G
Guest
Guest
Archived from groups: comp.sys.ibm.pc.games.action (More info?)
I know I'm a bit late to be reviewing this since it came out a little
while ago, but I'm only just getting around to it.
1. This is so *incredibly* derivative. I've seen it all before. Mad
scientist conducts research operations on a secluded island involving
aliens that eventually turn on the humans. He has a private army funded
by his infinitely rich private corporation. At one point a bad guy was
being hauled up by one of the Half-Life Barnacles and gibbed. My *God*
surely there are other scenarios from which to construct a first-person
shooter? Deus Ex had it all.
2. (In some parts) the textures, gameplay, and ideas are ripped
straight from Quake/Doom. In fact, this could be Quake 4. I bet at one
point I lose all my weapons after being knocked unconscious. I haven't
got there yet, but I'll put money on it. The melee aliens that swipe me
and take all my hit points in one hit... why would I consider this fun?
I've done it all before.
3. There *are* some original concepts. For example, the jungle island
scenario at the start is an entirely novel setting for a game of this
type, and very well executed. It could almost be Hidden and Dangerous,
since the hunting/sniping element is strong. Why has it now turned into
Doom?
4. The binoculars and sniper weapons are very well done. A tad
unrealistic (since sometimes enemies far away are clipped altogether
from your view until you zoom in), but it works.
5. On that point, the idea of giving more detail to objects as they get
closer leads to significant artefacts. Also, the island is clearly
larger than the viewbox, meaning that distant features get clipped.
It's annoying when using binoculars etc.
6. A lot of the 'puzzle' element of the game is as simple as this: You
try the obvious route, and you get corraled into dying. So next time
through, you take the non-obvious route, and a new path is revealed.
Whenever it saves the game for you, you know you solved it.
7. It has extensive indoor and outdoor elements. The outdoor elements,
by logic alone, should have way more polygons, but they are smooth while
the indoor scenes chug occasionally. Is it the case that the engine is
struggling with indoor scenes? (eg computing geometry outside the
viewable room?)
8. Save-game is rooted. It continually plays with my mouse
sensitivity, and the audio set pieces, etc
My verdict: It had the potential to be revolutionary, but it turned out
okay.
I know I'm a bit late to be reviewing this since it came out a little
while ago, but I'm only just getting around to it.
1. This is so *incredibly* derivative. I've seen it all before. Mad
scientist conducts research operations on a secluded island involving
aliens that eventually turn on the humans. He has a private army funded
by his infinitely rich private corporation. At one point a bad guy was
being hauled up by one of the Half-Life Barnacles and gibbed. My *God*
surely there are other scenarios from which to construct a first-person
shooter? Deus Ex had it all.
2. (In some parts) the textures, gameplay, and ideas are ripped
straight from Quake/Doom. In fact, this could be Quake 4. I bet at one
point I lose all my weapons after being knocked unconscious. I haven't
got there yet, but I'll put money on it. The melee aliens that swipe me
and take all my hit points in one hit... why would I consider this fun?
I've done it all before.
3. There *are* some original concepts. For example, the jungle island
scenario at the start is an entirely novel setting for a game of this
type, and very well executed. It could almost be Hidden and Dangerous,
since the hunting/sniping element is strong. Why has it now turned into
Doom?
4. The binoculars and sniper weapons are very well done. A tad
unrealistic (since sometimes enemies far away are clipped altogether
from your view until you zoom in), but it works.
5. On that point, the idea of giving more detail to objects as they get
closer leads to significant artefacts. Also, the island is clearly
larger than the viewbox, meaning that distant features get clipped.
It's annoying when using binoculars etc.
6. A lot of the 'puzzle' element of the game is as simple as this: You
try the obvious route, and you get corraled into dying. So next time
through, you take the non-obvious route, and a new path is revealed.
Whenever it saves the game for you, you know you solved it.
7. It has extensive indoor and outdoor elements. The outdoor elements,
by logic alone, should have way more polygons, but they are smooth while
the indoor scenes chug occasionally. Is it the case that the engine is
struggling with indoor scenes? (eg computing geometry outside the
viewable room?)
8. Save-game is rooted. It continually plays with my mouse
sensitivity, and the audio set pieces, etc
My verdict: It had the potential to be revolutionary, but it turned out
okay.