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In his novel, The Man in the High Castle, Philip K. Dick
presents an alternate past where the Allied forces failed to fight
off Hitler's army and the Nazis dominated the globe. This huge difference
in human history stemmed from a single event; a point of divergence
that initiated a chain reaction, ending in the fall of every major
state in the world. The story spawned an entire genre based around
the question, what if? Now, Codemasters have picked up on
this idea in their latest first person shooter, Turning Point: Fall
of Liberty.
The
titular turning point in Fall of Liberty follows a similar train
of thought to Dick's and is explained during the opening credits
- Winston Churchill, whilst still a relatively unknown British diplomat,
is struck by a taxi in New York in 1931. In reality, this accident
forced him to walk with a cane for the rest of his life. In Fall
of Liberty however, he was killed; as a result, Britain never benefited
from his rallying efforts as Prime Minister and, along with the
rest of Europe, fell under the onslaught of the Third Reich.
You
play Dan Carson, a New York builder turned military genius (if the
amount of trust and responsibility placed upon him by the end of
the first mission is anything to go by) who, in 1953, finds himself
at the top of a half-completed skyscraper when the German bombs
start falling. Dutifully you rush downwards, taking out Nazis whenever
the chance arises. The U.S. quickly falls however and you find yourself
as a key player in the American resistance, focused on clearing
the land of the free of those who would take the liberty of the
populace.
The
story provides a great opportunity for iconic visuals and refreshing
locales; after storming the beach at Normandy for the umpteenth
time, I was looking forward to what is essentially a WWII game in
a brand new setting. On the graphical front however, Turning Point
unfortunately does not deliver. The Unreal 3 engine can be used
(and has been used) to much better effect, so whilst some levels
do feature some great sights (highlights include a demolished Empire
State Building and a swastika-adorned White House), textures are
flat and reused far too often. You know it's getting bad when you
start recognising piles of rocks and stacked boxes that you first
spotted two levels ago!
It's
not all bad news though, as there are some beautiful lighting effects
and extravagant explosions. The torch is especially impressive and
behaves realistically when you approach a wall. However, only one
gun comes equipped with this illuminating device and a lot of the
environments are so dark that you end up compromising on firepower
in order to light up your path. Sadly, when producing particle effects,
the game experiences an unforgivable degree of slowdown. Even shooting
a single glass from a distance leads to a horrible stuttering, as
the game struggles to keep up with itself, so rushing into a room
where a grenade has just gone off is a nightmare, with the action
grinding to a halt as the frame rate plummets. It's like playing
F.E.A.R., except you have
no control over the slow motion and if offers no tactical advantage!
Character models are also extremely glitchy, with dead soldiers
and guns getting stuck halfway through solid objects or bouncing
down the road as their rag doll physics fail.
When
it comes to the sounds, the producers obviously spent a lot of money
on Turning Point's score; there are plenty of dramatic, majestic
musical interludes that match the pace of the action nicely. The
weapons also sound accurate and, at high volumes, produce an authentically
tooth-rattling effect, combined with an extremely satisfying rumble
from the controller. For a game that's filled with Nazis you hear
very little German (although, as we've seen in the later Medal
of Honor games, this may be a good thing, avoiding campy accents
and abysmal translations) but the startled yells and screams of
fallen troops, if you can hear them over the din made by the guns
and exploding grenades, does not become repetitive. The voice acting,
however, is cringe-worthy at best, with supporting characters all
adopting the same grizzled drawl that make them sound as though
they've been gargling gravel all morning.
Before
I get to Turning Point's major failings, I should mention that it
is, at the very least, playable. If you're interested enough in
the concept to put up with its poor execution, then the game can
be a successful exercise in Nazi extermination with the odd highly
enjoyable element. One of these is the innovative grapple system
that replaces the usual melee attack option; approach an enemy and
press B when the hand icon appears, and you enter into a hand-to-hand
fight with two possible outcomes. In the first of these you opt
for an instant kill and, depending on how you approached your foe,
end their life in a number of entertaining ways. Especially satisfying
are the environmental kills, which, when available, allow you to
push people off buildings, ram heads through TV sets or, in a more
delicate situation, drown an SS trooper in a toilet. There is a
balanced trade off for getting such an easy kill as well; these
attacks all take time to execute and while you're jamming Jerry's
head down the khazi, you are still susceptible to enemy fire. As
a result, there is an element of strategy in deciding when to go
for the quick (and, when required, stealthy) kill and when you're
better off sticking with a nice big gun. The second option is to
steal your victim's gun and use them as a human shield until they
have either succumbed to their comrades' bullets or you no longer
have a use for them and bash their brains in. This is an ideal way
of dealing with a roomful of enemies and, again, provides an alternative
strategy to the usual run and gun attitude adopted in first person
shooters.
Unfortunately,
performing this move leads to an unpleasant visual effect; every
time you go hand-to-hand, climb a ladder or attempt to vault over
any object higher than your shin, the perspective rips you out of
Dan's head and shows you the action taking place in third person
view, before zooming back in. This happens so frequently that the
effect isn't so much cinematic as it is nauseating. In fact, so
jarring is this technique that it also serves to momentarily pull
you out of the action and you feel less connected to the events
as a result. Actions similar to these work wonderfully in games
such as Condemned,
producing a totally immersing experience by remaining in the first
person view for the entire game; there really is no excuse for such
an uncomfortable system in this day and age. The hand icon is also
used when operating switches and opening doors. Where and when it
appears is highly temperamental though and you often find yourself
stuck with no perceivable solution until a desultory flick of the
analogue stick puts the crosshairs over the one pixel that allows
you to press a button and continue the mission.
When
you're not playing 'find the button', you have some truly shocking
AI to contend with. While Hitler's forces manage to throw a good
number of competent soldiers at you, there are some standout examples
of virtual stupidity along for the ride. It's not uncommon to find
an enemy soldier firing ceaselessly into a wall, and frequently,
when encountering a single guard, they will stare at you, obviously
dumbstruck by Dan's rugged good looks, until you plant a bullet
in their head. To compensate for these blundering individuals, the
difficulty on later levels is ramped up to an insane degree. Enemies
magically spawn behind you and every bullet seems to do ten times
the normal amount of damage. Injuries are, as is now common in shooters
such as this, tolerable to a level and then you have to go and hide
until you've recovered. There is no life bar, but with every hit
your vision blurs and movement controls become sluggish. Expect
to see everything go black and white and spiral out very frequently
in the last few assaults.
The
only perceivable reason for causing this controller-snapping frustration
is to increase the game's paltry lifespan; a couple of three-hour
sessions and you'll be done, with no replay value beyond the four
repetitive multiplayer maps (limited to only eight players online).
Additional game-lengthening annoyances were the many glitches that
caused the whole console to freeze up (common enough when the 360
was a new console but unacceptable nowadays) or prevent a key event
from occurring. I spent nearly an hour in one section before learning
from the many other baffled players on online message boards that
the lift I was supposed to get into often simply does not work
and the checkpoint (and a lengthy battle) must be reloaded to continue.
Faced with all of this, even the most ardent achievement junkie
will find it hard to keep playing beyond the first run of the end
credits.
It
pains me to say this, but Turning Point: Fall of Liberty is a wholly
disappointing experience that fails to live up to its lofty premise.
So much potential is wasted in poor execution, unfinished code and
sloppy graphics that I can only recommend this game if you really
have nothing else to play or are simply aching for a new WWII style
shooter; a noble attempt at reinvigorating an arguably tired genre
is sadly marred by general mediocrity and numerous failings.
Reviewed by Henry Osadzinski for AceGamez (All Rights Reserved).
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