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It's easy to sympathise with Haze. When details of the game first
emerged, the promise of some clever control mechanics and a commentary
on the way war justification can be achieved through sanitisation
had some heralding it as the game that could finally cause Halo's
slip from first person divinity. As developers Free Radical discovered
though, sometimes losing the propaganda war can make the actual
war irrelevant, even if you have a series as well respected as Timesplitters
already on your C.V.
First
there were raised eyebrows over the developers' decision to reveal
ahead of time the game's central twist: the traitorous acts of your
character, Shane Carpenter, (a name that surely guarantees a role
in an Australian soap) who defects from the private army of Mantel
Global Industries to join the rebel Promised Hand Group after he
uncovers the truth about Nectar, Mantel's revolutionary nutritional
supplement that gives their soldiers capabilities that border on
the superhuman. This was followed by the game being delayed, then
dropping completely off the Microsoft map and, by the time its release
date was finally confirmed, many of those who originally praised
the title had turned on it. Haze, it seemed, had become the kind
of socially unacceptable thing you purchased in a back alley rather
than a games store, and that would cause the police to raid houses
where multiplayer matches were taking place. This is a real shame
because Haze is actually quite fun - just not, in all likelihood,
in exactly the way its creators intended.
One
of the main reasons Free Radical gave for deciding to reveal so
much of the story was their desire for Haze to stand up on its gameplay
rather than a solitary plot point. They wanted to show off exciting
rebel abilities like playing dead and using the Mantel troopers'
own Nectar administrators against them to make them overdose - and
to do this meant divulging the information. In one way the choice
seems like a bad one, because there's nothing in the rest of the
plot that comes close to the drama surrounding your desertion. Apart
from the intriguing but not completely unforeseen ending, the storyline
sits in the background, providing little more than a reason to get
you from one location to the next. In another way, however, it seems
like a wise decision, because much of the characterisation and voice
acting is so poor that not even the plot twist could save it.
The
majority of the combatants on both sides have one-dimensional personalities.
The Mantel soldiers are meatheads whose frat boy whoops and hollers
poison the battlefield like audible nerve gas, while The Promised
Hand are far too righteous and devoted to a leader, Gabriel Merino,
who's a cross between Col Kurtz from Apocalypse Now and Noel Edmonds.
Long before the end of the game you'll swear that if you hear one
of them shout "Remember your promise to Merino" one more time then
you're going to kill them all, go back to Mantel, and demand that
they dose you up to the eyeballs with Nectar forthwith.
While
the lack of opportunity for erudite conversation may not come as
a surprise, the fact that, when it comes to fighting, those around
you are all a couple of bullets short of a full clip, should. If
you were being kind, you would say that the A.I. in Haze is energetic
and enthusiastic. If you weren't then you'd probably conclude that
it's as dumb as a post. If those on your side aren't standing directly
in front of you when you're trying to shoot, and those on the other
side aren't taking up incredibly vulnerable cover positions, then
they're generally running headlong at one another. It's tactical
naivety from the Braveheart school of war and, when you consider
that this is meant to be a hardened guerrilla faction fighting some
drug enhanced super-troopers, it's worrying how often the battlefield
looks more like an episode of It's a Knockout. Watching a comrade's
kamikaze impersonations would also be more entertaining if you didn't
know that, shortly after he's disappeared off into the distance,
he'll have managed to acquire so many holes that he can now camouflage
himself as a piece of Swiss cheese, and you're going to have to
use all the benefits of your regenerating health system to find
and revive him. If sadness does strike and you fail to reach or,
more likely, choose to ignore a downed squad mate, then dry those
tears soldier because, as if by magic, a replacement often appears
from around a hill or behind a clump of vegetation in a "Dr. Livingston,
I presume?" moment.
Even
the clever play dead ability doesn't escape unscathed from this
artificial idiocy. Early on there isn't a problem; the way Nectar
focuses Mantel troopers minds' by blocking corpses from their sight
creates a loophole you can exploit by hitting the deck when you've
taken a lot of damage, only to pop back up seconds later, with the
element of surprise now on your side. Later on, however, the enemy
gets wise to the trick; but instead of continually shooting the
ground until they're happy the turncoat who's been cutting a one-man
swathe through their army is dead, or at least taking cover until
he reappears, they just call out that they know what you're up to
before wandering off a short distance to just wait around for a
lead lobotomy. It's stupidity of the highest order - yet it's still
not the worst example in the game.
