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"This
project was so f***ed up."
You
know something has gone wrong when your lead designer openly comments
upon a game that he has just finished working on with such disdain.
Well, this is exactly what Harvey Smith said at the Montreal International
Game Summit just days after the Xbox 360 version of Blacksite hit
retail. As you can imagine, Mr Smith is no longer employed at Midway,
which just goes to show that the truth will set you free - from
your job contract, that is.
In
retrospect, it may not have been the smartest move on the part of
Harvey Smith, but the truth is the truth - and it's probably a view
shared by many of the staff who worked on the game. For a title
that looked so promising in early development, Blacksite has revealed
itself as little more than a mediocre shooter that's plagued by
bugs, has terrible AI and, as stated by Mr. Smith, was clearly rushed
onto the shelves. You might be forgiven into thinking that the extra
development time made available to the PS3 version might have given
the team at Midway a chance to iron out some of the more obvious
faults found in both the 360 and PC versions. Sadly, the PlayStation
3 iteration has somehow made it onto the shelves in an even worse
shape than its forbearers, a problem that is all too common with
PS3 conversions so far in the console's lifespan.
At
a glance these comments may seem more than a little unfair. When
standing still the game looks very pretty indeed - the enemies are
interesting, the weapons look solid and the game's mix of modern
day FPS sensibilities and old school arcade action seem to blend
nicely. Sadly, this is all largely ruined by a long list of pretty
serious glitches, some truly appalling AI, a very mediocre story
and some extremely repetitive gameplay and enemy design.
Blacksite
casts you as Aeran Pierce, leader of Echo Squad and all round silently
clichéd bad-ass. In a clear attempt to make the story of absurd
alien technology and infection somehow relevant to the events going
on in the world today, you start the game not in the Nevada desert
or some underground bunker, but in Iraq, looking for weapons of
mass destruction (I guess no one told them the news that there aren't
any). Of course, upon their arrival, the faeces quickly hits the
proverbial fan as Echo Squad run into an artefact of alien origin
before everything fades to black and you find yourself back in the
more familiar locale of the Nevada desert, three years later. Here
in Rachael, Nevada, a town not far from Area 51, all hell has broken
loose and an assortment of mutant/ alien types are running amok.
Of course it's your job to clean up shop so to speak, while uncovering
the web of deceit surrounding these disturbing events.
This
starting point for the story actually serves as a quite interesting
premise for the game as a whole; it's a shame then that Blacksite's
plot never fulfils its early promise as it stumbles its way through
the later chapters. It also doesn't help that you never really get
any satisfactory answers to many of the questions that are raised
in the game's earlier, more promising exchanges.
Although
Blacksite makes a good effort of mixing classic, jump-out-of-your-seat
arcade moments with free-roaming, tactical-based FPS action, the
poor AI and shallow gameplay rarely allow the gameplay to rise above
mediocrity. Don't get me wrong - Blacksite is far from being the
terrible piece of work that many might have led you to believe,
it's just that, thanks largely to Midway's own choice to rush the
game out when it clearly wasn't ready, combined with a market flooded
with triple-A shooters, Blacksite is very hard to recommend to anyone
other than the most ardent of FPS fans.
The
squad mechanic, along with the much-vaunted morale system, really
could have set Blacksite apart from the pack - but instead, thanks
to the incredibly dumb AI, it comes across as a mechanic that is
not only nearly broken, but also largely pointless. On the surface
it sounds great; using just the R1 button you can order your teammates
into position, have them lay down covering fire or open doors for
you. Thanks to the morale system you can't just let them do all
the hard work either, because if you decide to hide while they do
all the fighting, they will lose spirit and perform poorly, thus
encouraging a good balance of tactical nuance and balls to the wall
blasting. Well, this is how it was supposed to work anyway. The
reality is that, no matter what orders you give, your squad members
spend the majority of the time running around in circles doing their
very best to get shot - leaving you to do all the dirty work regardless.
