|
When I hear the word 'armada', the first thing that comes to mind
is ships - naval ships to be exact, although in the case of Final
Armada, it's all about spaceships. As we head towards the end of
the PS2 era, a console that has showcased various visual treats
that are backed up by involving gameplay, this particular game could
be described as a 21st Century Battlezone
clone. One interesting side note is that Battlezone was one of the
first 3D games ever developed, so a game structure that first appeared
in arcades many years ago has appeared again, this time published
by Virgin PLAY and developed by I-Imagine.
Personally
I like the idea of being in control of a large, armoured juggernaut,
packed to the hilt with weaponry that is capable of destroying other
large armoured juggernauts, also packed to the hilt with weaponry!
This is the premise of Final Armada and it is you, a man called
Zake (who looks like a dark-haired Ben Affleck), who controls your
Aggressor. You are part of the remaining fleet that has been decimated
by its war with the Qorax, a race who want control of Taro-459 and
its crystal fuel. Working for the Ecco Corporation (maybe a race
of armour-plated dolphins might have been a better idea!) you must
destroy the Qorax force. The story is very similar to the plot of
Alien, starting with a mining operation on a random planet that
at first glance does not possess any intelligent life, but then
suddenly an alien race appears. However, while the extraterrestrials
in Alien could only rely on their physical advantages, the Qorax
have spaceships and various projectile-shooting vehicles.
The
funny thing about this space story is that you're not taking part
in the main campaign, because in the introduction you discover that
Ecco have already won - instead you are on a sort of clean-up mission
and you have to destroy the remaining Qorax that are still based
on Taro-459, so straight away you will feel a tad under-whelmed
by what awaits you, because you are being told to go fight some
aliens who have already lost. I mean, why couldn't Ecco form a treaty
with the remaining Qorax, or at least leave them alone? Even dafter,
instead of sending the majority of their fleet to finish them off,
they only send a few ships - which doesn't really make much sense
- and these space-sized plot holes aren't the only area where Final
Armada fails to achieve what's expected.
There's
a 3D world to be traversed in your Aggressor whilst you complete
a series of missions as you take in the futuristic sights. However,
just for a change, I wanted to start off by talking about the sound
-or should I say the complete lack of sound. I understand the concept
that sound doesn't travel in the vacuum that is space, but most
of the action takes place either on the planet or via mission briefings
on the Battlestar Galactica-like mothership - and yet there always
seems to be an eerie silence throughout the game, especially during
mission briefings and conversations between Zake and his colleagues.
The mission briefings are reminiscent of Wing Commander in the way
they are portrayed, but none of the characters are digitised actors.
The characters' lips move but everything is subtitled, and this
omission is compounded by the inability to skip to the end of speech
box, so you must wait until every word has been subtitled before
the text moves onto the next character's lines. If the characters
actually spoke then I'd imagine they would sound like they are reading
off a cue card, but at least the effort would have been appreciated
- to have non-voiced cut scenes in this day and age on the PS2 is
ludicrous. The in-game sound offers nothing new either, besides
a very low key drum and bass soundtrack that you will want to turn
off before the first level is finished. The special effect and explosion
sounds start off well enough - you can hear the whizzing of the
missiles as they approach their target and the rattling of your
machine gun - but they soon become tiresome. One inclusion that
should be applauded are the "thud" effects that can be heard when
you hit your enemy, as there seem to be subtle differences to the
pitch of the sound depending on where you hit them. The sound for
a game of this ilk is one of the most important aspects, because
it will either fully immerse you into the atmosphere or, in the
case of Final Armada, simply detract from the enjoyment of the game.
Accompanying
the non-entity sound are average graphics. The Aggressor (your vehicle
and method of destruction) doesn't look out of place when compared
to the very bland world environment. It could be described as a
muddy brown, dull tank whose weapons are indistinguishable from
the tank itself, even when firing. The different camera angles allow
you to view it from first person or a couple third person angles,
but it seems a little small compared to the enemy, because at times
I felt like I was driving a Ford Escort, rather than a futuristic
super-tank. It seems that the entire world is made up of a collage
of dull looking greens and browns; sure, it looks like a desert
wasteland, but considering the major war that has just taken place,
I thought that wreckage of destroyed tanks and spaceships would
be scattered around. The sky seems to be experiencing an ever-present
sunset, which at first sets the futuristic space scene but after
a while begins to scream out a lack of imagination. There are trees
too, although they're very samey, while the mountainous regions
are the same sandy colour that's present throughout the whole game.
I tried to improve the experience by squinting to make believe that
there were hundreds of ships overhead and that by completing the
mission I was making a difference to the war effort - but sadly
the dour, uninspiring colours entered my mind again and I was back
to normality.
