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Well, I understand now why Rare has been so quiet on the Xbox -
and I applaud Microsoft's bold move to allow them the freedom to
focus on creating not one, but two incredible launch titles for
Xbox 360. It's time for their investment to pay dividends and it's
fair to say that not only is Perfect Dark Zero a demonstration of
Rare at their finest form, but it's undoubtedly the jewel in the
crown of the launch line-up. If you're only buying one launch title,
make it Perfect Dark Zero, because Joanna Dark is back with a bang
big enough to blow your mind several times over.
I
don't know about you, but I love watching the intro sequences for
games - and rarely have I been more impressed with the unbelievably
stylish and slick intro for PDZ. It's like a James Bond opening
credits sequence, complete with shooting guns and sexy silhouettes,
but futuristic and far cooler. As you watch the amazing visuals
and listen to the awesome theme, any doubts you had that the Xbox
360 isn't going to be a class act from the word go will melt away.
You
are Joanna Dark, hot-headed new recruit into a small freelance organisation
headed by your father, Jack Dark, with mission co-ordinator Chandra
completing the team. When you and your dad go on a routine mission
to Hong Kong, complications lead to the discovery of a huge conspiracy
and the adventure of a lifetime…
Diving
straight into the single player campaign, you're broken in relatively
gently with an exciting opening level that sees you infiltrating
an underwater base to sabotage a data core and then get the hell
out of there. This serves as a great tutorial that teaches you the
gameplay basics, as well as showing off stunning visuals that are
a huge leap beyond Xbox. Graphically, Perfect Dark Zero is divine,
packed full of amazing detail to every texture, gorgeous dynamic
lighting, gleaming reflective surfaces or all kinds and unprecedented
detail down to the smallest elements of the scenery and environment.
You can shoot and smack laptops off desks, knock over chairs, smash
glass and destroy crates, all of it looking very next gen as you
do so.
However,
this is just a taster of things to come, and the variation in the
locations you visit during the course of the exciting and action-packed
single player mode is wonderful. Your next few missions take place
in Hong Kong, and the urban landscape serves to impress tremendously.
You speed into a harbour, watching a brilliantly directed, awesome
looking cut scene, which like all the cut scenes is rendered using
the game's graphics engine. Take a moment to look around before
you progress - the surrounding buildings in the distance are packed
with detail and as you sneak your way around the nightclub to identify
certain suspects, you can hear the thumping beat of the music from
within, with the harmonies audible as you get closer. Simply awesome.
Inside the nightclub, things get even cooler and while it isn't
as packed out as it could have been, it's enjoyable to listen to
the music as you wander around checking out the men and women dancing
around in various styles. The laser light show is very cool too,
and it's a crying shame when you have to hit the fire alarm to evacuate
the civilians, thus shutting off the pounding music.
Beyond
this mission you take to the streets, working through an underground
parking lot complete with totally realistic graffiti and plenty
of cars to blow up, into a warehouse packed full of goons, then
down into the subway system, through a wrecked train and out to
safety - that is until you get ambushed, so the next mission sees
you negotiating scaffolding and rooftops as you find sniping spots
to cover your old man, as he makes his way through the streets below.
Next up you're off to a snow-topped mountain in China, and again
you're greeted by a host of brand new lovely visuals, such as crystal
clear waterfalls and grand Oriental architecture, as you infiltrate
a fortress and then take part in a virtual reality DeathMatch (it's
a game within a game, great touch!) Things take a futuristic turn
as you break into the labs for the next mission, then you make your
escape on a hovercraft complete with mounted rocket launcher, speeding
through watery channels and laying waste to all the enemies that
attack you from the snowy surroundings.
After
a much more detailed tour around the underwater base from the first
mission, which is actually a massive sea platform, where you work
your way around both the submerged and above water sections, you
then head through the heart of the South American jungle, in an
environment so lush and varied that it totally eclipses the lovely
looking Far Cry, after which it's into a trap-riddled Incan temple
for the next mission. I won't carry on describing all the settings,
but suffice to say, each mission brings you something new, different
and just as spectacular as what's come before, keeping your jaw
on the floor throughout the entire game.
