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Okay before we start, let's take a trip down memory lane. Don't
worry it won't be very long - I have a small bowl of water inside
my head with a goldfish that serves to hold my memories. Despite
being a little disturbed at the blancmange brain it's stored in
and the lack of lighting, it does an exceedingly good job - just
as long as I don't actually have to remember anything. I've been
meaning to buy another one so, you know, I can remember more than
three seconds. [Having somehow guessed an obscure reference to an
old TV show that he's barely old enough to remember in an email
I just sent to him, I know that Nik's memory is far better than
he's letting on! Ed].
Anyway,
back in 1998, the universally acclaimed Half-Life
was released and became an almost instant classic, getting pretty
much 10/10 everywhere and subsequently snapping up just about every
game award. Less than a month before a notably rushed game called
SiN was released and because it had been rushed out to beat Half-Life
to the shelves, it was extremely buggy, which garnered it a very
bad reception. Despite these flaws, SiN managed to gain a classic
award from PC Zone, which is actually the reason you're being told
this story; I got my hands on the game because of that particular
review and, by all rights, if it hadn't been rushed out, it would
have floored Half-Life in the reviews, as it was a long way ahead.
It
was the first game to feature body specific hit zones (allowing
the likes of headshots), which if omitted in a game released today
would result in said game being condemned as an unholy sin upon
the world, along with the developers being burnt at the stake -
for the, umm, good of humanity, of course. It featured driveable
vehicles, which are generally people's favourite thing in Halo.
It had action-based outcomes, which depending on the players' actions,
determined how you completed the level and could have major repercussions
in later levels. Sadly this feature never really caught on and is
quite possibly the reason I haven't wanted to really play a FPS
since Half-Life
2 and Halo, before that betrayed me in the latter half.
The
graphics in the game were astounding for the time; explosions were
the best around, far surpassing Half-Life's, and the weapons fire
had tracer's standard. The enemies had fluid motion, which up until
this game had been extremely jerky and they had some of the best
textures around. The settings were remarkable and the action-based
outcomes meant you could end up flooding levels or causing gigantic
explosions. The more you interacted, the better the game looked,
yet it was unheard of and largely still is.
The
final feature was SiN's high level of interactivity, which came
in the form of Easter Eggs hidden in vast amounts, and even started
the craze of hidden rooms that has caught on in almost every game
since. [Although the original Doom, granddaddy of them all, had
its fair share of secrets and hidden rooms. Ed] This was possibly
one of the game's best features, as it made it quite unique. You
could, if you were cunning enough, break into the bank account of
your archenemy and transfer all of her savings into your own account,
break generally everything and just waste time doing things most
games wouldn't let you in a million years.
Unfortunately,
it disappeared with only a few memories of the lucky few who actually
played the game; well you can actually be one of the lucky few too,
as not only do you get SiN Episode 1: Emergence, but also the original
SiN, either off the disc or through Steam. That's right, by some
bizarre quirk of fate, two games that by all rights should have
stayed rivals are now available through the same system, but once
again SiN has beaten Half-Life, this time to be released episodically
- and this time it has been done right.
The
story starts with the character you play, John Blade, laid out on
a lab table with your archenemy Elexis Sinclaire, who you battled
with in the first SiN. She's the classic comic book bad girl, being
disproportionately top heavy, and her claim to notoriety is taking
over her father's genetics company, SinTEK, after he mysteriously
disappeared and then developing the drug U4 that contains a mutagen
to aid in her aim of speeding up evolution. Also present is the
cartel leader Viktor Radek, who evidently distributes the U4 to
the people on the street.
The
two have injected you with something and it isn't the standard mutagen,
as Elexis puts it in one of her super villain over-verbose riffs
that U4 is too unrefined and has designed a drug specifically for
him to unleash his true potential. This time you're not on a solo
mission, as your protégé Jessica Cannon breaks in guns blazing and
scares the two villains off.
You
chase after Viktor Radek to try and get an antidote to whatever
they injected you with. This involves a nice leisurely 'run like
a little girl!' moment out of the building, as you have no weapons
whatsoever and have to hide behind Jessica to get out; not exactly
a good start for the legendary leader of HardCORPS security! This
opening scene is especially potent for mastering that 'run like
a little girl!' skill; it will most definitely come in handy later.
Still
without a gun, Jessica kicks you into her car and you have a trip
out session with what I'm guessing are telekinetic dreams of Elexis,
or implanted memories of her spilling more of her evil schemes,
whilst in an ocean wearing a bikini, which is admittedly a little
unconventional but undoubtedly original. While on the way you run
into a SinTEK checkpoint and one of the guards says, "You're out
of your jurisdiction," and asks where you're headed. After a little
diplomatic argument, Jessica decides to tell him, and this is where
the game's humour kicks in as she says, "South corner of f*** and
you!" Then she slams on the gas and breaks through the roadblock.
Eventually
you get a gun and can actually put up a fight against the SinTEK
grunts; they range in difficulty depending on your settings and
the game's dynamic difficulty means that they will adjust to your
skill level. The early ones are simple - a well-placed headshot
from your excessively accurate magnum can take them down in a single
shot - the only problem is they take cover behind everything. The
later ones also flank you, try to flush you out with grenades and
use their weapons' secondary fire, which depending on the weapon
can hit you around corners, through thin walls or just send a rocket
your way.
