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It's safe to say that Halo
3 is and will remain the first person shooter of choice for
many months to come, despite garnering mixed reactions. Even if
the game was awful it would still sell by the bucketload and keep
the millions of diehard fans happy - and why not? It's a fun experience
made even better by some of the best online play seen on any format.
The one problem is that many (but not all) of the Master Chief followers
are so embroiled in the saga that they will take one look at other
FPS games hitting the shelves for a while and instantly make unfair
comparisons to Bungie's epic, before turning their noses up at them.
[Not me - as crazy as I am about Halo, I'm all for playing other
awesome shooters as well like the incredible Orange
Box and insane UT
III! Open-Mind-Ed.] Those few who can tear themselves away from
the sprawling battle against the Flood and the dodgy Chief/Cortana
love thing [What?! They're just good friends you muppet! Ed.] will
do well to give Midway's Blacksite a try, because it most definitely
has a lot going for it.
Beginning
with a small squad of bad-ass marines based in Iraq, comparisons
to Infinity Ward's Call
of Duty 4 are glaringly obvious both in appearance and control
method (more on this later). The sun-soaked villages with their
cracked pavements and rundown appearance, the witty banter between
team mates and the brutal exchanges of gunfire seem very familiar
- yet all of it works extremely well. As they say, "if it ain't
broke, don't fix it" and while in some respects Blacksite borrows
functional elements heavily from other shooters, it does so with
such finesse that it's entirely forgivable. Anyway, your squad are
in Iraq to try and locate a nuclear bunker that's said to hold some
pretty nasty atomic missiles. Battling your way through war-torn
villages and a short but fun driving section (again nicking ideas,
this time it's Halo's Warthog), you arrive at said bunker. Once
inside, the game takes a sinister twist, as nerve gas test subjects
run out of doorways and shadows to both scare the bejeesus out of
you and make you all kinds of dead.
After
a few frantic battles with these mutated foes you find yourself
at the heart of the complex, where a terrible secret awaits. A few
freaky scenes and a heart-stopping escape later, the game skips
a few years later to present day Nevada, where the events in Iraq
come back to haunt you and your squad once again when visitors from
another world decide to pop down and destroy everything in sight.
With a game so embedded in mysterious plot threads it's often difficult
for developers to make a good story on paper work well in a game,
but Midway have hit the nail on the head with this one. The voice
acting, plot twists and narrative flow are all very effective, and
while not reaching the dizzying heights (or depths) of Bioshock,
they perform coherently and entice you to keep pressing forward
to learn more. In the opening level the Marines' cocky gung-ho American
stereotype is irritating to a point ("Oooorah", "Hell yeah maaaan!"
etc.) but when the sense of dread and horror sets in further on
in the level and things start to go horribly wrong, their cocky
demeanour is reduced to nothing more than weakness and helplessness,
a transformation that makes the experience more powerful and believable.
Take
big screen blockbuster Independence Day for example - ordinary day
in America, the aliens come, they blast us to smithereens and a
lot of people go splat! What's their reason? What are they trying
to achieve? Who are they? All of these pieces of information are
teasingly fed to the viewer in such small chunks that as garbage
as the film was, it was impossible not to sit through it to gain
an understanding of the reason for their unprovoked and ruthless
invasion. This is where Midway have been clever, by drip-feeding
snippets of info here and there so that whatever you are doing in
the game and wherever you are, you know it will all lead to clarification
in the end. The sense of mystery and conspiracy here has transferred
well from script to screen, with a story that stands against its
triple-A brethren.
The
control method has been ripped almost entirely from Call of Duty
4 and works well, with left trigger for zoom, right trigger to fire,
B for melee, left bumper for grenades, Y for weapon changes and
so on. It's a comfortable method but the default aiming sensitivity
is a tad on the responsive side to begin with; I found it really
hard to pull off effective kills with the sniper rifle due to the
twitchy reticule flying about. Luckily all settings can be tweaked
in the helpful pause menu that offers objective pointers and all
sorts of customisation options.
The
combat is weighty and begins with the usual tools of the trade;
grenades, pistols, machine guns and scoped rifles, all non-descript
but varied enough to suit your chosen approach and another example
of the game's simple yet effective dynamics. It's only later that
more interesting weapons become available, with a host of alien
boomsticks at your disposal. A projectile launcher similar to Unreal
Tournament's Flak Cannon sends shrapnel ricocheting off walls, tearing
up foes in brutal fashion and posing as one of the more interesting
methods of enemy disposal. The AI is smart too, as enemies run for
cover, blind-fire from behind walls, lob grenades and try to flank
you at every opportunity. The only gripe here is that the enemies
that walk upright (the enemy commandos, the unnamed US special force
trying to take you down and the alien grunts) all react in a similar
fashion and run about in erratic, zigzag lines a little bit faster
than what could be deemed as realistic, resulting in some gunfights
that seem unfair at times. You never seem to move as fast as they
do, which can annoy at but is a small problem in a sea of positive
elements. The more inhuman enemies move more organically and charge
at you with a ferocity that will make you panic and fire recklessly
with fear.
