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"Saviour of hardcore Wii games!"
"The
first Halo beater on Wii!"
"Best
Wii game of 2009?"
Tjere
are just some of the comments that people have been making about
much anticipated Wii first person shooter The Conduit, but living
up to these extreme expectations is next to impossible, even if
Bungie had decided to create the new Halo on Wii instead of their
home platform. Sadly though, The Conduit falls far, far short of
its early promise.
Taking
the role of Michael Ford, you work for a secret section of the government
known as the Trust, who send you on a mission to retrieve an experimental
weapon from enemy hands. You begin with very little knowledge of
what is actually happening, which is intentional on the part of
your commanding officer to distance you from the things that are
going on behind closed doors. This continues throughout the game
and comes across effectively at key moments when Ford demands to
know the truth. The whole situation has a distinct air of Metal
Gear about it, made even more noticeable by the 'codec' sequences
that separate each of the missions, of which there are few. Other
than the slight intrigue at times though, The Conduit's plot hints
towards something it never becomes, rarely warranting much of your
thinking time outside of the game. The story is forgettable while
most of the rest of the game is memorable for all the wrong reasons.
Split
across nine short chapters, none of which last much more than half
an hour, The Conduit takes you to the standard locations for a generic
FPS; an abandoned warehouse, a library, train tunnels underground,
an abandoned city - nowhere unexpected or surprising. Only the brief
section in a faux White House gives any sense of atmosphere to the
game, but even this suffers from the linear and repetitive level
design that the game utilises. You never get lost in The Conduit;
if you hear the sounds of aliens in the direction you're facing
then more often than not that's the way to - and even then you can
only ever go forward, with very minimal exploration available to
you.
Once
you're funnelled into a room, a barrage of enemies attacks following
a trigger point; however, after the attack begins you can't pick
them off from a distance - despite the plentiful long range weaponry
at your disposal - because the titular conduits that are placed
in strategically obvious places are spawn points for your foes,
who continue to spawn until the conduit is destroyed. Consequently,
pushing forward and risking an early death is vital to make it onto
the next surprisingly familiar corridor and subsequent combat arena,
and this continues for the whole of the game's five hours. If you're
thinking that this sounds like Dreamcast-era game design (and even
back then constant respawning, forced routes and claustrophobic
battlegrounds were becoming a thing of the past) then sadly you're
absolutely spot on. After a few levels it's easy to anticipate what
enemy types will spawn - there are only a few notable ones to keep
an eye on - and where you will find cover to hide behind, which
makes the game feel repetitive throughout, despite the occasional
section of brutal difficulty where you can die over and over again,
making no headway at all.
One
aspect of the game design that contributes to these frustrating
sections is the device that you set out to recover. The ASE (All
Seeing Eye) is activated by pressing + on the Wiimote, causing a
glowing orb to allow you to interact with various electronic devices,
blow up invisible mines and translate hidden inscriptions on walls.
The moments where you must use this usually occur between combat
segments, but more often than not you're forced to juggle between
the two. There is one section for instance where you are busy fighting
the alien horde and trying to avoid their one hit kill bullets when
the Wiimote starts beeping uncontrollably to alert you to the proximity
of a mine. It turns out that there are mines laid across the entire
arena, but you can't see them unless you put your gun away and pull
out your ASE to overcharge each mine and cause it to explode, an
action that leaves you entirely defenceless. This becomes extremely
annoying very quickly and often results in an untimely death, sending
you back to the last checkpoint, sometimes one prior to a section
you've completed or even a boss you've beaten.
The
ASE is like a poor man's version of the visor in Metroid
Prime 3: Corruption, while the controls can be considered equal
in both games. The controls are a development of those found in
Corruption and despite the high levels of criticism I've levelled
thus far, there's no denying that The Conduit plays like a dream.
You have just enough control over where you target before the camera
moves and pointing at the screen in such a way feels so natural
now. Shooting with the Wiimote feels right, and the way the controls
are mapped to the various other buttons on the Wiimote and nunchuk
mean that it's never a chore to mow down enemies. The weapons are
responsive, if a little on the boring side, and you can pop off
headshots with pinpoint precision.
This
aspect of the game was essential if The Conduit was going to become
the first true online FPS on Wii, and because of the tight controls,
online play can be a lot of fun. There are a multitude of options
on offer here, from deathmatch to a mission-based team mode, with
around eight maps and a variety of options to tinker with. The maps
themselves are variations on the environments in the main game,
but sadly the twelve-player matches are too small to fill them.
The real fun comes from the brief moments where all twelve players
are battling it out in one small section of the map; however, walking
around trying to find the action is not much fun. That aside,
there hasn't been a multiplayer mode as fully featured in a Wii
FPS yet, and The Conduit has set the standard fairly high in this
regard.
On
a technical level The Conduit is also impressive, just below the
quality seen in Metroid. Intricately designed textures and complicated
lighting make this a technical marvel, but sadly the lack of any
real artistic hook makes the visuals a tad disappointing. There's
nothing here that we haven't seen a dozen times in other sci-fi
shooters, with very little thought put into most aspects of the
design, from the enemies to the environments. The audio is decent
enough, though barely heard over the sheer amount of noise coming
from the Wiimote while playing most sections, while the music suits
the mood but rarely does anything to enhance the atmosphere. The
guns lack that pop that weaponry needs in an FPS too, but it's hardly
noticeable when gunning down the myriad aliens.
If
you expected The Conduit to be the Wii's Halo
3 or Gear of
War 2, then prepare for a major disappointment. As a Wii game
it's way beyond every other FPS on the system (other than Metroid
) in terms of controls and graphical fidelity, but when compared
to the full breadth of the FPS genre, Conduit is more akin to TimeShift
and Haze. It has
little visual style and the sumptuous graphics are wasted on tired,
uninspired design. "Generic" is probably the best word to describe
The Conduit in single player, although it at least proves that you
can pull off true online multiplayer experiences on Wii, even if
some elements could have been improved. Next time around, whether
that comes from High Voltage Software or another developer, if all
of these elements come together with some well thought out design
and fresh ideas, we could have something very special. For now though,
The Conduit falls far short of the near perfection that the hardcore
community were hoping for.
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
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