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From the release of the original Nintendo Entertainment System in
the early Eighties right through to today, the gaming industry's
entertainment giants have brought new hardware to the market on
a reliable five-year cycle. Until now, the onward march of this
technology clock - let's call it - has demanded no less; consoles
have come and gone and big businesses have boomed and bust, all
to keep up with what seemed an exponentially-increasing appetite
for more power, better graphics and a damn-near farcical laundry
list of other supposed must-have features. Whatever their failings,
the Xbox 360 and the PlayStation 3 are a tech-heavy testament to
how very far gaming as we have known it has come since the NES first
flew off high street shelves. However, a few years ago, something
very strange happened: and it was called 'the Wii'. Since its release,
the continuing success of its revolutionary motion-controlled capabilities
has been nothing short of incredible - once again, Nintendo has
changed the videogame landscape at its most fundamental level. Unfortunately,
Damnation seems not to have noticed.
We
all thought that the high definition behemoths of Sony and Microsoft,
built to supply the apparent demand for bigger, better and more
badass, would lead the charge into this generation - and let's not
feel bad about it, because we had every reason to. We are the core,
after all, and what we want hasn't changed much at all, even now
- but neither have the interests of the businesses who once made
the very games we wanted. Critical acclaim, cult followings and
a healthy Metacritic average are all well and good, but what matters
most to publishers is turning a tidy profit - and the Wii, with
its entry-level specs and massive install base, is where they're
most likely to make it. Certainly it's cheaper to develop for Nintendo's
little white landmark, as creating even the most basic games for
the HD generation of consoles cost tens of millions of any currency
you please - and that's not to mention the staggering expectations
of next-gen software consumers. The widespread adoption of the Wii
has changed much, drawing a hard line between core and casual, and
with each consecutive Nintendo victory, month in and out, the division
has only been emboldened. Nearly five years on from the arrival
of the Xbox 360, the technology clock has all but stopped; Sony
has been crowing about the PS3's decade-long lifecycle for time
immemorial, but with Microsoft recently echoing the sentiment and
both companies struggling as yet to turn a profit on their hardware,
it seems an increasingly plausible scenario, particularly in these
tough economic times, all of which raises a crucial question: what
now?
With
purse strings tightening and cutting edge hardware taking a prolonged
beating from stale tech with a twist, can bigger, better and more
badass - the very tenets by which Damnation swears - really represent
a viable future for gaming? Must every experience be an intricately
detailed sandbox in which you can go anywhere and do anything? While
the actual product falls far foul of that mark, Damnation developer
Blue Omega has slavishly aspired to it. The linear, guided experiences
of hardware generations past have fallen rather out of favour lately,
with every IP competing to give the player more freedom, more choices,
more consequences - but creators would do well to remember game-racist
film critic Roger Ebert's oft-recounted rationalisation of his disqualification
of interactive entertainment as art; creators would do well to create,
rather than to squander their talents on amateur if individual creations.
Less can sometimes be more. Certainly, less of Damnation would have
been a fine thing. Sadly, this game will try your patience for at
least twelve hours - and to make it twelve hours in, you'd have
to have the patience of a saint - and an incredibly tolerant one
at that.
I
don't mean to be cruel. I'd love to say something kind, in the interests
of balance if nothing else, but there's really precious little about
Damnation to recommend. On the face of it, the alternate-history
American Civil War setting could have been interesting, but the
underwhelming cut scene that clues you in on the premise and its
steampunk inspiration immediately dampens any anticipatory goodwill.
Rendered in-engine, the intro is absolute anarchy; ugly textures
pop in from everywhere, inexplicable load screens abound and some
truly abysmal expository dialogue is made nearly unintelligible
by breakfast cereal advert calibre voice acting. The cast, up to
and including your lovelorn hero Hamilton Rourke, are an appalling
assortment of nobodies and nothings that look as though they've
been cobbled together from the factory floor sweepings of an Unreal
Engine 3 sweatshop. And then you start playing.
