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Platform: Microsoft
Xbox Review by: Shawn Sackenheim It was sometime between Call of Duty and Brothers in Arms that I swore off World War II shooters for good.
I’m so tired of traipsing through bombed-out cities, dodging gunfire in eastern European
forests and invading underground bases. So I was pretty excited to play BLACK and revel in some up-to-date tactical
action; but aside from modern military lingo and a couple of guns, it might as well be 1942 all over again. Even from the first tantalizing previews I was worried about BLACK’s storyline. The focus was always on the graphics, and EA reps quickly skirted the topic of plot by making something else on-screen explode. As suspected, the game is held together by one of the vaguest storylines this side of the Lifetime movie network. Stylishly jumpy and overexposed live action cutscenes detail your interrogation as you recount your mission. The only really good twist comes all the way at the end, but it does more to set up a sequel than justify playing the game.
The gameplay is solid, but only because it treads no new ground whatsoever. I was constantly reminded of the original Medal of Honor and—even older—GoldenEye. The majority of the stages are extremely linear, feeling more like a deadly terrorist-laden hallway than a sprawling battlefield. There are a few spots in each that branch off, but they reconvene in short order. Another retro irk is the lack of a jump button, which lets the designers cheap out and block your path with tiny piles of debris and even invisible walls.
"I could reach that secret stash of ammo if it weren’t for this wooden fence. I knew I shouldn’t have skipped that day in basic training when they went over climbing really small
obstructions!" Even the ability to shoot and destroy the world around you has been pre-planned and scripted with plenty of red "EXPLOSIVE!" boxes that enemies just love to use for cover. I almost feel bad exploiting the A.I., but when each soldier takes over ten body shots to put down, you’re left with no other choice. Speaking of your computer controlled foes, they behave pretty believably in close quarters; but when there’s lots of debris in their path (or from a distance) they resemble targets in a shooting gallery; mindlessly walking back and forth, waiting to be shot. They also don’t care whether you have a suppressor or not. A few minutes into the “stealth” sections and all hell breaks loose regardless of how carefully you plan your shots. Worst of all—and most unforgivably—is the total lack of save points. In order to save you must complete an entire mission, some of which can last over an hour. With little direction (and even less dialog), it’s hard to tell when you’re nearing the end. Even the final mission has as little immediacy or direction as the very first. Oh, and there’s no multiplayer mode. That’s really important to some people, but with such a simple, visceral single player game it’s not really surprising that the team didn’t bother.
-- Shawn Sackenheim {03-15-2006} |
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Past Reviews by Shawn Sackenheim: Bonanza
Brothers (SG) |