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Some time ago, I was taking my daily walk and I saw a boy hitting
something with a hammer or axe. I wasn't exactly sure what he was
doing but I didn't care - I felt compelled to have a go too, just
because he was smashing stuff. Is my desire to simply smash things
aimlessly what gaming has made me become? Well, if it has then this
new action RPG from Sting (not the rock musician) should quench
my lust. However, it still takes more than repetitively hitting
things to excite me, so can Baroque suffice with these extra requirements?
Despite appearances of greatness, it just can't make the grade.
The
first glimmer of grandeur coming from Baroque is the intriguing
story, being all about a cataclysmic event that completely reshapes
the land every day, and a kind of plague of the mind called Baroque.
Granted, this possibly excellent story is not very original but
it was enough to get me pretty excited. However, my enthusiasm soon
dwindled when began to play; the story is mostly invisible and really
has no impact on the proceedings, which is a real shame. This missed
opportunity is even more aggravating than most, because the character
you control has no memory, which seems like an obvious introduction
for some narrational trickery. Instead of any intellectually pleasing
mind-games though, you are simply given a worryingly slab-like gun
(with very limited ammo), ordered into the randomly generated Neuro
Tower dungeons and told to kill the very weird Meta-Beings that
include flying fishes, wheel-like things and small insects with
purple blood.
The
amount and colour of blood is simply not the most important factor
in a game (or so the Editor tells me) and games in this genre often
skimp on stories, so Baroque could still save itself with some quality
gameplay. A good action RPG sees you hitting enemies that drop items
and give you experience to upgrade your character, becoming stronger
each time you play. Deviating slightly from this standard procedure,
Baroque places items randomly on the ground throughout the dungeons
instead of in the grubby mitts of enemies. With items just lying
around it's difficult to maintain believability - running through
a metallic basement fighting off demons with your sword, only to
stumble upon an apple, lying on the otherwise empty floor, is quite
disconcerting. Despite being a bit odd, the advantage of finding
items on the floor and not in enemies' pockets is that you simply
have to run over the item to pick it up, which keeps the pace of
the game fast.
Using
those items is significantly more taxing though; to equip an item
you have to press a button on the Wiimote to bring up your inventory,
scroll down to the item you want - it is difficult to tell the difference
between the items occasionally, as only their names are given, not
a small identifying picture as is common nowadays - and then go
though another menu to decide what to do with that item. This endless
fiddling with menus is tiresome and if you haven't fallen asleep
by the end of this process then you have the rather awkward combat
controls and annoying camera to contend with.
These
less than intuitive controls could be due to the unique shape of
the Wiimote and Baroque being a port of a PS2 game, requiring the
use of every single button on the Wiimote and Nunchuk, forcing you
to juggle your hand around during the action. In fact, even the
total number of physical buttons isn't enough; the motion-sensing
ability of the Wiimote is used as an extra on and off button for
the special attack - a bit disappointing, as it could be used for
so much more. Lack of depth to the control system is a minor letdown
but the camera is truly irksome; it hovers behind your character
but doesn't adequately follow him around as he twists and turns
through the rather rectangular dungeons, making it literally impossible
to see what you are attacking at times. Being able to see if you
are hitting things quicker than they are hitting you is crucial
because if you are not doing enough damage then you will die - quickly.
Even when standing still you are not safe, leaking health points
like a hole-ridden wheelbarrow.
Experiencing
fatal accidents is a regular pastime in games but Baroque punishes
you heavily for your lack of vitality - and quite unfairly too.
Falling to your knees with no health left, you are whisked right
back to the start of the game, all the enemies you killed are resurrected,
all the experience you gained is removed, your hero's level is reset
to 1 - making him fairly weak - and most of your items are taken
away. Any of the progress you have made is lost, even if you were
near the bottom level of the dungeon tower! Being forced to essentially
restart the game from scratch every time you keel over is frustrating
and, just to add insult to injury, there is no way to purchase items
to prepare for heading back into the dungeons - getting back to
where you were before death ensues will not be any easier as your
hero will be substantially less powerful than before he was slain!
As
well as the difficulty being set very high, the visuals are also
far from easy on the eye. They aren't terrible, but the lack of
detail put into characters and environments to achieve the heavily
stylised look with composite angels sporting multiple talking heads
and blue-haired, bright-eyed boys wielding hugely oversized swords
leaves the game looking washed out. Washed out or not, the graphics
are 3D and this definitely benefits this dungeon-crawling game,
but relying on characters, enemies and backdrops that aren't very
detailed is a risky business, especially considering the eye-bendingly
gorgeous visuals of Gears
of War 2, Too
Human and similar modern games. Even cutting-edge games on the
Wii - miles behind the Xbox 360 and PS3 in terms of graphical grunt
- like Super
Smash Bros. Brawl manage to look fantastic, so there is just
no excuse for the drab graphics of Baroque.
Despite
the bland graphics, the cut scenes are quite good, featuring reasonable
animation and decent voice acting. While the animation in the action
sections of the game is only average, the voice acting is pretty
good - angels sound appropriately godlike, a twisted humanoid that's
considering suicide is given high-pitched wails to sound scarily
insane, and the sinister Baroquemonger is particularly gloomy. Sadly
though, even the highest quality speech does become repetitive after
a while, especially given that you bump into the same characters
again and again each time you die and return to the start. Partly
redeeming the similarity of what is spoken is the snazzy rock music
that spews out of the console from the beginning of the game, at
the perfect volume for the action while never drowning out the occasional
more subtle noises such as your character's footsteps on metal grates.
The
sound is one noteworthy element of Baroque and its capability to
produce random dungeons in the Neuro Tower is another welcome feature.
These random levels, where you never know what the next room will
contain, boost the replayability; there is nothing better than exploring
an uncharted and hostile area that no one has ever been to but you!
However, there is a problem with this major selling point and it
makes itself known when compared to Diablo II, which also features
random dungeons. In Diablo II, all dungeons look real - caves
really do look like caves, prisons are convincing in their design
and so on. In Baroque, all levels are fairly uninteresting rectangular
rooms or straight corridors, mixed up and cobbled together like
LEGO - a minor dent in a not often seen feature.
In
a similar way to playing with LEGO, Baroque also has a decent lifespan,
which is helped by the semi-random levels, the hard difficulty and
the game basically being restarted from the beginning every time
you die. With that said, extreme difficulty doesn't really count
as a longevity-enhancing device, leaving only the randomness to
keep your long-term interest. Taking away the ever-changing levels
for the time being, you are left with nothing of any lasting value;
there is no multiplayer or Internet tomfoolery, there are no different
modes of play and there is no proper hero customisation, other than
the different equipment you might find in a dungeon. With none of
these lifespan-aiding attributes you'll be pleased to know that
the single player game is quite long, featuring a high number of
dungeon levels, many later stages adding new and increasingly strange
enemies.
Addition
of more and more enemies is an elegant way to sum up Baroque - it
is mainly combat, combat, and more combat. Plenty of combat isn't
all bad and there are some nice touches such as the good quality
- if slightly repetitive - audio, the random levels and the clever
visual style used for the graphics - but for every good element
there is a drawback or missed opportunity, leading to a pretty dismal
game overall. If only the graphics were prettier, some better character
customisation was included and the punishment for death had been
significantly reduced, then Baroque could have been sitting smugly
near the top of the Wii game chart, instead of floundering about
in the lower regions.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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