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GUN METAL (XBOX)
Big robot action with added stomp
By WILLIAM BARKER
A
hybrid, also known as a crossbreed or mongrel.
This describes Gun
Metal to a tee, though don't get it mixed up with canine biology - this
is digital coding at its best.
Gun Metal is, in general, a
complete success. Pretty much all aspects that make a serious game highly
playable and memorable are in tip-top form.
The graphics are sweet, the
gameplay a little tough, but oh-so rewarding and highly original, plus
the sound is really above par as well. Longterm viability could be questioned,
but we'll touch on that a little later in the review.
One the coolest things about
Gun Metal, for this reviewer at least, is the fact that it melds the funky
Japanese anime Robotech/Macross concept with a 30fps-smooth 3D world,
and a highly playable game engine at that.
Ever since just before the
launch of the N64, when early screenshots of a Robotech game appeared
- we're talking Rick Hunter versus the colossal Zenrtadi - I have been
hankering for such a game.
But alas, the N64 version,
which looked extremely promising early on, never made it past production.
I blame the suits...
And sure, much of
the attraction would have been to uncover yet another Macross saga, but
even without the most compelling story, Gun Metal has fulfilled a special
dream of mine.
The first thing you need to
know - unless, like me, you're a huge Macross fan - is that the 30-foot
tall mecha robot of death you take control of is more than just a mek-war-yor
wannabe. Indeed, this mixed alloy robot has perhaps one of the coolest
party tricks in sci-fi lore - transformation.
One minute you may be using
the Unreal-esque flak cannon in humanoid mode (called the Havoc suit)
to dispatch a troupe of enemy infantry on foot, when at the push of a
button the next minute you'll have transformed into a fire breathing,
take-no-prisoners, 21st century jet (the Havoc jet). Only this jet-fighter
can do barrel rolls, is lightning quick and has an ordnance payload that'd
make even Chuck Yeager cry to his mommie.
Both modes have pros and cons
- the suit has extra shields, similar in effect to the shields in Halo,
while the more vulnerable jet can spread destruction across a much wider
area with its bombs and torpedoes.
But before I get too excited
and accidentally take someone's eye out, let's take a look at whose ass
your gonna whup, and for what reasons. In all honesty, I wouldn't really
care if there was no story - such is the prodigious gameplay - but as
it happens, something sinister has happened to our beloved planet Earth.
After a massive internal conflict,
the planet Earth is left ravaged. Being explorers at heart, the humans
set off to find another home, and soon Helios was found and the human
race was happy again.
But after many hundreds of
years of not stuffing up another planet, an alien aggressor, which had
been laying dormant on Helios is awakened and all of a sudden, the humans
are in the shit again.
The battles raged
between the man and alien saw millions of lives lost, and while the humans
were winning battles, they looked like losing the war. But hope remained
in an experimental protector - the Havoc Suit. As its pilot, you are charged
with single-handedly defying the aliens and saving the human race
From the outset, the biggest
hurdle for most gamers will be not the PC flight sim-inspired radar system,
or the overabundance of weaponry - how should I smoke this bogey? - but
the control method. Indeed, the Havoc system is one helluva piece of kit
- it has all the bells and whistles, but at the same time it is inherently
tricky to master.
Granted, after spending too many hours in my comfy chair playing Gun Metal,
it's fair to say that Rage hit the nail on the head with the setup, but
early on things can become a little complicated.
For instance, in robot mode,
the game plays just like Halo or any other first/third person shooter,
with left joystick governing forward/backward and strafing movements,
while the right stick turns left/right and aims up and down.
Push the spooge-worthy 'transform'
button though, and the controls change. The left stick is essentially
the primary input device, while the right stick is used to speed up and
slow down.
While you may scoff, this control
method can take a little while to get used to - particularly in 'death-from-above'
jet mode.
The right and left
triggers operate your weaponary - arguably one of the most crucial aspects
in the tougher missions. Use the wrong weapon on the wrong enemy and their
mates over in the alpha quadrant may just well tear apart your HQ - time
is often a big factor too.
Assigned to the left trigger
are general purpose missiles. Let's call them swarm missiles, coz they
swarm a lot and look cool.
You can target up to about
eight enemies with these, give or take, which are the same in suit and
jet mode, yet are extremely powerful and best saved for particularly tricky
situations.
It's pretty cool to target
half-a-dozen airborne bogeys, release a volley of fiery doom, only to
transform into robot mode and stick a few hellfires up their bums just
before the more powerful rockets impact. Heh, toying with one's prey has
never been so much fun. Auto-aim will work for many, but for me, it got
a bit annoying, so I chose the manual aim option. In later levels it was
a godsend, as the auto mode can sometimes be a little restrictive in relation
to the Y axis (vertical targeting).
For Rage, (the developers)
the mixture of gameplay styles would have been seen as somewhat haphazard
initially. How does one make a solid game without splitting it up into
two parts? Thankfully, the combined on-the-fly gameplay styles work a
treat. Some of this has to do with a rather solid physics engine.
The suit mode is ideal for
intricate eradication, where precision is needed. Weapons like the disc-thrower
and anti-tank gauss rifle highlight this point. The jet, however, allows
you fly to hot spots in the massive gameworld in no time
at all, while it's complement of rapid fire vulcan cannons and missiles
are great for airborne targets, napalm and heavy-duty carpet bombs dish
out indiscriminate destruction over a huge area.
Visually, this game is the
bees knees. Everything about it has a polished look, from the weapons
discharge, to the transformation sequences and especially the environments
around you.
All textures are highly detailed
and there's nary a jagged edge in sight. The Havoc Suit looks amazing,
as do all the weapons, and vehicle design, such as enemy tanks, motherships
and outposts are equally sexy.
There's plenty of impressive
pyrotechnics too, while the particle system does a great job of calculating,
um, particles.
Everything appears to be alive,
too. See those trees? Feel free to stomp on them, or shoot a few terrain-hugging
torpedoes, which will set off a chain-reaction of forest fires. Grass
moves in the breeze, the clouds drift by overhead and you'll even come
across indigenous life forms, of which you can also stomp on (Call me
Stompy).
The cities, too, look pretty
cool, with cars driving about, people walking around and stuff like that.
The frame rate is impressive,
and though it will drop, the sheer amount of action going down at any
one moment makes this a forgivable issue. The game has no cut scenes to
speak of, which is fine by me. The story is pushed along by the between
mission briefings - escort this, destroy that, protect this, stomp on
that - but in general, you'll be having too much fun to care about plot
lines.
Some may be put off by the
waves in which enemies attack, meaning oftentimes you can't just go AWOL
and look for cannon fodder. But this also means that you have a whole
bunch of infantry, tanks and dropships who contribute to the fire power.
At the end of the day, this
one may not be for everyone. I love this sort this sort of thing, but
I would still recommend a try before you buy approach.
Combine the killer sounds,
eye-popping pyrotechnics and addictive-as-crack gameplay and you've got
yourself one highly playable futuristic shoot-em-up game. Oh, and did
I mention you can stomp on things?
ORIGINALITY 90%
SOUND/GRAPHICS 95%
PLAYABILITY 85%
ADDICTION 75%
ENJOYMENT 90%
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