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BRUTE FORCE (XBOX)
Squad-based TPS comes to Xbox
By WILL BARKER
While
Microsoft's in house games aren't to be sneered at, the company needs
to string together a number of utterly mind-numbingly brilliant games
to cement themselves permanently in the minds of gamers.
And let's face it, we're cynical
bastards, aren't we? [Ed - Nope]
Halo was a brilliant start,
and there have been a few others - but Brute Force has been pushed by
the Microsoft PR spin merchants as the game to tide us over until Halo
2 arrives in 2004.
In a nutshell, Brute Force
is a third-person shooter (TPS) with an emphasis on squad-based tactics,
though as most will find out after playing through perhaps a third of
the game, you may as well throw the squad-based aspect out the window
and spit on it, because it's neither useful nor fun.
That's not to say this is a
bad game - far from it. Brute Force is a true third generation Xbox title,
with graphics that'll really impress, nice controls (think Halo), in-depth
gameplay and an extensive shelf-life to boot, with more multiplayer modes
than most games of this type (including co-op via system link - take that
Halo!).
The story is your typically
generic sci-fi fluff: You've been cloned a few times because "you're
the best dammit", and now the world needs you to wield mini-guns
akimbo in your search for truth and justice.
You'll scoot across the galaxy
in your über-cruiser of triumph, saving planets from a fate worse
than death (Scientology?), and as you pass levels you'll also unlock more
characters in your squad in order tackle tougher and more difficult scenarios.
From the get-go, it's obvious
where this game's inspiration came from: Halo. To start with, the controls
are almost exactly the same, with right trigger firing your main weapon,
left lobbing grenades.
This is a very smart
move, as Halo's one of the highest selling games on Xbox, meaning that
many gamers will instantly feel comfy with the control scheme, though
default sensitivities on both X and Y axis needed to be increased significantly
for my arguably eclectic tastes.
There's also a 'quick-heal'
button that instantly uses your accumulated med-packs. Another similar
trait is the co-op mode. Sure, you get your screen squeezed, but it's
so much fun going the tonk with mates. Really, it is
no, seriously.
Moreover, you can even play
the game with three or four players in co-op mode, meaning you won't have
to put up with understandably average AI. The only drawback is that as
the game's viewed from the third-person perspective, you get precious
screen space taken up by your chosen character. Easy come, easy go.
Anyway, the controls are tip-top
and it takes about 10 seconds before you're blasting several shades of
hurt through your foes, and the gameplay is pretty good too. It's certainly
not in Halo's league (but what is?), yet it offers some very exciting
gameplay moments, for example where you're storming a ramshackle fort
peppered with mutant freaks of the green-blood variety. Ah, the sweet,
sweet green blood that won't upset concerned parents whose kids are already
watching soft-porn
Where was I? Ah, the crude
fort. Of course!! If you charge the gates and run through, you're more
than likely to perish, even with two other comrades on your six. However,
take a little time to survey what's around you, find a nice vantage point
and take down the 25-odd enemy force with superior cunning.
Arc a trio of gas grenades
over the fort's walls from that cliff top conveniently placed nearby,
followed by semi-sniperage (the sniper character isn't available until
part-way through the game) and then why not pull out both your shotgun
and your chain gun to finally charge the dilapidated fort, mopping up
the heavily injured half-dozen goons who survived your clever tactics.
Indeed, the way the levels
are designed allows you to really flex your strategic muscle, though using
your squad mates to bolster such well-thought out approaches is very hit-and-miss.
There are sections
where you can position your sniper for maximum effectiveness or use your
stealther to flank enemy positions, but in general it's best to make them
stay put so that you can use them if and when your current character cops
a cap in the cods for not giving props to his Oaktown posse. Or something.
There are four (well, five
if you count the generic soldiers who aid you on the first stages of the
campaign) characters to choose from, though in the campaign mode you'll
gain access to them over time.
Each character has individually
sized health bars - some are big, others are not - and has preferred weapons
and a special ability of sorts.
Hawk is a clever assassin who
has the ability to power up a chameleon suit, essentially making her invisible.