The
level of graphical panache carries over to the enemies too; they're
the most highly detailed, realistically animated humans you've ever
seen in a game. The amount of facial characteristics is remarkable,
the detail to their uniforms is amazing and the ragdoll physics
for when they topple to the floor or get blown by the fiery explosion
of a grenade or barrel, is top notch. Blood spurts with every shot,
headshots on guards not wearing protective helmets kill instantly,
and they even react to the body part you shoot them in, often crying
out in pain or saying "You shot my leg!" in anger and terror. Shoot
one in the ass a couple of times - that's hilarious!
The
enemy AI is pretty impressive - they don't particularly work together
to flank you or anything, but they're vicious and tenacious, strafing
left and right, taking cover whenever possible and getting out of
the firing line to reload. They also activate alarms, make good
use of grenades and warn nearby comrades of your approach, as well
as shouting out if you're injured, and even when you're reloading,
to let everyone know that it's time to open fire! They're pretty
wary too, and can spot you from quite a distance, so when attempting
to be stealthy you'll need to crouch, make good use of cover and
stick to the shadows whenever possible. Sneaking up and melee attacking
from behind, it has to be said, is tremendous fun!
Despite
all this graphical wonder, the stars of the show are undoubtedly
the finest and most imaginative, gorgeous looking selection of weapons
I've ever seen, all with a secondary function and some even with
a tertiary function. Every weapon has been lovingly crafted and
looks the business, with a real sheen that reflects the lighting,
some of the smoothest reloading animations ever and great effects
for projectiles and explosions. They're backed up with seriously
meaty audio too, sounding just as convincing as they look.
You
start off with your basic P9P pistol, complete with powerful zoom
and attachable silencer and flashlight functions. It's a lovely
weapon and you get can headshots from a huge distance, taking enemies
out before they have even the slightest chance of spotting you.
Other pistols include the Magnum, which is beastly powerful but
requires a reload after each shot, and the very cool Psychosis gun,
a tranquillising weapon that can also confuse enemies into shooting
each other. Moving up a class and the sub-machine guns include the
DW-P5, which like the P9P has a zoom, silencer and light. The UGL
Liberator isn't that accurate but sprays the enemies with bullets
and can be thrown down as a proximity bomb, the CMP 150 has a holographic
projector that creates a second image of you, and the RCP-90 is
indispensable in the jungle, as the threat detector mode turns everything
grey except for enemies and allies, coloured in red and green respectively,
plus it can also reprogram sentry guns, security cameras and mines.
The
range of assault rifles is just as cool and imaginative too - like
the FAC-16 with silencer and grenade launcher attached and the Superdragon
with bouncing grenades and night vision. Lovely. The Jackal is the
main sniper rifle, which is enough to take down any enemy with a
single shot - it's also worth mentioning that the powerful zoom
functions on all weapons that have them are varied by the amount
you depress the left trigger, which makes a big difference in the
heat of battle or when swiftly scanning around for enemies to kill.
On
the heavy weapons front you've got the powerful M60, the rocket
launcher, complete with guided rockets, and a plasma rifle that
comes equipped with an effective cloaking device. Throw in grenades,
flashbangs, mines (proximity or triggered as you wish) and a couple
of other weapons like the DEF-12 shotgun, and you've got an incredible
array of firepower. You've also got a few nifty gadgets too - a
powerful pair of binoculars, the Locktopus for breaking and entering
Splinter Cell style, a Demo Kit that you arm interactively with
a brief puzzle, and the Datathief, which has one of the coolest
interfaces ever and again takes a few seconds to use skilfully,
whether hacking a computer or a door access panel. Suffice to say,
each of these gadgets looks as nifty as all the weapons.
PDZ
somehow manages to sound as good as it looks, with attention given
again down to the smallest detail - the sound of snow crunching
underfoot, the smashing of glass, the unique sound of each and every
weapon (after a while you can tell what weapons are shooting at
you just from their sound), and the effect of viciously melee attacking
someone, either with the butt of your weapon or with your fists,
both of which make a satisfying smack. Then there's the voice acting,
which some have criticised as being daft and over the top. Personally,
I love it - it's not as bad as people have made out and the slightly
larger than life characterisations fit the James Bond feel of the
proceedings nicely. So what if there's a thick Scottish accent,
amongst others, it adds something that you don't often find in games
and it's refreshing, plus all of the voice actors go a great job
and deliver their lines with enthusiasm and style. Speaking of James
Bond, the simply incredible music soundtrack makes use of a number
of distinctive and catchy themes that always evoke that superspy
feel, whether it's the tense, minimalist accompaniment to sneaking
around or an all-out theme blasting away during, well, all-out blasting!