The
core of the game takes place in and around the town of Rachel, Nevada
and the levels are all bursting with identity and scale, some offering
large expanses ripe for exploration and hiding many dossiers that
contain unlockable snippets of information and prizes for achievement
point fanatics. From long, heat-hazed highways to humble desert
towns full of alien-themed diners and truck stops, you get a real
sense of geography here as tumbleweeds roll across the sandy flats
and dried-up rivers border each road. Graphically it looks great
and while not offering a diverse palette when compared to some shooters,
it still bleeds life from every pixel. Textures are rich and retain
quality when viewed close up, while even in the heat of battle the
draw distance and graphical quality remain intact. The slightest
hint of pop-up during some of the more hectic driving sections can
be forgiven due to the overall quality of the visuals. Hammering
down baking hot tarmac while blasting giant alien worms similar
to those seen in the movie Tremors both looks and plays brilliantly;
the most surprising thing is that the driving sections don't suck
- if anything they add to the adrenaline factor and slot set pieces
together nicely.
I'm
deliberately not mentioning too much from later in the game because
it would spoil some of the best bits (and there are many) but one
memorable set piece early on takes place at an alien-themed trailer
park called The Little Alie-Inn. You may remember it from documentary
show Louis Theroux's Weird Weekends (it's actually a real place
in Nevada). The owner is shacked up in a homemade bomb shelter as
tentacled aliens try to batter the doors down. As you enter the
compound an eerie silence falls and the invaders retreat, leaving
you with only the sound of the wind and the clanging of chimes hanging
from the trailers that litter the park. It's oddly chilling and
when the aliens suddenly jump off the roofs of trailers and start
attacking from their hiding places the blood starts pumping again
and the rousing musical score kicks in, both giving you a fright
and a real sense of atmosphere. It's all very cinematic and adds
ounces of character to the experience.
Speaking
of characters, there are a number of squad command elements to the
game (stop groaning - they actually work!) When your team can work
together in blowing open a door, raiding a house or many other situations,
a military icon flashes clearly. All you have to do is aim at the
symbol and hit the right bumper, and the preset action plays out.
It's incredibly simple and there's no trying to remember which squad
button does what in the middle of an intense gunfight. If you want
the team to focus fire on a specific bad guy just aim at them and
press the right bumper or if you want them to take cover behind
some debris then simply do the same. The AI is smart and responsive
and because there are only two other team members to work with,
you don't have to babysit a large team. Sharp, simple and easy,
just the way squad dynamics should be. In addition their banter
is funny at points and borrows heavily from the gung-ho attitude
displayed in Gears
of War. Lines are never repeated and their dialogue is well
acted and never overused. In this respect you will want to make
sure each member lives through each battle because of the sense
of friendship these guys have; they always have your back, so it's
only polite to offer them the same courtesy.
The
offline experience could have benefited from co-op play, but as
a standalone experience it offers enough fun to happily justify
a purchase. Just try to remember that this doesn't aspire to be
a Halo-beater or the next big thing, it's simply a great game with
a solid core dynamic and enough memorable set pieces, well-versed
dialogue and plot twists to earn a place in your console's disc
tray. It's a good length too, offering more playing time than some
of the more recent shooters out there and at a comfortable pace.
Online it's also simple yet effective, featuring standard game modes
such as deathmatch and capture the flag. The real draw here is in
the level designs, because there are no symmetrical compounds to
battle through; each level is oddly-shaped and features many layers,
offering many vantage points and sweet spots for the more adventurous
player to discover and take advantage of. The train yard level is
great fun, as there are many overturned carriages and freight containers
that can be used as hiding places for vantage points for stealth
kills or quick cat and mouse chases. Some real thought has gone
into map design here and the Rachel, Nevada level is particularly
interesting for a number of small reasons; public phones playing
dead tones, flickering lights and burning oil tankers all act as
fiendish distractions and do their best to wreck your steely concentration
while making the locales feel more realistic. That and they make
them that little bit more creepy too!
What
can you say against a game that is as humble as Blacksite? It looks
great, plays great, sounds great and works well online, yet never
pretends to be better than it is. It will slip under the radar of
many gamers, but for those who are a fan of the genre it comes highly
recommended. An action-packed title, the intriguing storyline and
effective set pieces are as every bit as memorable as they come,
helping to secure Blacksite's position as one of the best hidden
gems of the year - bring on the sequel, please!
Reviewed by Dave Cook for AceGamez (All Rights Reserved).
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