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Terrorists have taken over a chemical plant and are threatening
to blow it to kingdom come. Six people, both military and civilians,
must work together to stop this from happening, their stories split
over a twelve-hour period, intersecting at various points. The clock
is ticking. Sound familiar? Well, to all fans of superb action drama
TV it will, but 24 this most definitely is not.
You'd
think that Capcom would be a little choosier, especially after recent
disasters like Monster
Hunter and Beatdown:
Fists of Vengeance. To my mind they're still one of the best
publishers around, despite these occasional blips, but sadly Without
Warning is just another blip to add to the list.
It
looks promising to begin with - straight into the story, which isn't
exactly original, but it's a perfectly reasonable premise. After
terrorists take over a chemical plant, the special forces are sent
in, although the team are caught off guard and all but wiped out,
leaving only three survivors, all of them separated but for radio
contact with each other and the military brains at Command. Graphically
it's a nice game - although the chemical plant is a dingy, industrial
location, and it's at night, making for a very uninteresting setting,
there's a good amount of detail in the scenery and plenty to interact
with - as well as barrels full of explosive chemicals, you can shoot
holes in pipes and tanks, causing steam to vent out, giving you
cover and scalding nearby terrorists. Of course, they can do the
same to you, so be careful where you take cover. The terrorists
are nicely detailed and each of the playable characters looks good,
making for slick, well-presented graphics all round. Best of all
are some seriously fiery explosions - the screen shakes, your controller
rumbles, barrels fly and flames billow outwards. Great stuff!
However,
you're only minutes in when you start to realise that the gameplay
is somewhat lacking, and the realistic setting and story is completely
obliterated by the totally arcade gameplay. Classing this as a third
person shooter is generous - it really is more of a straightforward
shoot 'em up. It's a terrorist turkey shoot, where endless waves
of anonymous bad guys charge onto the scene, shooting their machine
guns like their ammo's unlimited, and you just mow them all down.
The
first thing that ruins the realism is the damage - or lack of it.
Terrorists just soak up the bullets and head shots (except for those
from a zoomed in sniper scope) are very hit and miss. Sometimes
it looks like you put about three bullets in their head and they
keep on going, whereas other times one does the trick. Either way,
you really have to pump them full of lead before they drop, and
when it comes to taking damage it's even more ridiculous. Often
you'll find yourself having a full-on shootout almost at point blank
range, taking endless bullets from several terrorists, only to see
your health depleting point by point. And there are so many medikits
to collect off dead bodies, as well as wall-mounted medikits that
allow for repeated use, that a need for any kind of tactics is all
but eliminated.
Another
thing that makes the game feel very arcade - the pickups that hover
in the air, bouncing gently up and down shouting, "I'm ammo, grab
me!" or "Need grenades? Here we are! Over here!" Okay, they don't
literally shout these words, but it really destroys the realism.
Would it have been so bad to search bodies, or even just have the
pickups appear on the ground and run over them? We're not complete
morons; we've used our keen eyesight to spot supplies before, y'
know. It doesn't help that ammo for your weapon appears (like the
security guard's pistol and Ed Reagan's shotgun) on bodies of terrorists
that were using machine guns. Talk about illogical. Meanwhile, the
AI is somewhat shoddy - the enemies have one of two routines, either
run towards you shooting with no regard for their safety, and standing
right out in the open (or even continuing their charge towards you)
while reloading, or stay put behind cover and keep on shooting,
until you blow them up with a grenade, or pick them off when they
stand up to fire. It really does stand out as being poor and you
feel like you're picking off computer programs, rather than people.
Here's
another flaw - security guard Dave Wilson only has a pistol, and
can't pick up any enemy weapons to better arm himself. This is the
same with the journalist that's sent in and the hapless female office
worker who attempts to escape, who have no weapons at all. Admittedly
in the latter two cases they're not killing terrorists, so there
aren't really any guns for them to grab and try using, but these
stealth sections are incredibly frustrating. You have to make sure
you keep out of sight, and once spotted you're pretty much dead.
So it's a case of sneak your way slowly around the area until you
figure out a way of getting past the guards, doing their usual set
routine bit, plus there are motion detectors scattered around the
place that force you to crawl even more slowly through areas. It's
a contrast to the gunplay of the other characters, but it certainly
isn't any fun.
