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EDITOR'S
NOTE: At the time of writing, this US game has not yet been released
in Europe.
With
the next generation of gaming consoles steamrolling toward us even
faster these days, it's easy to get swept away by pure visual flash
while completely forgetting that the game experience itself is going
to remain pretty much unchanged in many genres. For me, it's just
always cool to play current generation titles that break things
down to the core elements of gaming and deliver the goods at a reasonable
price. An otherwise solid game like Digital Extremes' latest first-person
shooter, WarPath (Xbox and PC) might be far too easy to overlook
for the more jaded gamers out there who swear by bigger hyped releases.
However, the straightforward approach to multiplayer-centric action
coupled with an interesting strategic twist to its single player
game equals an intriguing enough entry in an extremely overcrowded
genre.
If
some visual elements of the game look mighty familiar, that's because
WarPath actually started life as a sequel to Pariah,
2004's Unreal-powered FPS that introduced some solid concepts to
the genre. The developer has addressed the issues with that game's
slightly sluggish frame rate by making the action in WarPath wickedly
fast, fluid and non-stop, even when playing with multiple bots.
There are a couple of shortcomings here, but what the game does
right, it does well enough to warrant a look. The single player
campaign introduces three races (The Ohm, House of Kovos and Coalition)
having at it on an alien world in a series of battles over up to
25 maps that range from Deathmatch, Team Deathmatch, Capture the
Flag or Frontline Assault maps with a big boss battle awaiting the
winning faction in the final map.
Once
you set up a profile and choose a faction, you're sent to the game's
first cool idea; a hexagon-based map that allows you to select a
starting point when your turn comes. The actual 'strategy' isn't
incredibly deep - you're simply picking a match type and difficulty
level. On the other hand, the fun begins as you blast your way through,
winning matches. Weapon upgrades become available as you gain spaces
on the map and applying these upgrades makes taking down enemies
easier as things progress. The controls are excellent and, like
Pariah, you get a sprint button and can use a blade for close-up
attacks. The objective for each faction is to blast its way toward
each enemy fortress, capture their weapons and destroy their main
generator. You'll want to grab as many C.A.M (Combat Augmentation
Module) upgrades as possible, which get added to your inventory.
You can choose to play through the game without adding any upgrades,
but passing up the chance to use more powerful versions of the weapons
is a bit foolhardy, unless you want to make the game harder intentionally.
Like
Pariah, you get that cool rocket launcher that switches to a guided
rocket slayer, a homing laser with seeking shots, a multi-blast
shotgun and more. You also get the same vehicles, renamed here as
Razorback, Hornet and Maverick. You only get to use these rides
in the larger Frontline Assault maps and they control quite well,
with powerful guns and ramming capability. As you get closer to
each enemy base, the difficulty increases, but there are a couple
of maps where you'll be picking off AI enemies while your bot-mates
do the flag stealing or generator destroying. On the easier difficulty
the game is pretty much a cakewalk, so FPS vets playing solo will
want to crank it all the way up for best results. The fifteen-minute
time limit per match is rarely exceeded, save for in a few Assault
maps where ground can be gained and lost quickly.
The
final boss battle is a bit of a shock for a number of reasons; first,
it takes place in a crazy maze of corridors leading into a huge
vertical room where panicking means falling to your death time and
again if you miss a jump or back off a walkway. Secondly, the gigantic,
cheap boss, er, bosses you face off against have a particularly
funny walking animation and sound like a bag of wind-up toys gone
haywire. It's unintentionally funny, yet freaky simultaneously to
hear the clank-clank-clanking coming from two sides and have one
pop in through a doorway you were headed for while the other gets
the drop on you from behind. Your health gets whittled down in milliseconds
here, so prepare to retry until you pick the proper weapons and
techniques needed to survive. My suggestions: upgrade weapons as
soon as the match begins, keep moving, grab as much armor as you
can carry and pray.
As
for multiplayer, you can play alone with or without bots in Practice
mode, jump online via Xbox Live and play any map or hoof it over
to a buddy's pad with your Xbox for some System Link love. Unfortunately,
you can't play the grid-based campaign online at all, a feature
that would have added a point to the overall score of the game.
Given that the single player campaign with bots takes about three
to four hours per race (depending on the difficulty), I can sort
of see the reasoning for leaving it out - not enough maps and skilled
teams would blow through the game in possibly a third of the time
it takes a single player to finish. Still, I'd love to see this
idea built upon in the future. The PC version of the game has Unreal
2.0 Editor functions, but the Xbox version doesn't contain a map
editor at all. While this omission is too bad, I'd imagine DE could
create maps for download at some point in the future if the game
does well enough.