Following
Viktor, you are led into a secret drugs lab in an overturned tanker
at the docklands, and this is where you see the first traces of
Elexis' mutants and how to really hurt them with the anti-gen spray
(which heals wounds). You confront Viktor, have fun with the villainous
boasting from both him and a holographic Elexis, which distracts
you long enough for Viktor to escape in a miniature submarine and
start the self-destruct sequence - I mean, come on, who does that
in an already destroyed ship?
This
is where you get to practice that 'run like a little girl!' skill
we talked about earlier, as there are now mutants free everywhere...
these aren't nice ones either. Your pistol does almost nothing against
them, your shotgun kills them in two hits to the head but they have
to be within swinging distance. Oh and there's these little ones,
you'll likely be reminded of the headcrabs from Half-Life, but consider
the headcrabs nice, as these ones shoot you with mutagen spray and
dodge your shotgun blasts. Grenades don't do anything; you just
end up with a literally flaming mutant charging at you and at this
time - you guessed it - you run like a little girl!
Once
you get up top, you find yourself up against what looks like a mutated
rhinoceros, only much larger and capable of sending shockwaves through
the ground. Now you probably know what I'm going to say right now
- run like a little girl! You'll use up pretty much all your ammo
on this thing and then you can relax... ahh, isn't that nice? That
gentle pitter patter of rain is soothing isn't it? Last time I checked,
rain didn't come from a chain gun, so again, run like a little girl!
These
chain gunners are tough and you'll face off against a lot of them,
especially later in the game. The key to killing them is the rocket
propelled grenade equipped on the assault rifle, but you probably
just used up all of those trying to kill the big ass rhinoceros.
I managed to kill him by pistol-whipping him and then died because
he explodes. Second time I knew better and kept an RPG in hand,
which I missed with and then died again. Third time's a charm and
I mutilated that rhinoceros - hallelujah!
The
story continues as you chase Viktor and the action just gets more
and more intense as it goes. You fight your way through one of the
SinTEK buildings, literally walking through chain gunners; I became
a precision shot with the RPG, just planting them into the head
of the chain gunners and riddling them with bullets, getting an
RPG off their corpse and then repeating the process, or if you don't
find an RPG, well, you know by now what you're supposed to do.
Throughout
the game you're patched up with a comlink to Jessica and JC back
at base, the illustrious computer hacker who Blade hired after he
hacked into the HardCORPS computer system. They both add some comic
relief to the proceedings, with JC constantly having a go at Jessica,
although when fighting alongside Jessica I frequently ended up shouting
things at the screen and this is possibly why I love the game, as
it's oddly reminiscent of Fallout, where you're intended to taunt
the enemies yourself.
The
game runs on a slightly modified Source engine, which powered Half-Life
2 and produces astounding graphics here once again. One of the new
features introduced by Ritual is vehicle damage zones; the original
Source engine allowed vehicles only to have one material property
- basically glass would behave as metal on a car. This has all changed,
so you can blow off individual parts of cars and in a later level
you have to take on SinTEK soldiers on a drive-by, which normally
ends up with the doors missing from your car, making you extremely
vulnerable.
Music
in games are typically good, although nothing exciting, and some
are more immersive than others, but when you finish playing a game
and find yourself humming the theme tune you know it's an amazing
soundtrack, and this reminds me of the Bond soundtrack... well,
before it turned into middle-aged men having a midlife crisis, racing
sports cars and trying to sleep with women half their age. The soundtrack's
up for sale on iTunes and I find myself oddly compelled to buy it,
which has never happened to me with any soundtrack before.
I
do have to say, I love the episodic style, as well as the budget
price without the sacrifice of it being an awful game. Its SiN,
so there's tons of replayability too; I've been through it twice
in the space of a weekend, which is a first for a shooter - it took
a year before I touched Half-Life 2 again. The promise is really
in the longer term though, as the story advancement is based on
the general community direction in the game. They aim to have three
episodes in a series, which with a playtime of between four and
eight hours means that a full series will be far longer and deeper
than a single game, but the best part of all is that they're going
to release an episode every six months, instead of the now standard
three year wait for a sequel. How can you lose? Now anyone who answers
that has likely pointed out that you have to wait to play the next
part, well, boo hoo buddy, you'd be waiting much longer for the
full game, so it's a moot point.
As
it runs on Steam, this means constant patching without even having
to lift a finger. At present there isn't any multiplayer support,
which is highly unfortunate, but this is expected with the next
update and if you're that desperate to play SiN multiplayer then
there's always the original (it comes free, don't panic).
SiN
Episode 1: Emergence is action packed from start to finish and doesn't
relent until the final bullet is fired. The AI is supreme and in
some cases can outsmart you, as they call for backup, flank you
or try to flush you out with a grenade - all that and they'll just
smack you in the face with the butt of their gun if you get too
close. The level style means you can take multiple paths with multiple
outcomes, which will have repercussions later in the story, and
this makes it almost impossible to resist coming back to play it
again and again, even straight after the first time you complete
it. There's just no denying that Emergence kicks ass, and it kicks
it hard! Watch out Half-Life, your old rival is back and demanding
the attention it missed out on the first time around…
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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