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After watching game intros for years now, I've never felt so much
urge and drive to play a game after watching one, as I have with
Death By Degrees. It starts off perfectly, with Nina battling in
a big cruise-ship, anything goes fighting match. With fantastic
visuals and clever narration telling a story to you, the viewer,
it becomes clear that Nina is merely the distraction; she is the
'sweeper' and there are two 'sneakers' on board, here for a specific
mission. I won't spoil that for you though, just in case you decide
to buy the game - 'in case' being the operative words!
Forgive
me for being blunt for a second, but Death by Degrees simply isn't
very good. Nina Williams is a fantastic character in Tekken and
I can see why they've used her in this type of game - firstly for
the Tekken fans to spend their cash and secondly because Nina is
a natural born fighter with the looks of a goddess. So we're targeting
fans and people that like to see a plenty of flesh. Sadly, Death
By Degrees is a basic fighting game with basic features and a whole
host of problems that are really going to bug you in the long run.
But we're jumping the gun here - let me talk about controls.
Controlling
the game is almost certainly the biggest problem here. Anybody that's
played a decent fighting game before couldn't feel further away
from home if they tried. The mechanics use the two analogue sticks
to their full potential - by smacking the right analogue stick in
a certain direction, Nina punches, kicks, shoots, or does whatever
the situation requires - like when you've grabbed somebody, a swift
push of the right stick and your enemy is going over your shoulder,
catching an eye full of cleavage and going smack bang on the floor,
in the direction you pressed. Then the left analogue stick is used
to walk (really slowly, I might add), or if you push it hard enough
in the direction you want, Nina will back flip or cartwheel to 'evade'
in the selected direction.
That
doesn't sound too bad on paper, but you try rubbing your belly and
patting your head at the same time. You either end up patting both
areas or rubbing both areas. [Hang on - can do both! Ha! Chuff-Ed].
It's almost the same scenario here. When I'm kicking the hell out
of a group of surrounding thugs with the analogue stick, I find
it hard to tell my fingers to press the other stick while in the
middle of kicking people. Maybe it's just me, but I find the whole
system to be awkward and with evades being difficult to pull off
with the amount of humph needed on the left stick, if you do get
a chance, Nina usually ends up walking instead of dodging. One neat
little trick that you can perform is to run up a wall and back flip
down again if you dodge towards the wall. This is sometimes useful,
but as I say, a little awkward to pull off.
It's
a shame you cannot kick and punch with the buttons instead. Believe
me, I always press the buttons by mistake and when you press that
dreaded square button, it loads your inventory. Resident Evil sees
the inventory pop up before you could say Chris Martin, but the
Death By Degrees inventory takes a whopping five seconds to fully
load and function. If time is money, I dread to think how much money
I've lost by pressing square by accident and having to wait for
it to load and then come out of the menu. The inventory isn't the
only thing that sports loading times though, oh no. The best way
all of this can be described is by saying that it's like the original
Resident Evil, with the funny camera angles and door opening sequences
but tons more loading times.
And
we thought that we'd seen an end to old school Resident Evil controls,
camera angles and pre-rendered graphics, but Death By Degrees treats
us to a blast from beyond the past. When you go up some stairs,
and there's going to be a few enemies, or a cut scene, the screen
fuzzes out and takes its time to load. Anything that would normally
require a load takes longer than it should in the impatient twenty-first
century. Going through doors seems more like a chore than anything
else and, after a while, you just become fed up. The graphics have
a pre-rendered feel to them, even though I don't think the game
has ever seen a pre-render in its life. Sometimes they are actually
quite detailed; Nina looks stunning and some of the special effects
look quite nice. The menu systems are neat and tidy, so were it
not for long loading times and often bad camera angles, the graphics
might just earn my respect. As it is, Jak 3 looks a lot nicer and
features no loading times, so there's really no excuse for the endless
loading.
Thankfully
there are a couple of redeeming features in Death By Degrees that
up the score enough to deem it as a bargain bin beat em' up buy.
Nina has a little thing called focus. By building this up, holding
down a button and tapping the left stick towards an enemy, you see
the skeleton of the enemy you've just selected. You then have a
small number of seconds to put a cursor over the red-lit part of
the skeleton and tap punch. If executed correctly, Nina performs
some bone breaking move to that part of the body which, normally
brings your opponent down with just the one hit. Effects for this
are pretty cool, and breaking somebody's skull over and over doesn't
seem to get boring either.
Picking
up guns is quite fun - it's always nice to have a combination of
guns and fists, although the gun system is like a bad Resident Evil
one; L1 to ready your gun and then use the analogue stick to fire!
Why anyone would persist with thismethod is beyond me. To counter
these small good elements, I have one last bad thing; saving a game
has never been as hard. Nina has a little radar signal strength
meter in the top right corner of the screen. Now, when you are near
a save point, the signal will shoot up to one bar, closer will get
two bars and when you're standing on it, you'll have three bars.
Now, here's the problem. Once you're on two bars, you're so close
(yet so far)! You have to physically stand on the save point to
discover it and if the signal has led you to a large open area,
with two signal bars, you will have to cover every inch of ground
to find a save point. Trust me, when you've just played this game
and you want to escape to a much better reality, the last thing
you want to do is spend twenty minutes finding a save point. It's
like the gaming equivalent of pacing around your house trying get
a good enough signal to use your mobile - and we all know how much
fun that isn't.
As
for the sound, Death By Degrees does quite well in menus with techno
tunes that make you feel like kicking some butt. However, their
idea of atmospheric music isn't my idea of easy listening. It's
supposed to make things a little tenser, but in actual fact, the
music heard when you're sneaking about, or when enemies are near,
is actually nerve testing. Some of the voices used in conversation
between Nina and other people sounds well acted, so there are a
few good things here at least.
Death
By Degrees is, at the end of the day, a very basic beat em' up.
It's just kick, punch, shoot, with the odd focus moves here and
there to break up the action. It tries to look atmospheric with
a Resident Evil one feel and it tries to sound atmospheric with
tense music, but I'm sad to say that both fail miserably. It's just
a fighting game, with a good licence but too many problems to make
this game a full 360 degrees. For those that are good at maths the
game has scored a total 216 degrees and those even better at maths
will know not to bother with this spin off title from the best selling
series that is Tekken.
Reviewed by Dexter Pearson for AceGamez (All Rights Reserved).
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