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Experiencing John Woo Presents Stranglehold is the equivalent of
sitting in attendance of a brutal, bloodthirsty ballet - deviously
breathtaking and fiendishly radiant, the epitome of beautiful violence.
Watching the gameplay unfold from a spectator's seat is undeniably
trance inducing, as Inspector Tequila moves around the screen with
an air of grace saved for the most elite of dancers. Controlling
the carnage does little to break the game's hypnotic grasp, as the
choreographed slides, dives, rolls, jumps, tumbles and more have
been masterfully programmed in such a loose way as to allow the
player to flop around just enough to either get by or master the
controls and direct Tequila with the expert touch of John Woo himself.
If it were not for minor slowdown issues, closed level objectives
and questionable lasting appeal, Stranglehold would have been yet
another must buy title. Instead, it is left to fall into the second-tier
stack of holiday season titles and the must-rent category.
In
1992, legendary action director John Woo released a movie in his
native Hong Kong entitled Hard Boiled, starring Chow Yun-Fat as
the Asian answer to many of America's hard-nosed, shoot first and
ask questions later cops such as John McClane and Axel Foley. Though
overshadowed in his home country when initially released, the years
have been overwhelmingly kind to Hard Boiled, slowly embroiling
it into the fabric of action cinema. Stranglehold picks up quite
a few years from where its source material left off, with Tequila
volunteering to walk right into a trap set by the kidnappers of
a fellow police officer. Once he learns the fate of the police officer,
a mission of revenge leads him down a path that isn't as straightforward
as it seems and eventually returns him to a part of his past that
thought he'd never see again. The melodramatic elements are short
and sweet, instilling all the necessary circumstance without letting
the air out of your attention span. The English voicework is exactly
what I would expect for an Asian action flick, though I would have
greatly enjoyed a completely Cantonese voice track to listen to
instead.
Tequila's
search for revenge leads him through the alleys of Kowloon to a
boating village that doubles as a Golden Kane drug lab to a Chicago
penthouse, each of which are filled to the brim with gun-totting
goons. So what's an inspector to do? Blast the hell out of them
with no regard to the well-being of them or their surroundings of
course! Mixing lightning quick reflexes, a near endless ammo supply
and the handy Tequila Time - the good inspector's so sharp that
he can predict his enemies' actions and seemingly slow down time
- with a sharp, improvising mind and a fully destructible environment
sets Stranglehold apart from any other shooter to come before it.
Don't worry if that last sentence seems like the beginning of a
complicated control scheme though, because Stranglehold is anything
but. Tequila runs, aims and shoots much like any other 3D action
shooter, utilizing the analog sticks and shoulder buttons. And when
it comes to unleashing the bevy of fancy moves from Tequila's 'Gun
Ballet' arsenal, you need to do nothing more than run against an
object you can slide across, such as a table or bar, hit L1 to dive
in any direction or to interact with the environment or make eyes
at an enemy to slow time down. Then there's the super move - Tequila
Bombs - which is executed with a simple d-pad press.
Accessible
controls can only go as far as the game allows them to, but this
is where Stranglehold truly shines. Within the first level I was
sliding across tables in an open courtyard, running up rails and
diving in all directions and filling every bad guy in sight with
lead - all while seamlessly entering in and out of Tequila Time
- without a single hitch. Every level has been painstakingly put
together with interactive objects, environmental hazards (such as
loose air conditioners), destructible cover and more littered about
in unique ways, just waiting for you to take advantage of them.
This makes picking a favorite level extremely hard, although I do
have a soft spot for the casino shootout, as running across giant,
solid gold dragons suspended above the casino floor while shooting
anything that moves before swan diving off to take down any stragglers
is breathtaking. What all of this does is set Stranglehold up much
like a puzzle game, as there is no set means to an end; you simply
used the provided tools and have as much fun as you can making it
through the level. Even when the objective of a level is as lame
as can be - number-based objectives are so passé - the near endless
flow of enemies keeps combat at the forefront, and that's what Stranglehold
does best.
