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Call of Duty: Finest HourScore: 6.8 / 10
Tossing
you in the role of a young Russian soldier rowing ashore a war-torn
Stalingrad, Call of Duty: Finest Hour starts off on a soaring high note.
The captain gives his victory speech telling, nay, ORDERING you to kill
all Germans, amidst the frantic gunfire aimed towards you and your
comrades. Some get killed right in front of you, others dive off the
boat and are shot as traitors. You make landfall, only to be caught
without a gun. You follow your commander, ducking and running for cover
amidst a maelstrom of arsenal shells and machine gun fire. You soon make
your way up the hill, where you get a gun, and you finally take part in
World War II. Unfortunately,
it's about at this point where the game starts to go downhill. The
military-based first person shooter is a crowded genre, fierce with
competition, which leaves little room for mediocrity. Where the recent
Medal of Honor: Pacific Assault stumbled, there was Call of Duty
available, albeit only for the PC. Not wanting to shoehorn
the graphical masterpiece of the computer version to a console,
Activision created an entirely new
engine and an whole new game, so Finest Hour is more of an adaptation of
the PC version, rather than a straight port. From a technological
standpoint, it's certainly beneficial, as there aren't any huge load
times or frame rate drops usually associated with computer conversions,
but a lot of other things are lost in process. While Call of Duty was
handed almost unanimous praise amongst critics and fans, the PS2 version
hasn't exactly fared so well. Although
it's not for lack of trying. The main draw of Call of Duty is the
intensity of actually being in the center of a warzone, and it's at its
best when you're taking cover from rockets and the resulting dust and
shrapnel. And this is something perfectly captured within the first five
minutes of the game. There's a lot of stuff going on the screen, and the
PS2 actually The
game controls suitably too - you can carry two weapons at a time, in
addition to using the L1 button toss grenades, and keep medpacks in your
inventory with you for quick healing. The triangle and circle buttons
make you stand up or go prone, allowing you to duck from enemy fire in
exchange for a slowly walking pace. Personally, I've always felt the PS2
analog sticks were a little awkward for first person shooters, and there
aren't any sensitivity options that really makes movement feel
comfortable, but with time you'll get used to them. |
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The foundation is reasonably solid, but other aspects of the game aren't as well ironed. First and foremost, there's the issue of checkpoints, or rather, the lack thereof. They are something of a myth - every once in awhile, a little note pops up that clues you into their existence, but they're all so rare that it makes the whole ordeal quite frustrating. The game is fairly forgiving on the easier difficulty levels (especially in the first several levels), and in a game that tries to capture the intensity of war, you're probably |
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going to want to put it on the Hard level for a better
experience. So
it's natural that the threat of death should be constant, but replaying
huge chunks of a level after dying gets real tedious, real quick. Some
stages aggravate this problem further. In an early level, you spend ten
minutes sitting in a window with a sniper rifle playing Nazi Shooting
Gallery. TEN MINUTES. If
you miss too many, then
you lose and have to start the whole annoying process over. But the dearth of checkpoints aren't the biggest problem. Like the sniping sequence, some of the segments are just dull, as you wander through deserted tunnels or deserted buildings and occasionally shoot some guys. If the game is at its best in the core of an intense firefight, why remove it from that context? And even then, you begin to see that even the fiercest of battles are all staged. Yes, pretty much everything is scripted. You see scores of soldiers charge straight into storms of bullets, but they're just going to get shot and killed anyway. Five years ago, this would've been awesome. But since Halo revolutionized NPC artificial intelligence, seeing this scripted behavior now feels like a bit of a cheat.
While
the background soldiers play no role in the actual conflict, you're
usually fighting alongside a small squadron of fellow combatants.
Usually there's a commander barking orders for you too, which makes the
game feel even more uncomfortably linear when you're pretty much just
following your teammates. It does make you feel more involved to be
doing something other than running forward and shooting, as several
missions have you escorting tanks or piloting them through city streets.
In fact, the levels where you control the tanks are some of the best in
the game - while the controls are awkward, it is a lot of fun to storm
through snowy battlefields, tossing shells at hapless enemy
soldiers and watching them flip and tumble to their demise. But despite
the constant companionship of allies, it still feels like you're the
only person in the conflict - you rarely ever have any direct control
over your teammates, and even when they engage the enemy, they're
curiously terrible at it. They take cover, occasionally take some shots,
and maybe knock off a soldier or two. But don't count on them too much,
because they spend more time lollygagging than actually fighting. You
can use your spare medkits to heal them, if you'd like, but doing so is
usually a waste. Call
of Duty tries some other tactics to get you involved in the war, but
they don't quite work either. The levels are structured into three
campaigns: the Russians defending their homeland, the British fighting
in North Africa and the Americans pushing in from the west, for a total
of nineteen levels. It's an interesting way to get some differing
viewpoints of various Allied soldiers, although the history lessons are
contained to short vignette before the start of each set. Every few
levels, you're put in the shoes of different soldiers, who are given
tiny backstories at the beginning in an attempt to make the war - and
thus, the killing - more personal. It's an earnest try, but none of the
stories are fleshed out, and overall, just doesn't have any of the
emotional impact that was probably intended. It's
not that the attempted story hurts the game, but it's simply a lost
opportunity to make Call of Duty better. Which is what can be said for
the entire game - where it tries to emulate a mass scale war, it ends up
fumbling with its staged events and brain addled squadmates, and loses
what would have made it stand out. It's still a somewhat reasonable
first person shooter, which is somewhat of a rare species on the PS2.
It's long enough to make a satisfying weekend rental, but short enough
that it probably won't keep you occupied any longer. - Kurt Kalata (December 30, 2004)
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