It's utterly superb and varies well as you progress through the
game, building on previous themes and coming up with many different
tunes. It's not as dramatic or haunting as Halo,
but it's up there for pure quality and just like Kameo:
Elements Of Power, this soundtrack could happily accompany a
big budget movie. It's that good.
However,
while we're hoping to get next gen visuals, we want next gen gameplay
too, and although PDZ doesn't particularly do anything groundbreaking
or new, it combines so many classic shooter elements and puts it
all together in such a stylish and unique way, that it really does
feel very next generation. The missions are both well paced and
nicely varied, to the point that you never even slightly feel that
they're repetitive (except when you keep dying and repeating a mission,
that is!) One minute you're sneaking stealthily into somewhere,
then before you know it you've been spotted, the reinforcements
arrive and you're in a brutal shooting match with your life on the
line. Objectives include destroying equipment, stealing information
or devices, wiping out enemy forces - all the usual spy stuff, but
they're combined in a manner that keeps things fresh for every mission
and, as with any decent action game, problems crop up along the
way, leading to extra objectives being added, some of them essential
and some of them secondary.
Each
level is very well laid out and where possible you're given choices
in how to proceed, with multiple routes available, with plenty of
obstacles to negotiate like security cameras, guards, laser detection
systems, gun turrets, spider bots and more. A nifty touch is that
if you start to get lost, whoever's guiding you back at base figures
out your route and you get a path of blue arrows pointing you back
on course. So you won't get too lost, yet still have that sense
of freedom to explore and find alternate routes. The one criticism
I will raise against the gameplay, however, is that some missions
can be frustratingly annoying - like the mission where you have
to protect Jack from sniper fire (which has a very tough boss encounter
at the end) and another level where you're racing against time to
descend an Incan temple (that one drove me more than a little crazy!)
I enjoy having a challenge, but the gameplay can be a bit trial
and error, forcing you to learn by error and retry until you get
it right. Still, this is forgivable and those few annoying moments
are at least very different! Also one other quibble - your health
keeps regenerating with no explanation as to why, making you feel
a bit like a cheat when you charge in, soak up the bullets, then
dive behind cover to wait for your health to come back. I mean,
it's not like you're Master Chief!
The
control system is spot on (apart from an inability to jump, or even
vault over crates) and you can take cover behind pretty much anything,
lining up your cursor over the bad guys and then only moving out
from safety when you pull the trigger. This is a great feature and
will save your life on many occasions! The rest of the controls
are mapped to your gorgeous new 360 controller in an intuitive fashion
and you'll get to grips with them straight away. A quick mention
needs to go to the excellent online aspects of 50 game achievements
to complete, of varying difficulties, and comprehensive stat breakdowns
for each mission, charting everything from stealth kills to shots
fired, plus a final score (boosted by a multiplier dependent on
the difficulty setting) and you can instantly see the world's best
for the mission and wonder how the hell he got such a high score!
Brilliant.
I'd
now like to hand over to Dex, who's covering the multiplayer aspect
of this truly awesome game. Take it away, Dex!
Firstly,
I would like to thank Rare. I have had faith in Rare over these
last few years, even though they haven't produced much just recently.
People argue that Grabbed
By The Ghoulies wasn't up to scratch; I argue that it was one
of the most detailed action games I have ever played. Conker:
Live & Reloaded was one of my favourite Xbox titles too. Ever
since Perfect Dark made its debut N64 though, I've looked forward
to a sequel. Or even a prequel. The thing is, back in the day, the
only element of the old Perfect Dark that had me hooked was the
multiplayer. Unsurprisingly, the multiplayer elements in PDZ are
so outstanding that I've almost lost a week thanks to the DeathMatch
modes and of course, the online Co-Op - happy moments shared with
Geoff there.
If
you've come from Halo
2 expecting a shooter just like it then you're going to be disappointed.