To
crib a little from the publicity puff-piece, Damnation aims to "evolve
the shooter genre with its unique and exhilarating combination of
fluid action and combat," and thereby one-up the company that it
might in its wildest dreams keep. Evidently, it does no such thing;
the action is stilted and artificial and the combat is weightless
and unsatisfying. Sure, you'll do plenty of shooting, but your arsenal
is breathtakingly inadequate and any feedback from your actions
so fruitless that you'll come to begrudge every uninspired metal-man
the time and effort it takes to aim your finicky crosshairs and
fire until he ragdolls limply to the ground - although not, assuredly,
because the other play mechanic is any more fulfilling. When Rourke
isn't firing interminable rounds into unresponsive enemies, you
see, things take a turn for the Tomb
Raider. Our forgettable hero can shimmy along ledges, wall-jump
from one carbon copy floor of a building to the next, and climb
very tall lampposts; these are just a few of his myriad skills,
each as mindlessly derivative as the next.
Damnation's
singular claim to fame is that each of the stages are "vast, breathtaking
landscapes... covering miles of distance and thousands of vertical
feet". Oh, they're a long way from breathtaking, but they are very
large indeed. The press release touts "up to three hours of actual
gameplay" per level, and for once, the publicity isn't too far off
the mark, although it won't be long before you come to wish it were.
The trouble is, we're talking the insipid hub-worlds from Angel
of Darkness-era Tomb Raider, here, a far cry from the classic
arenas that our Lara once scaled (and to a degree has scaled since).
There's a whole lot of level, but precious little in each one that's
worth the sheer force to reach its end. For all their quantity,
the quality just isn't there in the design throughout Damnation,
and the calamitous graphics and lifeless animations make watching
Rourke lumber around the new, improved old West a very long and
lamentable experience.
Frustration
soon sets in; either there's no challenge at all or the challenges
are so outrageously unfair that you begin to question what on God's
green earth you're fighting to achieve. You regularly get turned
around and outright lost in the meandering hither and thither of
one super-sized environment or another, while the mess that Damnation
tries to pass off as a plot will have you seriously questioning
your mental faculties. In all honestly, the endlessly repetitive
assets, each as unappealing as the next, mean that you'll have far
more fun playing Texture Snap the DIY drinking game than Damnation
itself. Not in the least surprisingly, Blue Omega's dire debut also
offers "a selection of awe-inspiring vehicles, from motorbikes capable
of launching across seemingly infinite chasms, to huge, armour-piercing
marvels that will induce mayhem with every huge shell." This is
just a lie, a fib, a fabrication; the nicest thing you can say about
the vehicles in Damnation is that there are vehicles in Damnation.
Most players won't be able to stomach the experience long enough
to actually see them, though.
Damnation
is assuredly bigger than your average game, but the better for it?
Oh my, no: its scale only exacerbates its innumerable deficiencies.
Perhaps it's just inexperience on the part of Blue Omega, who very
responsibly named their studio after an hallucinogenic concoction
of ecstasy and 2C-B, or perhaps the grand scope of the developer's
vision proved more crippling than freeing. In either case, Damnation
is more interesting as a symptom of an industry in turmoil than
as a game; the clean dividing line that the Wii has drawn between
the casual and the core has left the marketplace so vital to the
games of tomorrow in something of a strange state. To succeed, it
seems that developers must either make a motion-controlled collection
of mini-games or an upscaled open world epic in which you can climb
every mountain, ogle every star. How else to rival Gears
of War, Halo, Killzone
or Uncharted?
How else to approximate the staggering sell-through that next-gen
game-makers must achieve to cover the exponentially increasing costs
of the creations themselves? Uncharted: Drake's Fortune, come to
think of it, represents the logical conclusion of every ill-executed
mechanic that Damnation counts as its box-quote bread and butter.
Already eighteen months old, Naughty Dog's bleeding-edge PS3 debut
leaves Damnation looking borderline unplayable in comparison - and
the technology clock has been ticking ever onwards during that whole
time. Uncharted has in spades all the things Damnation that flubs:
polish, production value, design, narrative, satisfying gunplay,
exciting adventure and damn it, a little charisma, which, the final
nail in its coffin, Damnation fails even to approximate. Then again,
better to have aimed for the heavens and missed than to have hit
a more down-to-earth target... right?
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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