All
this great action would be severely tempered if there was no solid
presentation to back it up, much like Jerry Ying backs up Tequila
in the game. A deep, vibrant palette erupts color out of every inch
of your surroundings, pulling the best out of all the detailed textures,
be it the host of blues and grays of the concrete in Kowloon to
the magenta carpeting and golden statues of the casino. There are
a few random muddy or lifeless textures that seem to be left over
from a PS2 game - a common port blunder - but they are few and far
between (maybe that's why they stick out so much). A wonderful set
of special effects only adds to the visual experience, with the
lifelike water surrounding the boating village and glass blocks
in the Chicago penthouse taking the cake. That's not to say that
the swirling air around flying bullets and fresh blood that collects
around characters' wounds isn't impressive either, but that the
water is just... wow. For the most part, the game handles all the
action with only an occasional frame rate dip - except when Ty Lok
starts throwing grenades, at which point the game can slow to near
unplayable limits. When I killed him amidst explosions, it froze
for nearly ten seconds before unlocking. Yikes.
These
details are only further complimented by the game's ability to process
destruction to its created world. No other game I have ever seen
or played has devised a world that breaks apart as realistically
or accurately as Stranglehold - it's mind blowing and truly falls
under the title of next-gen. Just about every single object you
can see can be shot and damaged or destroyed altogether. Hiding
behind pillars, tables and nearly any other cover only lasts you
as long as it takes for enemy fire to deteriorate them into nothing
in no time flat (automatic weapons have a way of doing that). Even
the floor can be blown away if hit with the right amount of firepower,
as can be seen when fighting Ty Lok. Many of the game's puzzles
are also tied to the destructible environment, as the path forward
may need to be coerced open with bullets. In the end though, unless
you are actually playing and watching all the carnage in person,
it is hard to project an accurate picture of just what Midway have
achieved with Stranglehold. I can only hope that this giant leap
forward in environmental destruction and interactivity doesn't exist
as a quirk of one game, but as a necessary addition to all games
going forward.
The
sound department isn't found lacking either, despite so much attention
being paid to the visual side. The solid, if predictable, English
dub of the game is complimented by the wonderful sound of bullets
firing from all angles then screaming forward to smash into walls
or people. The orchestrated music has a real 'man on a mission'
feel to it, with subtle beginnings that erupt into passion as they
progress, really embedding the frantic, powerful nature of Tequila's
mission into the mind of the player. This is a game to enjoy with
the volume up.
Lasting
appeal though, is the one area where Stranglehold fails to impress.
Maybe it's just my frantic love of the game that has me lashing
out at its length - or more importantly its lack thereof - but I
wasn't ready to be finished with the single player mode after around
eight hours. Sure, it wraps up nicely and fits the mold of a Hollywood
movie directly turned into a videogame, but it feels like there
should have been a couple additional chapters, especially since
the $60 price tag for the game far outweighs the price tag of seeing
a movie in the theaters or bringing it home on DVD. Multiple difficulty
levels are expected - and welcome - but the inclusion of another
mode or two (say a survival mode or a destruction-related puzzle
game perhaps) could have gone a long way to further justifying the
game's purchase, rather than setting it up as a strong rental and
purchase when it goes on sale or if you have the extra cash. There
is an online multiplayer mode that throws up to six Tequilas (at
least in prowess) into small arenas for some frantic killing action
though, and these games usually borderline insanity, as Tequilas
run, leap and fly around in all directions unleashing Tequila Bombs
- it's just plain ridiculous! As long as this mode is taken as the
bonus feature it feels like, it is a nice inclusion that can be
a nifty diversion every now and then.
I
worried during the development of John Woo Presents Stranglehold
that it might may fall victim to the hype bug, turning into yet
another example of why Hollywood and videogames are still a relationship-in-progress.
The promises of fully destructible environments and John Woo signature
shootouts just seemed too good to be true. But Midway stepped up
to the plate and proved all the skepticism dead wrong, producing
one of the most viscerally appealing videogames to be released in
years. Revenge has never been more beautiful, nor has it been controlled
so slickly. Don't let the lack of $60 justifying lasting appeal
keep you away - even if that means renting now, buying later - as
Stranglehold simply has to be experienced to be believed. This is
what we should expect from our next gen gaming, so kudos to Midway
for showing the rest just how it should be done.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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