and dubious sentence structure actually works - it
is very much in contrast with several other Easter European RPGs
where the translations made the game feel amateurish - in this case
it actually helps with immersion in the scene.
The
combat system is where the game really shines though. As it is based
on the Silent Storm engine, it's a solid turn-based tactical shooter
for starters. It is what the developers added that makes it really
interesting though. You have two levels of reality - the real world
and the Twilight, and there are melee attacks, ranged weapons, and
magic and shapeshifting skills. The game does an excellent job of
capturing the feeling that the Twilight is constantly eating away
at the energy pool you have as an Other and that when it is gone
your life essence gets drained. There is attack magic, defensive
and supportive magic, direct and area effect spells and more. It
is a fully varied battle system that forces you to carefully plan
your moves - you only have so much energy and so many action points
per round. This makes battles long, difficult and strategic - and
some of them are really difficult. You also learn quickly to take
your time regenerating before moving on, because there is often
another battle right around the corner and if you're not at the
top of your powers then you're as good as dead. This also makes
it fortunate that you can save pretty much any time outside of cut
scenes. The multi-tiered battles that feel like a combination of
military combat, fantasy action and something else are just a wonderful
experience and easily the best implemented part of the game.
But
how well does it work as an RPG? That is somewhat of a mixed bag,
I'm afraid. There are many areas that could be successful or unsuccessful
- implementation of story, presentation of characters, development
and advancement of the main character and the overall flow of the
game. The story itself is quite good, but as I mentioned the game
engine seems to work against a homogeneous flow of storytelling.
It also feels limiting in terms of presenting the characters - the
cut scenes give tidbits of information, but outside of those little
is learned. The only comments are snide remarks when you try to
make your character accomplish something without enough action points.
The character development system is deceptively straightforward
- once you choose your path all you do is allocate new skills. However,
you need to make careful choices, because there are various times
throughout the game where your companions change - ending up with
two offensive mages with no support or charm or melee skills in
a party will have you quickly retreating to old save games!
Night
Watch has an interesting story - good enough that while playing
the game I also rented the 2004 film and read the book. There are
some significant differences between the film and the book, and
the developers have borrowed liberally from both in formulating
their realization of the Night Watch world. This should be a good
thing and in terms of the combat system it is very nice - the best
of both play into making combat very satisfying - but this game
forces me to believe that no Silent Storm based game will ever be
able to support a good story; the juxtaposition of story and combat
is entirely too disjointed and cumbersome to be compelling.
In
the end, Night Watch the game reminds me of something Semyon tells
Anton in the last section of the Night Watch book when Anton has
gotten drunk on Cognac. "It is all wrong, he says - Cognac is for
the heart, Vodka is for the soul…" So they share a couple of bottles
of Vodka. This game has a very good story to tell but its attempts
to tell it through a combat-based game engine felt all wrong. So
to paraphrase, I'd say that the Silent Storm engine is for combat
but not for storytelling. Enter the game knowing that and let your
soul drink deep from the well of glorious turn-based combat and
you'll be satisfied. But go looking for a great sweeping storytelling
experience and you'll be left unsatisfied and feeling hung over.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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