Sadly, she can often be seen while invisible, so it's usefulness is dubious
at best. She does have a cool plasma blade melee weapon, which is very
powerful and fell tougher opponents with ease. She also has the smallest
health bar and can only use pistol-based weapons.
Next up is Brutus, a lizard-man
with a bad temper and the special ability to see heat (a la Predator)
and also replenish his health. He can use one heavy weapon and one pistol
at any time and has the second largest health bar. Oh, and he also has
a fairly powerful, though haphazard charge attack.
Next up is Flint, a sassy femme-bot
who's a crack shot with her rifle and a dab-hand in the kitchen. This
cyborg bad-girl's special ability is auto-aim and steady hands while using
the sniper rifle, making her very useful - she can often target enemies
before you even get a visual on them. Her health bar is the second smallest.
Lastly is Tex, who likes his
meat red raw, sleeps on a bed of nails and drives around in a pickup with
customised plates reading: "RednexTex". His health bar is the
biggest of the bunch and he can carry only heavy weapons - pistols are
too weak for his tastes. His special ability is to wield two guns at once,
which can be very useful in situations where cover is minimal and enemies
are in abundance.
Brutus and Tex are
great at waltzing in and tearing the place up, thanks to their medium/heavy
firepower capabilities and extensive health reserves, while the other
two are more proficient at less direct attacks.
At any time (assuming you're
playing a level with all four characters) you can switch between characters
and give the remaining three rudimentary orders, such as walk here, stand
ground, attack, cover me, etcetera.
Sadly, the AI scripting isn't
brilliant. Sure, it's better than most games, but for this sort of squad-based
gameplay to be viable you need watertight AI coding, and sadly it's quite
hard to get your team mates to do what you want.
Still, enemy AI isn't too bad,
and in the later levels you'll often be faced with a resilient army of
bad-asses keen to tear you a new one. Sometimes they'll retreat when injured
(which is where Flint comes in to snipe the cowardly soldiers) and other
times they'll regroup.
Of course, Brute Force isn't
immune to the dreaded AI bungles, and sometimes your foes will appear
to go completely bonkers. Thankfully this doesn't happen too much, and
is quite funny - perhaps developers Digital Anvil planned this as a joke?
For the most part, level design
and placement of enemies and so forth is really quite good, some of the
stages looking very cinematic with rolling hills, waterfalls, valleys
and of course ominously abandoned outposts. There are only a few levels
that grate, and though sucky, they help reinforce just how good a lot
of the other levels are.
Visually, this game is as good
as they get. There's lots of tall grass and oh-so-lovely trees that add
oodles of atmosphere, and for the most part, it's a very sexy game indeed.
While not as geographically cool as Halo, the attention to detail and
texture quality is better and there are plenty of areas in the game where
you'll stop and just have to take a quick 360 degree look at your surroundings,
while picking your jaw up off the drool-covered carpet.
Bump-mapping is used to great
effect on many surfaces and there's eye candy galore in terms of volumetric/dynamic
lighting when you release grenades and fire weapons, for instance. And
the icing on the cake? You foes bleed - a lot.
Sonically, Brute
Force comes up trumps, taking advantage of Dolby 5.1 Surround sound to
deliver some very crisp and classy weapons fire samples. I also liked
the ambient sounds in certain environs, and while the music is clear and
well modulated, it didn't really strike a chord with this reviewer (bada-bum!).
Brute Force is another solid
title from one of Microsoft's best in-house development teams, Digital
Anvil.
It takes many of the best aspects
of Halo and incorporates team-based ideas that, while ill-fitting at times,
extend the game's scope and give a good deal of replayability. There's
downloadable content, a wealth of multiplayer modes including co-op, deathmatch
and plenty more.
The graphics will blow you
away and the gameplay, whilst not of the same lofty standards, is still
well above the norm, and will have fans of action shooters slavering for
more. And perhaps that was the ploy all along - Halo 2 can't arrive soon
enough
ORIGINALITY 60%
SOUND/GRAPHICS 90%
PLAYABILITY 80%
ENJOYMENT 85%
OVERALL 80%
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