The
world itself gives the impression that it is fully explorable, but
if you veer too far away from your objective, your Commander tells
you to turn around and your Aggressor does so automatically. As
a side note, I don't know why in space-orientated games developers
like to drop in spiky, sky blue structures across the environment
- it seems to be the 'in' thing. Any of the military structures
that appear in view follow a consistent grey stone theme, which
again detracts from the visuals; Final Armada has brought a soul-sucking
environmental experience to the table and no mistake. Compared to
your tank, your wingman flies a delicate little Spitfire-esque aircraft
to support you. Like your tank though, it seems a little small to
be taking on the larger enemies and it also has the same colour
scheme as the tank, although at least it looks like it can handle
itself in a fight. Strange as it might sound, you begin to get a
little claustrophobic whilst driving around the 3D world, because
you just want to get out of your vehicle and actually get involved
in some adrenaline-fuelled action, but sadly you can't leave your
vehicle.
The
Qorax are usually red in colour and like the rest of game's graphics
they're presented in a thoroughly mediocre fashion. There seem to
be two types of enemy vehicle to deal with - a ground jeep/tank
hybrid that's pretty quick and a flying/hovering X-Wing style aircraft.
The flying enemies are the most difficult to take down, because
they can hover in front of you and unleash a ball of blue energy
that disables your shields. The Qorax themselves look a little like
the alien from the film Predator, but with a lot more armour. I
do like the character animation during the mission briefings though
and the cut scenes have a certain ambience to them that sets the
mood come the actual mission. During the subtitles, the character's
face appears next to the words, which adds clarity considering that
there are no voices.
The
Aggressor is supposedly a dual purpose vehicle; not only does it
travel the world landscape like a tank but it can also be turned
into slow moving hovercraft. Your primary weapon is a machine gun
on the ground and a laser when in hover mode, which allows you to
strafe around to avoid the enemy, but there are disadvantages because
you can't recharge your shield and you move slower than in ground
mode. Ideally you would have had to switch from one mode to the
other to improve your chances of in a fight, but by far the best
mode is the ground mode, because hover mode just leaves you open
to attack. Your vehicle is aggressive in all senses of the word;
when under attack, it feels like you're in control of an uncooperative
concrete block and trying to move your vehicle sideways to face
the enemy is very tricky. The Aggressor has no troubles going forward,
but the lack of a brake function means that fine turning is impossible
- so any aspiring Lewis Hamilton's need not apply. Whatever surface
you drive across, it always feels the same, whether it is the more
common sandy coloured surface or the duller grey muddy areas, so
you never quite feel like you are driving a vehicle of behemoth
design across the wastelands.
On
a positive note, your vehicle is customisable; nanotechnology found
after defeating the enemy or through the simulated battle mode can
be used to purchase upgrades, not only for yourself but also your
wingman. This brings me to your wingman, a person who offers air
support throughout your missions. You can issue instructions to
your wingman using the D-pad, although the options are limited and
the one you will probably use the most is getting your wingman to
distract the enemy while you move in for the kill, so Sun Tzu's
The Art of War doesn't need to be referenced here! This perhaps
offers an interesting tactical element during an intense battle,
but essentially falls far short of what could have been a strong
element of the gameplay.
There
are only sixteen missions in total, which are all replayable, but
they all tend to follow the same structure -go to a designated area,
destroy enemy in said area, move to a new area, destroy the enemies
there and so on. There are some escort missions interspersed with
the rest, but they follow the same routine, so once you finish one
mission it's unlikely that you will want to go back and better your
performance, simply because first time around after all the gunfire
has subsided you feel like you haven't achieved anything substantial
besides completing the mission. There is an early turret mission,
but it handles poorly, the enemies are often too quick to hit and
sometimes there are just too many onscreen. The enemy tactics fall
into two categories; they either let you fire at them without retaliation
or they spot you and just completely overwhelm you with a barrage
of fire whilst your wingman just flies around, offering no assistance.
Every now and again you have to face a larger alien boss enemy,
which are pretty hard to beat because of the amount of attacks they
launch at you, but this feels more like a chore than a triumphant
victory, as the bosses' attacks follow a rigid routine. Oh and one
last thing - I thought respawning enemies was something we no longer
had to deal in this day and age, yet in Final Armada you can see
them respawning from the same place you just destroyed them, which
simply cannot be forgiven.
Final
Armada is a poorly developed game that fails to score enough positives
to warrant it being recommended to even old-school Battlezone lovers
. There are some interesting features, such as the wingman, and
the story is mildly entertaining if not at all original, but the
myriad negatives combine with the short lifespan to generate a below
average attempt at a Battlezone clone, and one that is simply not
worth a look, regardless of your gaming tastes.
Reviewed by Christopher McNally for AceGamez (All Rights Reserved).
|