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IMPOSSIBLE CREATURES (PC)
Strategic opus or clichéd rehash?
By MARTIN KINGSLEY
They came in
the night, those Microsoft cronies, dressed in snakeskin suits with shark
smiles, and whispered how they would make me rich, offering me a fortune
in pennies, every one with strings attached, so they could yank them back
at any moment.
I told them that
I don't work for the money, that I wasn't interested.
They smiled nastily;
at least, I think they were smiling, if you consider 3 dozen teeth poking
out of a crack in an old suitcase a smile.
Oh, well, they said,
in that case, you can have Impossible Creatures, before disappearing in
a cloud of raffle tickets and cheque stubs.
More 1930s style comic games?
Egads! Quick, Brinkley, to the Reviewermobile! We haven't a minute to
lose! Where did you put my suitably crumpled fedora? What do you mean,
"You left it on the hat rack"? Are you suggesting that I forgot
it? No? Good!
Impossible Creatures has been
a long-awaited arrival, preceded by a journey that involved name changes,
much buggerizing around and political intrigue. Well, okay, maybe not
so much political intrigue, but still, it makes for a good story.
Originally called
Sigma, it's been in development for a little over 3 years. Being the brainchild
of Relic, those masterminds behind Homeworld, everyone had high hopes
for Impossible Creatures. Have those hopes been justified, or have we
been let down?
Will
Impossible Creatures rise to the throne of greatness, or descend to the
pits along with Messiah, Daikatana and many others?
Let's examine this from a simple
point of view: You are Rex Chance, typically-buff-adventurer-and-all-round-good-guy,
looking for your typically-long-lost-scientist-father. The stuff of all
good comic adventures, yes?
You receive a letter that leads
you to believe that your father is on an uncharted island, where he was
developing some kind of new technology, codenamed Sigma. Upon flying out
there, things quickly go pear-shaped, with you discovering that your father's
colleague has harnessed the Sigma technology to breed genetic nightmares
and is making a general mess of the place.
Along with the typically-tough-female-assistant,
you contrive to stop the madman and save the day. To do this, you must
yourself use Sigma to build an army, using whatever DNA you happen to
come across.
The concept isn't
new. It's been used before; most notably in Bullfrog's little-known strategy/action
cross-breed Genewars. The comic presentation isn't all that fresh either,
seen in games as diverse as Shadow Watch, Hero X and Rise of the Dragon,
although it's unlikely that the Relic team ever played that one.
So it is that the responsibility
to provide a fresh experience lands squarely upon the gameplay's metaphorical
shoulders. Sadly, it falls just short of innovative, standing somewhere
between enjoyable and slightly repetitive.
There are three resources you
need to build creatures. Firstly, you need power, provided by power stations.
Secondly, you need coal. Thirdly, you need to go out and shoot some fuzzy
animals with your dart gun, harvesting their DNA in the process.
With all of this accomplished,
you can then start to build some creatures.
This is where the fun is. You
have a bank of accessible DNA, which you can combine with any other creature,
creating a hybrid.
There are 6 body
parts to each creature, specifically head, back legs, fore legs/arms,
tail, torso and wings, depending on the creatures involved.
Each body part has specific
advantages and disadvantages, and the game allows you to mix and match
to your heart's content until you have the perfect lemming-shark, which
you can then save as a viable part of your army.
While there are roughly 80
creatures you can use and hundreds of variables, you can only have 9 different
units in the unit-selection screen at any one time, meaning that you have
to be very picky about managing your menagerie.
This seems like a good idea
at the start of the game, when you only have about five different animals
to mix, but when you're attempting to manage 80+
let's just say
it becomes confusing.
Ah, but Brinkley wants to know
about the graphics. The graphics, the graphics, how could I forget the
graphics?
Well, the IC
engine seems to be a derivative of Relic's Homeworld engine, in that most
cut scenes are handled by the internal engine itself, which, while not
Freelancer quality (see Will Barker's preview
for more information), still does a pretty good job of rendering motion
and expression.
IC takes advantage of a few
advances in graphic card technology, with shiny surfaces and terrain bump
mapping, but if you don't own the newest Hercules Geforce Ti4600 8X AGP
then don't fret, because you won't be missing much.
Indeed, system requirements
are somewhat lower than would be expected from the latest 3D real-time
strategy blockbuster, even at higher resolutions.
Battles aren't that impressive
visually and occasionally border on the ridiculous, as the animals seem
oversized compared to the rest of the scenery. Heck, even my skunk/wolf
towered over poor Rex, and he's a strapping lad, I tell ya.
IC seems capable of handling
large scale scraps, but you never really need that many units to win a
scenario, so it's seldom put to the test.
Some of the abilities
feel ripped off from other staples of the RTS genre, such as Starcraft
and C&C, but when you come right down to it, everything is a cliché,
so why worry?
The voice acting is suitably
cheesy, but never overdone, so I cannot level at Impossible Creatures
the same criticism I used on Hero X. Relic seem to understand that cheese
is good, but too much cheese gives you indigestion...
The script is tongue-in-cheek,
occasionally satirical and generally well written, and while it may not
have you rolling on the floor, it will elicit a wry chuckle every now
and then, which is always good.
Musically, there isn't much
to report. Some nice dramatic symphonic stuff is intermixed with bouncy
action tunes and other miscellaneous rhythms.
Impossible Creatures may not
be the second coming of strategy, but it's a good game. It may not be
a revolution, but it's definitely fun. It isn't perfect, but what is?
Don't expect it to change your life, do your washing or cook your meals,
and you'll get along just fine.
ORIGINALITY 75%
SOUND/GRAPHICS 80%
PLAYABILITY 80%
ADDICTION 80%
ENJOYMENT 80%
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