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With every new console comes an opportunity to release every type
of genre to a new audience and first person shooters are no exception.
It's for that reason that we see Coded Arms hit the PSP in its second
run of titles since launch - and not before time! Let's face it,
anyone who is a fan of the PlayStation will by now be chomping at
the bit for some decent in your face weaponry, combatants and humungous
explosions. What's more, as this is a new piece of technology, you
would expect that the designers of Coded Arms would be 'pushing
the envelope' to make sure that this is the definitive shooter on
our new favourite handheld.
The
story is certainly interesting, if a little Matrix-esque, in that
you play a hacker who has been able to infiltrate a secret military
program run amok. You are presented with a series of combat challenges
in a Virtual Reality environment, promising access to all you could
ever need if you get through, or instant real-life death if you
don't. The military computer simulates combat environments and it's
up to you not only to make your way through each one, but to beat
down any artificial intelligences it puts in your way.
With
this as the concept, you know that Coded Arms has a licence to look
not quite real, act not quite as a real combat situation might and
to include a wealth of pick-ups, power ups and all kinds of other
bits and pieces for a super AI to dangle in front of your virtual
face, to tantalise and tease you with. That's pretty much what the
games does too, providing you with upgrades in the form of bits
of information; collect enough and you can add a plug-in to your
weapon that increases its power. Besides these, the enemies also
drop the usual ammo rounds and health, while some bugs give you
a virus that you can cure with a nice 3D purple cross.
The
battles take place within a choice of three environments - the city,
the factory or the temple. Each one has a different graphical look
and also has slightly different ways of giving you the power ups.
The temple, for example, has some rather bizarre neon plants growing
within it. Shoot enough of these and you should see enough items
dropping to take you through to the end of each level. There is
one other thing that sets the game apart from other titles of its
ilk, but I'm not sure if this is a bane or a boon. It appears that
you're never going to play the same level twice. If you die and
restart the level, it generates a completely different one. This
means two things; first, you're never going to make it through a
level by gradually learning the layout and attack patterns and secondly
you will have to rely totally on your skills with the controller
and your reactions to get through each section.
Some
might argue that this puts a certain freshness into the approach,
but personally I prefer getting to know an area and being able to
beat it through familiarity as much as skill. This is negated completely
with the random level generator and you must come to terms with
the controls as quickly as possible, keeping your nerve as long
as possible, if you want to work your way through. The controls
themselves feel a little awkward at first but after a while you
do get used to them. The joystick steers you forward and backwards
and strafes left and right, while I found it easier to set the shoulder
buttons to rotate left and right, leaving the X button for firing.
On that setting it wasn't too bad, but each to their own. Adapting
the controls to suit you is fairly easy, so that's a plus point.
Unfortunately,
the remaining gameplay is fairly tawdry and unoriginal. The antagonists
are scattered liberally around and there are a few different types,
from crawling land mines to arachnid type things and foot soldiers
to end of level bosses. These bosses usually sit in a room with
a few cohorts and it isn't until you kill one that you get the key
to unlock the gate to the next level. So far I haven't found them
that challenging - a few sidesteps to the left and right while hammering
that fire button gets the job done. The opposition AI doesn't seem
that intelligent; it's fairly easy to bamboozle them and pick them
off by ducking in and out of obstacles and around corners.
However,
for all the shortcomings of the game environment, it can be said
that the graphics are pretty damn good and show off the capabilities
of the PSP. The three different settings are very pleasant to look
at, the factory being very utilitarian, the city having a certain
lived in feel and the temple ancient and mouldy as if right out
of an Indiana Jones film. In fact, the temple is probably my favourite.
Besides the roughly hewn brown stone effect on the walls and floor,
there are also trails of slime seeping down each vertical plane,
some bizarre carvings and even stranger plant life. Giant venus
fly traps painted in a garish neon are scattered liberally around
the temple and when you have a moment to spare it's worth doing
a 360 degree stroll around them to soak in their beauty. Although
primarily designed to drop items for you if shot, it's nice that
the designers have blessed these with aesthetics too.
There
are a fair variety of different visual approaches to the opposition
and again these vary dependent upon your choice of city, factory
or temple. The foot soldiers move realistically, leap about nicely
and have a variety of stances from which to open fire. The crawling
land mines look creepily spider-like and the resulting explosions
when they sense you nearby are quite spectacular. I was also pleasantly
freaked out by the giant spider things in the temple, which raise
their dripping mandibles at you and fire virus toxin in your direction.
This is a sickly looking purple and goes well alongside the wide
variety of other weapons fire flung your way, which are always bright,
colourful and fast. There isn't much of a frame rate drop either,
regardless of the action on the screen and I found my lust for bright
lights and big explosions sated.
I'm
not as impressed by the sound, but I can appreciate the thought
that has gone into it. When it comes to the score, it ticks along
nicely while you are exploring and then segues into something a
bit wilder when an enemy approaches. It tries to be a nice effect
but sometimes the leap from placid to frantic can be a bit sudden
and not the smooth transition I'm sure it wanted to be. Also, the
pace of the music increases sometimes long before an enemy appears
in your sights, so it almost acts like a radar. Is the music blaring
suddenly? Then you can expect a creature to either leap out at you
or be present once you've opened the door at the end of a very long
tunnel. Either way, you've got plenty of time to gird your loins
for conflict. During such encounters you have the obligatory gunfire
and explosion effects, which although tumultuous are not particularly
original. However, the PSP handles them with aplomb and if you have
a decent pair of headphones fitted you probably won't be disappointed.
The
problem is, despite the randomly generated levels, there's not that
much else to keep you interested. Okay, you may find lots of weapons
as you work through but there's little or no plot to keep you going
and pretty much the same enemies from start to finish. The multiplayer
section, for up to four players with a copy of the game also (no
game sharing here it seems) is fine, but the levels are fairly limited
and may be alright for some off the cuff action, but not for any
sustained gameplay over food and a few beers.
Coded
Arms is a bit of a disappointing first attempt at a shooter, considering
the power of the PSP. The sound is reasonable and the graphics vary
between good and excellent, but the gameplay lacks somewhat. Ultimately,
regardless of the random level generator, you'll be mowing down
the same old enemies time after time, with no puzzle solving, no
plot to keep up the pace and certainly little to maintain your interest.
While I'm pleased that the steady frame rate clearly shows off the
power of the PSP, Coded Arms just promises better for the future
rather than delivering anything spectacular in the present.
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).

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