Warning: This one's a long one. Don't click if you don't want to read a long, geeky review of a new video game.
After a half-day of gameplay, I can safely say that Prefect Dark: Zero
has a lot to offer, but your experience may vary, depending on what
you're looking for from it. On the one hand, its got vast improvements
in graphics and AI over the original. They've added vehicles and a
(somewhat) destructible environment. Instead of being a walking armory,
Joanna's inventory is managed similarly to that in Deus Ex, in
that you've got 4 "blocks" in which to hold weapons. Pistols, melee
weapons, and throwables/grenades take up one block, so you can carry a
maximum of 4. SMGs take up 2 spaces, MGs and Rifles typically are 3,
and there are a couple of weapons that take up 4 blocks.
The story line is pretty interesting thus far (I'm still working on
beating it). As before, you play Joanna Dark. As this game is a prequel
to the original, you're a younger Joanna (~20 years old), and work as a
"bail bond agent" (bounty hunter) for her father Jack Dark (head of
Dark Bail Bonds), and tech-savvy mission coordinator Chandra Sekhar. At
least up to the point that I've gotten to, you play through your
missions fighting against dataDyne, developers of the DeathMatch
system--imagine playing your current DeathMatch games in a virtual
reality booth, and losing the match means you forfeit your life).
As far as playing the campaign is concerned, I have to give Rare to big
thumbs up on their implementation of difficulty settings. Its nothing
too complicated, just four options: Agent, Special Agent, Perfect
Agent, and Dark Agent. However, each difficulty level will spawn
different elements of the levels in different places (like security
cameras, for instance), which will require you to rethink your strategy
for each level. You can start off on any difficulty setting, but each
new level you start can only be played at the difficulty level at which
you played the previous mission, or easier. There will be no more
playing through the game on the easiest setting and then replaying the
last mission on the hardest setting, like with the Halo games.
If you want to beat the game in the hardest difficulty, you get to play
through it completely in the hardest difficulty.
One of the coolest features I've seen so far is the ability to respond
to enemy taunts, etc, during combat. For instance, I was facing off
against a guy in a ship, and he taunted me, and suddenly on-screen it
gives you a selection of ways to respond (taunt, charm, threaten). The
amount of detail that went into the combat system is fairly remarkable,
too; if you're firing at an armored enemy, his armor gets blown off in
chunks (yours does, too, as you take damage from combat). If they have
a helmet on, a head shot will simply blow the helmet off--a second head
shot is then required to make the kill. The coolest facet of this
attention to detail really shows later in the game when you start
facing guys who use a riot shield for protection. Its hard to notice in
the heat of battle, but once you take out one of these troops, you can
pick up his riot shield. Any damage you did to the shield will show as
you're carrying it, and is even zone-accurate (damage to the bottom or
top half, left or right side, for instance). If an enemy fires 3 rounds
at you, his gun will be missing those three rounds if you pick it up
for ammo or swap it into your inventory. It adds another level of
gameplay dynamics that just helps draw you in and keep you there.
Speaking of weapons and ammo, all of the weapons have a secondary mode,
and many have tertiary options (at least using a mounted flashlight,
sometimes jamming radar or mimicking enemy radar signatures, etc).
Several of the weapons can be used as alternatives to be swapped into
and out of mounted gun emplacements, and when a weapon is mounted to a
fixed emplacement, it receives the benefit of unlimited ammo (while
being restricted to a fixed position and a 180° aiming/viewing arc).
Also, players are finally able to duck, dodge, do diving rolls, use the
environment as cover, etc, just like enemy AI has been able to do for
quite some time.
One thing I found interesting was the way Rare designed the
health/armor/damage system. As you play through the game, there are two
forms of damage you can take: "shock" damage (which includes falling
damage, environmental damage such as burns, and even some combat
damage), and then your typical permanent damage. Because there are two
forms of damage that Joanna can take, the health bar reacts differently
to each one. If you take shock damage, your health bar drops, but it
leaves a white line as an indicator of what is basically your "maximum"
health. If you can avoid taking more damage in this state, your health
will quickly regenerate back up to that white indicator line (kind of
similar to your energy shield in Halo 2). If you fail to take
cover and protect yourself, further damage will begin to drop that
white line. When your health recovers, it won't exceed past that white
line. Playing through the game in the easiest difficulty setting showed
that you very seldom drop that white line unless you just stop moving
and shooting, at which point you'll be turned to Swiss cheese anyway.