This game isn't a Halo beater. That doesn't mean it's not as good
as Halo 2; in my eyes, it's better. It is in a different league
to Halo 2, so comparing them is wrong. In Perfect Dark Zero there
are lots of things that separate the two titles. You cannot jump
in the air, for a start. Instead, things are here to make the multiplayer
really stand out from the crowd. It's no good having a shooter that's
just like that other shooter you used to play - in this day and
age, diversity is crucial.
PDZ
is a classic first person shooter. Like I said, you cannot jump.
So it's like Goldeneye, TimeSplitters and the Perfect Dark before
this one. But rather than draw the line there, we have elements
that work so well in a game like this and enrich any multiplayer
experience. I'm typically talking about DeathMatch modes here, just
for the record. The first manoeuvre you will use a lot is the cover
move. You can take cover behind practically any large item or environmental
object. Walls, crates, sand bags, balconies - you name it, you can
cover behind it. Get your gun at the ready, pop out and shoot when
the other player crosses your deadly aim. But there's more tact
to this move than simply covering and firing; if you're clever,
you will make sure you take cover in an area that people can't access
from behind. There's nothing worse than covering, only for somebody
to slap you on the back of the head. When you have everything set
up and you get kill after kill because you're using clever tactics,
you become overwhelmed with that spine chillingly good rewarding
feeling that only great games can evoke.
It
really is classic when you're on the run from a foe and you lose
her (or him) by covering behind a wall. When they then walk past
and you pop up to shout "surprise, bitch" and pop a cap in that
finely formed figure of an ass - well, what could be better? Geoff
could probably mix that sentence up to actually create a better
scenario, but we'll leave that to your dirty imagination!
Let's
not digress. The other move you have command over is the roll. The
roll can really be put to good use if you know how powerful the
roll can be. Most morons use the roll and reload technique - but
fortunately it doesn't work like that. By rolling while reloading,
you're only prolonging the reload. Take that, moron. However,
I like to introduce some more rewarding and wholly satisfying tactics
into my rolls. I like to roll from the front of the enemy to behind
the enemy, and then stand tall before taking my gun shaft to the
back of their head. When you use that roll to its full potential,
like for stealthing about, or for dodging bullets, you can get another
one of those spine-chilling moments.
The
weapons in this game are bloody fantastic. Each weapon has at least
two functions, some have even three if you class the gun's scope
as another function - but every weapon has been thought out so well;
even the reloading sequence is a joy to look at. I can't possibly
go through every weapon on offer (and besides, Geoff's already done
that!) but I'll name a few of my favourites. If you ever had Perfect
Dark on the N64 then the Laptop Gun will mean a great deal to you.
Compact and deadly, the Laptop Gun has a rapid and powerful primary
fire, but its secondary function allows you to deploy an auto turret
that shoots enemies down as soon as it sees them. It's a lot of
fun to put one of these down in a popular area and watch your gun
go to work. Cruel, harsh, low - but a lot of fun all the same. Hey,
and the M60 machine gun has a secondary function of being able to
fire mines that, on impact, knocks or slows your enemy down.
Taking a leaf out of Halo's book, you can only carry a couple of
weapons, although you choose via a four-slot inventory, so pistols
and grenades only take up one slot (unless you're dual wielding
your pistols!), SMGs and rifles take up two, while heavy weapons
and the sniper take three, adding a nice strategic element in -
you can of course switch weapons with any fallen enemy as you go,
and this will often be necessary if you need to change tactics during
a mission. Acquiring ammo for all your different guns is easy too;
instead of picking up weapon specific ammo, you just pick up weapon
category ammo (pistols, assault, SMG, etc) - and I'm sure you can
see the advantages of this already.
There
are only six maps in this game, but these six maps can be scaled
down, or expanded at the push of a button. This is handy if you
just fancy a small eight-player game, so you can have a smaller
variation of your favourite map. While there may only be six maps
in total, you can have about three variations of each one. So you
can do the math there. Expanding the map opens up new areas to accommodate
more players. You can also bet your finely formed figure of an ass
that new maps will be released to (buy) download from the Marketplace
at a later date too. They're even adding (free) multiplayer modes
in the near future too - such as the mode that is completely opposite
to Co-Op. One of you takes the form of all the enemies, while the
other plays through on their own. Think Agents in the Matrix. You're
all those Agents, and your mate is poor old Joe Dark. She doesn't
stand a chance!