In
one mission for the rebels you have to escort the group's last missile
across a bridge. It's vital you succeed so all the big Promised
Hand members are there - you, Merino, all those other ones who look
alike. Naturally you would have expected the group to select their
top driver to pilot the giant flatbed truck carrying the warhead,
but within only a short distance of setting off, he's managed to
run over and kill half your squad. It's hilarious and it makes you
wonder whether the group have only got one missile left because
their second best driver missed the bridge completely and drove
their other missile straight off a cliff, instantly becoming Mantel
Employee of the Month.
It
may well seem that all this is just jumping on the 'Haze is awful'
bandwagon - and initially it's very disappointing. But if you can
get over this and start to view the game as a kind of B-movie pantomime
then it actually becomes entertaining and strangely endearing; especially
as the rest of Haze is of a much higher quality. While the game
never gets any more difficult than moderately challenging, the variety
and pacing isn't far off being brilliant. The lush jungle you start
in is followed by the dust, heat and darkness of a copper mine,
then the beauty of a tropical beach, the bowels of a container ship
and the bright, white concrete of a derelict hotel, the contrasting
environments blending together almost seamlessly. While Haze isn't
going to win any graphical awards - and there are some frame rate
and pop up issues to boot, the latter particularly with textures
- the PhysX technology has been used to create a coherent tropical
setting. Scattered amongst the standard shooting are chances to
drive or ride shotgun on a range of slightly twitchy but always
exhilarating vehicles, such as an armoured Mantel buggy and rebel
pick-up trucks and quad bikes. There are also a couple of heart
pumping, on-rails, objectives that require you to defend a rebel
village using a helicopter's chain gun and get aboard the giant
Mantel Land Carrier by taking out its defences as you speed alongside
it.
While
Nectar isn't as central to Haze's gameplay as, say, the time control
in TimeShift,
it's certainly not a gimmick either. When working for Mantel it
becomes an amber ambrosia, warning you of danger, increasing your
resilience and enhancing your perception so that enemies stand out
with a Ready-Brek style glow, allowing you to pick them off at distance
with your pinpoint focus or in close by unleashing your ultra-powerful
melee attack. It's shocking how quickly you fail to notice that
your finger has become a permanent fixture on the L2 button and
a shame that, because your switch of sides happens so soon, you
never have the length of time necessary to develop the same addiction
as your character is experiencing. After you become a rebel, the
various different ways you can use it to make the Mantel soldiers
overdose - shooting the Nectar administrators on their backs or
collecting them to use as grenades and mines - are efficient and
inventive, and, whichever side you're on, the shooting mechanics
are always reliable. Although you can only carry one weapon at any
given time, there's a fair range available beyond the standard rifle,
including a rocket launcher, sniper rifle and a rangy flamethrower
that you really want to keep pointed away from your face. Its jets
of fire are accompanied by a distinct, unpleasantly breathy noise,
which is one of a range of solid sound effects and a standard action
score.
Multiplayer
was another previously vaunted aspect of Haze and the two player
offline and four player online drop in/drop out co-op definitely
gives the campaign another lease of life; although the way you have
to wait until the next checkpoint to join back in if you die may
frustrate some. Besides this, the usual individual and team deathmatch
options are present, but the real interest is the team assault mode,
where each of the six maps has its own mini story and provides unique
objectives. Promised Hand fighters attempting to steal Nectar from
caves below the copper mines, Merino trying to reach a helicopter
to escape a shanty town and both sides trying to be the first to
a missile launcher are amongst the choices that will probably get
much less attention than they deserve. If all else fails, it's worth
just watching other players make their characters jump. It looks
like they're on invisible, miniature ponies at a gymkhana.
In
the end, it seems that Haze is all about perspective, and a little
slice of life imitating gaming. Some of those who'd been shooting
up on pre-release Nectar had distorted Haze's world into a perfect
one. The withdrawal symptoms they suffered when the saw the reality
made them punish the game twice, once for not being brilliant and
a second time for not living up to their lofty expectations. The
reality is that, while Haze may be dumb, it's also fun, and if you
like your first person shooters - and especially if you can find
it for under £30 - it's worth picking up Haze so that you can shake
off the blurred vision for yourself and make up your own mind.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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