What's more, different weapons will affect your health/armor in
different ways; armor-piercing weapons will affect your health and
leave your armor mostly intact, while weaker weapons will have to
destroy your armor before they can really harm you.
The multiplayer aspect of PD:Z (Or "P-dizzle" as I have come to call my
limited edition copy of the game--PD:Z-LE) is pretty typical in many regards.
There are your standard versions of Free-For-All deathmatch, Team deathmatch, a
territory-grab mode similar to UT2k4's "Onslaught", CTF... you get it. The
normal spread. However, Rare also added in what they call DarkOps, which is
very reminiscent of Counterstrike, in that its round-based, and if
you die during the match, you stay dead until the next match begins. Aside from
that, the weapons are the same and the gameplay's the same. I had originally
only played it with three other people locally on my 360, but I eventually
decided to really see what the game could do when unleashed on Xbox Live. The
game was virtually lag-free (to the point I could snipe some head shots on
moving targets). There are a lot of mundane things that we take for granted
when gaming, so I'm not sure what all I can easily point at as being contributing
factors, but playing online with PD:Z was just down-right
pleasurable. There's not much else I can say to describe it.
One of the most exciting features in PD:Z has to be its Co-op campaign.
Its all the same missions as the single-player campaign, but your objectives
are definitely more focused on player cooperation. Example: In the SP campaign,
your first mission is to monitor the perimeter of a weapons dealer's nightclub
base of operations. The first thing you're supposed to do is ID one of three or
four "enforcers" who are overseeing guard duty at the club. No big deal; just
avoid a firefight and use your visor on everyone you see. However, in the co-op
version of the same mission, each player has to ID an enforcer before you
can progress. Another example: in the SP campaign, you frequently have to use
your hacking tool to bypass security and get through a locked door. In co-op,
you'll find two security terminals instead of one. The only way to get through
that door is for both players to activate a console at the same time. And again,
some details of the levels change between single-player and co-op mode; things
like security cameras may be in different places, or there may be more of them to
contend with. Most importantly (I can't believe I forgot to mention this before
"publication"--This should be news of epic proportions for any avid gamer.),
PD:Z's co-op campaign can be played between two players on the same Xbox360,
over two consoles linked via a network, or over Xbox Live! That's right,
kiddies, the 360 is heralding a new age of co-op gaming, and its finally
internet-capable!
To be fair, I have to say this though: as far as the core gameplay, its
essentially just like playing the original, be that for good or bad.
You're moving around, shooting. You have fairly specific objectives,
some required, some optional, that you need to complete in a fairly
linear manner to progress. The maps aren't as linear as the mission
objectives, though, which is a breath of fresh air and a curse at the
same time; in one of the most recent levels I played, I drove around in
my hovercraft for a good half hour before realizing that I had gone
past my current objective several times.
The pace is slower than a lot of games currently out; in this regard, its less like Unreal Tournament 2004 and more like the Halo games. Inventory handling was similar to Halo 2
in that you could only carry a few weapons, and the buttons used to
switch guns, drop/swap weapons on the ground, meleeing your enemies,
etc were all almost identical to the control scheme in Halo 2. You
can't jump, but I've yet to find a circumstance where I really needed
it. There were times when it would've been really nice to just jump
over a barricade or box and go where I wanted how I wanted, but
sometimes you're just not meant to climb up on a crate to give yourself
a better vantage point to snipe out your foes.
So to sum things up, Perfect Dark: Zero gets my vote as "Strongest Launch Title" for the 360. I don't think it will do as much for the console as Halo did for the original Xbox, but its definitely the best thing going for the 360 at this time, beating out its FPS counterpart Call of Duty 2 both in ingenuity and in gameplay mechanics. Zero is not just a reheated Perfect Dark; its a whole new generation.
My full Xbox360 review is coming soon. Be ready.
| | Scuba Steve ( |
Finally, my Perfect Dark: Zero review (revised)
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