The
modes on offer cover all your usual multiplayer types. KillCount
and Team KillCount, which are pretty self-exploratory, there's also
a capture the flag mode in there too, as well as more pick up and
play modes. If you chose to play a Darkops game, you are presented
with different modes, such as defend the base or a viral infection
game. Team play is key with Darkops and the level of difficulty
increases, as you pretty much die with one shot. The good thing
about Darkops though, is that you have an certain amount of credits
and you can buy new weapons with them before you start the game
(think Counter-Strike) - so if you like your close combat weapons,
why not buy a sword and a shotgun. Best combination in the game?
Maybe…
Something
has to be said though. There are only six skins available for multiplayer.
While TimeSplitters has hundreds of skins, both serious and comical,
and the first Perfect Dark had a system where you could mix and
match heads and bodies to create your ultimate character, PDZ has
a measly six character skins and no more can be unlocked. I seriously
hope new skins become available for download, because one day, I
want to actually play as a man or that ugly bastard with pipes coming
out of his head!
Before
I hand you back to Geoff for the conclusion, let me talk about the
Co-Op. Oh my God. I would say icing on the cake, but this mode deserves
mode than a sweet cliché. This game comes into its own when you
have a friend to play Co-Op online (or offline) - it simply is amazing.
You can play through the whole single player game with a friend
and you don't even have to play the single player on your own before
being allowed to play through with a mate. I haven't played a single
mission on my own. However, Geoff has. He tells me that the Co-Op
actually takes some different paths unique to the Co-Op play.
I
quickly discovered what he meant. On the fourth level Geoff took
the role of sexy Joanna, while I played as her father. Geoff had
to make his way from the top of this building, along various balconies
and zip lines and cover me, while I had to make my way along to
a rendezvous point, while helping Geoff on his way too. After a
lot of team communication (you really feel like you're in the midst
of an operation, with your high-tech communication devices. Are
you okay?! Come in, over!) we finally met up, only to be greeted
with one of the hardest boss battles we've ever come across. A dropship
complete with machine guns and rockets, which focused on Geoff while
I had to take on endless goons coming out of the alleyways. Eventually
we worked out what had to be done, after getting killed numerous
(and equally as humorous) times I might add, and we finally took
the bugger down.
That
level alone really did it for me. That sense of achievement shared
with a friend - there is no better feeling. But the game keeps on
giving. You have to work together to work lifts. Send your friend
up, and when he gets up, he might have to kick a ladder down to
you - and some levels even go as far as adding new doors and new
keypads so you might both have to find a keycard to get past a part
that originally needed one key. What a game.
In
all this excitement, I have neglected to say that, if you don't
have Live, you can add bots to satisfy your killing needs. You can
have a few offline mates around and wirelessly enjoy teaming up
against quite an intelligent team of bots. These bots can't be added
to every multiplayer mode there is, but the basic KillCount ones
certainly can have bots. You can even add bots to online games and
have them drop out as new online players join. Ah, Rare, you have
done us proud.
I'm
a multiplayer man. There are no two ways about it. While some people
live for a single player adventure, I love a good sociable game.
The multiplayer side of Perfect Dark Zero will keep anyone busy
for a good long time. With the promise of new content added soon,
and all of this to keep you occupied in the meantime, this will
be the best £40-£50 you ever spend, even if you just are getting
it for the multiplayer. It will take something special for another
title to be a 'Perfect Dark Zero beater' on Xbox 360.
Dex,
I couldn't agree with you more! Perfect Dark Zero has set the bar
very high for the standard of Xbox 360 dedicated shooters, in every
respect - its triumphant visuals, amazing sound and music, tense
and engaging storyline, gripping and varied gameplay, fabulous array
of weapons and gadgets, lengthy single player campaign (complete
with full online Co-Op for every level) and array of brilliantly
crafted multiplayer modes and maps, all combine to make this arguably
Rare's best ever game and certainly the Xbox 360's best launch game.
It's taken us four and half thousand words to tell you what we could
have said in five: You must buy this game!
Reviewed by Geoff Holland & Dexter Pearson for AceGamez (All Rights Reserved).
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