|
Freedom is the buzzword of the next generation, conjuring up images
of sandboxes, free roaming games where anything is possible and
trying to do it is encouraged. Nowadays you almost expect to be
dropped headlong into a whole world created specifically for your
enjoyment, a world where leaps of faith get the blood pumping, where
attacks can be planned from any angle and even running away makes
you look cool. Add to this an interesting and diverting narrative,
one which grabs you by the throat and makes you feel like part of
the story, rather than just a pawn pulled along by digital destiny,
and it's going to be difficult to not create a brilliant
game. If, however, you decide to go against the current grain and
make something so linear that you could cut teeth on it, with a
story that will be nonsensical to a vast swathe of the population,
then you could well be in trouble. Robert Ludlum's The Bourne Conspiracy
cordially invites you back to the last gen in an utterly unashamed
fashion.
You
play through the game as thirty million dollar super spy Jason Bourne,
the plot leading you through the events of The Bourne Identity,
as well as a handful of CIA missions from before Bourne got shot
in the back and fell into the Atlantic Ocean. However, if you've
never seen the film or read the book then you're going to be quite
conclusively left in the dark by the whole experience. Exposition
is kept to an absolute minimum and you're often left wondering why
you're engaged in the current mission. The ending in particular
makes no sense at all to the uninitiated, while the oddly staid
cut scenes do little to help matters. The set pieces for the film
are all in place; the escape from the embassy in Zurich, the mad
chase through the streets of Paris, the showdown at the French country
house - but none of them are contextualised, leaving you cold, and
more confused than the amnesiac Bourne himself.
Narrative,
or lack thereof, aside, the game is one of the strictest I've ever
played. There are clear divisions between the different styles of
play; shooting, hand-to-hand and driving, and clear places where
you have to use them. If the game demands that you sneak through
a section, taking out enemies with your fists rather than with a
firearm, then sneaking it is, no questions asked, all complaints
ignored. It's unfair and it makes the game feel dated, old and clumsy.
Indeed, there are times when it's infuriating; disarm a soldier
and rather than doing the sensible thing and shooting him in the
face, you have to engage him in a bout of no holds barred pugilism.
And that fighting is hardly a refined system; one button for light
attack, one for heavy and one for block. Tactics are as follows;
block, light heavy light, block, heavy heavy heavy, repeat until
you've built up enough adrenaline for a takedown. Those takedowns
are essentially Bourne's fatalities; fill up an adrenaline bar and
a red flashing button appears, press it to smash your opponent's
head into the nearest inanimate object. For the first twenty minutes
such actions entertain, but for the rest of the five hours of gameplay
they grate. There's no advancement, no new combos to learn or new
moves to master, just lots and lots of button mashing.
The
shooting fares little better with an arbitrary cover system that
doesn't allow you to hide behind all of the objects in the world,
and after performing a shooting takedown - a fancy shot performed
after enough bullets have thudded into targets - you're pulled out
of hiding like a sitting duck. Add to this the fact that when you
get too close to an opponent you're forced to take them on hand
to hand, even if there are twenty other people shooting at you,
and teeth begin to grind.
The
single driving section in the game is little more than a race to
different, sometimes badly marked, checkpoints, whilst you are chased
by the entirely inept Parisian Police Force, whose sole tactic to
stop you escaping is ploughing their cars into yours. At no point
can you get out of the car and at no point can you change cars -
even if yours is on the verge of destruction. You're stuck with
a red mini because it's what the developers want you to drive, regardless
of whether or not it makes any sense or is the car you want to be
driving. The car handles reasonably well but it sometimes feels
a little too floaty and far away from the ground and the emergency
brake is all but useless. There are sections where Bourne can burn
off adrenaline to make time slow down, allowing easier reactions
to the oncoming vehicles, but it's badly implemented and, whilst
being a reasonably good idea, never quite works well enough to be
of any use. Bourne can also use this "Bourne Instinct" during the
other levels, allowing him to better see objectives, enemies and
weak spots. In the easiest difficulty setting this costs nothing,
but on the harder levels it uses up adrenaline, requiring you to
weigh up whether quick kills or direction is needed at that point.
Perhaps
the weakest part of Bourne's arsenal are the Quick Time Events (QTEs)
that pepper the game. A button flashes onto the screen and you have
a few seconds to push it before you die or get caught. It's that
simple - either press it or it's game over and back to the last
checkpoint. It's an archaic mechanism and whilst it's supposed to
increase the tension, all it increases is frustration. When sniping
a handful of enemies or dodging a hail of bullets is reduced to
a simple button press then any connection to the game is abandoned;
you no longer feel like you're Bourne - like it's you who's dodging
the bullets and taking the headshots - and that's a tragedy. The
chief selling point for this game is that you get to become Bourne,
to become a living weapon, but in reality Bourne's little more than
a puppet that's controlled by the occasional button press.
The
Bourne Conspiracy doesn't tax the Unreal Engine that lies beneath
the bonnet; it's a game populated by browns and greys and archetypal
crates. There are no "wow" moments, no point where the game makes
you stop to take a breath. The only nice touch is the real time
damage the character models sustain in fistfights; each blow landed
leads to a little more deformation as eyes gradually bruise and
blood drips and darkens. Sadly though the models themselves are
spectacularly dead eyed and emotionless, and eventually you won't
really care if Jason's face is being pummelled black and blue. The
music is of a reasonably good quality, sometimes even managing to
stir up some emotion. It's a decent enough mix of thick guitar sounds
and strings that wouldn't be at all out of place in the Bourne films.
The sound effects too are more than adequate, with bones crunching
in an almost excruciating manner and guns sounding realer than I've
heard before. That the audio component is the game's biggest strength
is a very bad sign indeed.
The
Bourne Conspiracy isn't a bad game. It's massively, abominably
flawed, but there are points where it does play well, points where
I was both entertained and excited. The problem is that these points
are few and far between with an awful lot of trudging needed to
get to them. The plot poses far too many unanswered questions, the
graphics are average and the gameplay itself is outdated. If you
want to understand how outdated then consider this: upon finishing
the game you're given cheat codes that change the way the game plays
when typed into the "cheat code" screen. It's all quite 16-bit.
There are better third person action games out there, better driving
games, better games full stop. It's worth a rental and probably
worth picking up for less than half price, so long as you're not
looking for anything revolutionary, taxing or long. It's an entirely
forgettable game, one that fades from the memory as soon as the
controller is laid down. However, as a diversion and a stopgap,
if you can look past the last generation style and the frustrating
defects, you might find something to while away a night or two.
Reviewed by Harry Slater for AceGamez (All Rights Reserved).
|