Anyway,
coming back to the lack of reality, the best moments of true fiction
are when a grenade explodes beneath your feet, leaving you on fire
for a moment, and you only lose about 40% health. There are even
suicide bombers that chase you and they can't kill you when they
blow up in your face, if you've got full health. It's ridiculous,
and quite comical, when the bombers are chasing you all around the
level, as you charge around shooting all nearby terrorists, with
the guy vainly telling you to "come here and say goodbye American,"
only for you to turn around and plaster him with bullets until he
goes down and explodes. I always say goodbye - after all, it's the
civilised thing to do. Even a rocket to the head won't kill you
in one blast, unless you're already injured!! Another ridiculous
thing is the way the characters' lips don't move at all in
the cut scenes, so you hear their voices, while you see on screen
the people just standing there looking at each other, saying nothing.
And when you rescue a hostage, they run off (with appalling animation)
and just disappear before your very eyes, like a wandering spirit
returning to the nether world. There're so many daft inconsistencies
here that any sense of reality is utterly ruined.
The
idea of playing as six different characters, each with different
weapons and objectives, is a good one. The three military characters
have a good range too - you've got Jack Hooper with his M4, who
takes the spray bullets approach, leader Kyle Rivers, who's equipped
with a very tasty sniper scope for lovely one-shot kills to the
heart or head, and Ed Reagan, who has a powerful shotgun with a
good range but that's best suited for close-range kills. It'd be
nice if you could vary the distance you throw grenades, but altering
the height only has a subtle effect, and you have to be fairly close
to get your grenade on target. When it comes to the other three
characters things are a lot less fun - security guard Dave Wilson
is okay, as his pistol packs a real punch, but the stealthy nature
of the gameplay for the other two characters, as I mentioned earlier,
is severely tedious.
One
nice touch is that you can crouch behind cover and then when you
hit fire, your character automatically stands up to shoot the enemy
that you've already got targeted, making cover usage very effective.
It's a shame then that this doesn't work behind walls too - you
can target enemies while backed against a wall, but rather than
leaning out to fire, you just shoot at the concrete. Admittedly
you do need to take cover when there are half a dozen terrorists
all shooting you, or you will die. But generally there's little
challenge and I died more often than not as a result of being weakened
by my own grenade bouncing off a crate and exploding in my face,
than because I was overwhelmed by the enemy.
Despite
all these flaws, the biggest problem is that the gameplay is so
utterly shallow and repetitive that I became very bored very quickly,
and would have given up long before I did if it wasn't for the fact
that I'm reviewing this game. The dull setting really doesn't help
matters - it was a huge mistake to set the game in such a boring,
industrial setting and it would have been better if the story had
moved around locations, 24 style, introducing new playable
characters and killing some of the old ones off. I kept hoping that
one of those lovely explosions would just take up the whole damn
chemical plant and end the game early - watching the time, given
at the start of each relatively short gameplay segment, I couldn't
think of a worse fate than having to play through another 11 hours
of this story. Still, I persevered a good way in, resulting in severe
boredom. The things I do for you people!
There
are mini-games, for defusing bombs, rewiring circuits and picking
locks, amongst other things, but these are just as tedious and not
fun as the rest of the gameplay. This attempt to add variety is
a lame one and they could have been a lot more interesting than
they actually are. The brief nature of each missions, manual saving
in between, and load breaks, means that it's a disjointed and broken
experience too - you're also flitting between so many stories that
you start to lose track of who's doing what, and while the handy
briefings do give you a succinct summary and something to read during
the loading, you never really get to settle into any one character
before you move to the next. Not that this really matters, when
the gameplay is so dull and samey anyway.
On
the sound front, the weapons actually do sound realistic, the voice
acting, both in cut scenes and when communicating with Command and
the other characters, is of a reasonable standard, but the music
- there's one tune that plays all the time and it just adds to the
repetition of the game. Couldn't they have come up with a different
theme for each character? No, it's the same one throughout; it dies
down to the quiet part when it's quiet, and builds up to the action
part when the action starts. It's even there in the menus and level
briefings - there's no escape!
Without
Warning is a pretty-looking but utterly mediocre gaming experience
that's little more than space invaders with terrorists. The concept
is sound, the storyline is okay, but the implementation just doesn't
work. It's not incompetent, but shooting wave after wave of terrorists,
or sneaking around them, while defusing bombs and rewiring circuits
in between, isn't half as interesting as it should be, and has been
in many other great games, such as good old Splinter Cell for example,
from which this is a world apart. Anyway, if you still give this
game a go, when you realise that it really is as boring as I've
said it is, just don't complain that you were without any warning…
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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