Honestly, if it weren't for your own shocking inability to open
doors, you would probably never bother with them.
Beyond
these technical issues, another big problem that plagues Blacksite
is blandness. In small doses the game is actually quite exciting;
the enemies are well designed and freakishly grotesque (in a good
way, you understand) and some of the locations are genuinely moody
and largely well realised. The problem is that once you have seen
a few of the levels and a couple of the enemies, you have pretty
much seen them all. The enemies are repeated with alarming regularity
and the levels simply don't have enough variety. The game really
does have a few excellent set pieces and some of the bosses defy
belief in their size - but even these moments succumb to the game's
technical deficiencies, along with some rather needless hand holding
when it comes to boss battles - really, do we need to be told that
the giant flashing bulb on the boss's back is its weak point?
Although
you will spend the majority of the game on foot, blasting ten tons
of crap out of pretty much everything that gets in your way, you
are also treated to some pretty decent vehicle sections where you
are required to navigate your way through some pretty treacherous
terrain while your squad mates take control of the turrets. It's
reasonably basic stuff but is certainly as solid a vehicular section
as you are likely to find in the majority of first and third person
action games, offering up some much needed diversity to the gameplay
- the same sadly cannot be said of the weaponry though. Considering
the theme of the game and all the talk of alien technology, Midway
could have really gone to town by creating some truly unique weaponry.
You may come across the occasionally interesting firearm, but there
really is nothing new here. Issues of variety aside, you spend the
majority of the game stuck with the run of the mill assault rifle.
Although all of the guns do feel solid and pleasingly weighty, the
aiming assists that Blacksite employs does take some of the skill
out of the game. Although a slight assist in aiming would be fitting
in a game of this ilk, Blacksite goes that little bit too far, making
vague aiming as useful as precision marksmanship, thus largely negating
the need to improve your skills as the game progresses.
Beyond
the single player campaign, which is reasonably lengthy - made up
of six episodes and thirty-four missions - there is little else
to really recommend. The online play for up to ten players is fun
enough, made up of a modest collection of eight, largely wide open
areas including the usual array of weapon and armour-based power-ups,
but it once again can't compete with the big boys. It may cover
all the pre-requisite game modes - Deathmatch, Team Deathmatch,
Capture the Flag et al, but it just won't be enough to drag the
large majority of gamers away from Call
of Duty 4, The
Orange Box and Unreal
Tournament III. It also doesn't help that there's no offline
multiplayer, along with a complete absence of on or offline co-op
modes.
Blacksite
does look very sharp at least, with some nice character models and
enemy designs. The locations are generally atmospheric and the weather
effects and lighting are very pleasing on the eye. However, as mentioned
earlier, this is only ever the truly the case when you are standing
still. The 360 version of the game may have suffered from some pretty
terrible slowdown, but the PS3 version really takes the biscuit.
The action is so stop-start at times that it borders on making Blacksite
unplayable. There is also some pretty terrible screen tearing, along
with a collection of minor bugs that rear their ugly heads at random
points throughout the game. Again, these all add up to make a potentially
decent videogame little better than average - a disappointment when
you think about what could have potentially been achieved with Blacksite.
Thankfully,
the audio fares much better. The voice acting may be a touch clichéd,
but it's well delivered throughout. The music also fits the bill
of being successfully rousing and creepy in equally measure, while
the sound effects are weighty and immersive with explosions and
gunfire providing some real oomph.
Upon
playing Blacksite you can see just why Harvey Smith got so angry.
There really is a decent game in here somewhere - it's just such
a shame that it is hidden beneath some awful glitches and some clearly
unfinished gameplay mechanics. With a few more months of fine tuning
and some extensive testing sessions, Blacksite could have emerged
as, if not a contender, an alternative to the big guns of the market
- as it stands however, Blacksite will be remembered as little more
than an average shooter that will surely be all but forgotten in
the not too distant future.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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