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Despite
the fact that Jack walks like he just finished up a lengthy and
intrusive visit with his proctologist, the character animation is smooth
and clean, especially during cut scenes. The scenery of the game is
unevenly detailed though – most rooms inside of buildings are
meticulously detailed down to bullet holes, bloody walls and scattered
papers but outside environments are completely 32-bit. More importantly,
most of the backgrounds, even indoors, are boring and slightly
repetitious. It’s not often that you are impressed by the visuals as
much as the attention to detail. The overall solidity of the
environments varies greatly (especially indoors/outdoors) but the
futuristic atmosphere is seemingly lost in the dull level design.
By
the time you start to get sick of the “loading” screens between
rooms and levels, you’ll get the hang of the controls. The motorbike
controls are some of the sloppiest vehicle controls this side of
Creation but while on foot, it’s easy to get Jack to hide, strafe,
crouch, aim, shoot and use all of his stealth abilities. This is all
helped along by in-game training sequences that are required for Jack to
upgrade his bounty hunter license. For each upgrade, you have to
complete a series of (frustrating) virtual reality missions that teach
you skills for your upcoming assignments.

The
in-game interface is yet another story. Efficient as it is, it has so
many windows and sections that it becomes overwhelming and feels
disorganized half of the time. It takes much longer to grasp than the
active controls. There is a second-rate “quick select” button that
is helpful but again, slightly more complex than it need be.
The
opening scene allows you to understand the basic combat game play and is
a good preview of what’s to come. Yet, during the missions, you find
yourself spending way too much time conducting tedious, Resident Evil
style item searches and plaque/key/crest/doohickey puzzles that become
annoying and absurd (why are there grenades and proximity mines on the
break room table at the mall?). Stealth is fun but backtracking is
exasperating. Boss battles are also a little unrealistic with the sort
of redundant patterns that should have been abandoned back in the 8-bit
era. The pacing is fluent even though you sometimes get hitched on
confusing puzzle designs. Overall, it’s sometimes a task to stay
interested but rewarding with large levels and enjoyable combat.
The
music unfortunately does little to help the game. Sound effects like
gunshots and thunder are adequate but the soundtrack is too dramatic in
the wrong places. It comes off as a weird mixing of hip-hop, techno and
(believe it or not) classical that would have been better left out.
Ultimately
I wish some more work would have been done is certain areas.
Shortcomings in the game play and the story never make up for each
other. I’d have to disagree with many of the comparisons to MGS2. It
was obviously influenced to some degree by it but along with many other
things as well. When you throw so many influences into the same pot you
usually either pay homage to them all or serve up a noxious stew
floating with bits and pieces. This isn’t a noxious stew, but it has
lots of bits. If you don’t mind picking through it you’re bound to
find some tasty morsels.
-
Doug Flowe
(July
28, 2002)
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