The
big shock for non-Xbox Live players or fans of System Link is that
there's no split screen at all (you can gasp and faint now).
While it was actually omitted due to time constraints and the developer
wanting to keep the frame rate stable in multiplayer matches, I
actually applaud Digital Extremes for omitting this feature for
a few reasons. Firstly, if you've never played a multiplayer FPS
with a full screen to yourself, playing WarPath over System Link
or Live is a liberating experience. With a full screen you're not
distracted and you'll notice that the level of detail here is the
same as is found within the single player game. In split screen
games a system's processor has to draw the same detail per window,
which can result in reduced performance in some areas. Here your
only issue will be the connection speed of the other players (and
their skill level, of course). Secondly, I'm hoping more developers
adopt this in the future, as in a crazy way it'll sure help Microsoft
increase its System Link and Xbox Live user base somewhat if an
A-title omits split screen.
Granted,
the opposition to this will be extreme, but every revolution needs
to start somewhere, right? The main issue with the online version
of WarPath is finding more players who aren't driven by the "How
come this isn't Halo 2?" mentality. With the proper folks, matches
are fast and fun, with the addition of the sprint ability making
for a nice strategic twist that's missing from most shooters. The
majority of the people I've chatted with like the game, but seem
to want some sort of level editor, flying vehicles for the big stages
and more stuff that blows up in the environments. Of course, some
instant haters out there love to bash any game that's not as polished
as their personal favorite; however, that brand of online Neanderthal
is the sort of person who possibly spends less time playing games
and more looking for trouble.
Presentation-wise,
WarPath goes for the simpler is better approach in terms of menus,
but the game is quite polished in other areas. The in-game graphics
are great, with exaggerated Havok physics in places, although not
enough destructible objects in the various environments. You'll
find a higher level of detail than in Pariah and some impressive
maps that scream "sequel, please!" The weapon effects are explosive
and screen-warping, while the cut scenes feature brief nice-looking
CG work. My only real graphical gripe is with the ending cinematics
that replicate the same shot but with the different faction skins.
In terms of character models, I'm pretty sure those Kovos troops
are modeled on the Cylons from the original Battlestar Galactica
series. The visual similarity is too great, but this actually adds
a nifty homage into the game that I like a lot. The Ohm all look
like Unreal
Tournament castoffs in their hooded armor and android-like accessories
- given the Unreal background of this game this is another fun touch.
Finally, the human Coalition forces have a nice military look, but
their blue gear and mirrored helmets make them look like little
more than a futuristic police force.
There
are nice mixes of vertical and horizontal levels that feature a
mostly industrial look and feel, but there are plenty of nice effects
to go around too. In terms of the best stuff here, those maps that
take place in what looks like a floating airbase absolutely beg
for the aforementioned flying vehicles to zip over and around the
bases in the distance. In fact, some of the structures you're on
feel as if there are multiple levels that were closed off once the
game took on its more multiplayer-geared formula. I'd kill to get
my paws on early debug code and see what was originally planned,
that's for sure! The sound design is decent, with the music doing
a good job of carrying you through the levels; I do wish the win
and lose themes were a bit more varied and dynamic, but there are
some nice thematic snippets here and there. One particular stage,
a snow-swept floating air platform, has a haunting tune that's a
little too Halo-esque,
but it actually sells the level during the pre-match fly-through.
Speaking
of Bungie, the bottom line here is simple - if you come into WarPath
expecting the second coming of Halo
2, you'll be more disappointed than someone who's looking for
a few hours worth of shooting stuff on nice-looking alien worlds
for fun. With Pariah, Digital Extremes introduced some cool ideas
to the FPS genre; WarPath takes these and runs with them remarkably
well. The fact that they're still getting mileage out of the awesome
Unreal engine makes me smile quite a bit. While some may not appreciate
the overall no-frills approach, the game should still be seen as
a very entertaining run & gun experience, as well as the potential
beginning to a future FPS franchise. That you're not barreled over
with a thousand new maps or hit over the head with pompous hype-driven
styling makes it a more accessible experience because you know what
you're getting right out of the box. That sort of truth in advertising
is a bit refreshing, in my humble opinion.
Reviewed by Greg Wilcox for AceGamez (All Rights Reserved).
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