|
"Oh, it's not chipped".
The above comment descends on the room like a lead blanket, the music which
was so loud a moment ago cuts off just as you speak, and you are the sole object
of bemused attention. There are a few uncomfortable coughs, some snide murmurings,
and the person next to you struggles to digest this information before trying
to clarify. "So... you own an XBox, but it's not chipped?".
It's a strange sensation. Admitting that you haven't yet made the obvious step
and modded your system into a gaming jukebox, as though you're sitting on a
platform waiting for a train which was cancelled thirty minutes ago in an announcement
you never heard. You'll find others there, but some are uncomfortable to sit
next to, they watch the schedule with a frenzied and desperate attention, you
don't really want to look at them for fear they'll use this as an excuse to
open a conversation.
You suspect more than a few of them work for the official XBox magazines.
Halo, Splinter Cell, and now Brute Force, a handful of games which have been
jumped on by the single-format press and smothered with unconditional love,
like a deranged Grandmother who lurches forward with lips pursed whenever she
runs into one of her seldom seen grandchildren. You like these games, certainly,
you might even defend them against casual slights, but at the end of the day
you know that they're not that good.
Enter Brute Force.
You've probably heard similarities drawn between it and Halo, but unfortunately
this is purely on a level of certain borrowed source code, due to both Bungie
and Digital Anvil now being owned by Microsoft. There's a dash of the Covenant's
ability to recognize grenades and dive away from them, the physics of the bouncing
grenade itself, some control scheme similarities, but apart from that the comparison
isn't an especially useful one.
It's a squad based strategy game in the loosest sense, you control a team of
four elite mercenaries known as Brute Force, each of whom excel in different
areas of combat and infiltration:
Tex, a testosterone fuelled meat-head, will be leading the majority of the combat
due to his strength and ability to fire two heavy weapons simultaneously.
Hawk, a stealth agent, can be used to scope out enemy positions and make silent
kills via means of the game's only melee weapon, her ability is to engage invisibility
for a short time.
Flint, a synthetic sniper, possesses an enhanced vision mode to take out distant
targets, and when her ability is engaged she can lock onto several enemies in
quick succession for speedier elimination.
Brutus, a feral lizard, and a moment of lingering concern that some Western
developers have totally lost the plot when it comes to characters, is basically
a slightly faster but weaker version of Tex, his ability triggering an infra-red
style vision mode and increasing his speed and healing rate.
The nicest thing you can say about these constructs is that they are functional,
despite one or two half-hearted exchanges between the characters in game, and
some nods to their past, you won't blink an eye when one of them gets blown
to bits or falls into a lava pit - you probably won't even dread completing
the rest of the level without their particular skill, and therein lies a significant
problem.
All successful team dynamic games rely on you not only acknowledging that each
member has a certain strength, that's easy enough, but designing levels which
force you to make use of those strengths. The superb Commandos2 introduced new
members of your squad in a similar fashion to Brute Force, yet immediately afterwards
it dropped you in a situation where, if you didn't adapt to using their new
skills quickly, the rest of your squad would be put in grave danger trying to
make up for your mistakes.
Brute Force merely makes casual suggestions of using a certain character in
any one place, positioning Flint on that ridge would give you covering sniper
fire for the next valley up ahead, but you almost feel as if you're doing the
game an undue favor by playing along - as in the end it doesn't really matter
one way or the other.
You can freely switch between controlling a certain member of your squad, and
orders are issued to the others from that character via the d-pad, this brings
up a menu which consists of a few rudimentary options. The trouble is, as in
that old ultra-violence classic Syndicate, the commands don't feel so much like
actual orders as they do varying levels of aggression.
"Hold your ground" results in team members defending themselves yet
not chasing the enemy when they flee, whereas "fire at will" results
in them charging full on into the gunfire and attempting to kill anyone they
lay eyes on. "Move to" is a command you'll be making frequent use
of, usually to bring the squad up to meet you when you've scouted out ahead
alone, and "cover me" is merely fire at will but means that the squad
won't venture too far away from you.
There's no way to issue a complex string of orders then watch them play out,
you couldn't order Hawk to cloak, take out a string of enemies with her melee
weapon, then retreat before drawing her sniper rifle and covering the others.
Just try to have some friends on hand.
Anyone can join in a game in session of Brute Force by simply plugging in an
extra controller and pressing start, allowing them to then choose a character
to jump in and take control of. Such options are always welcome, and by default
they remove the limitations of team members when another player directly controls
them, but there are some disadvantages.
Due to the third-person view of any controlled character, and the splitting
of the screen two to four ways, visibility can rapidly become a problem. This
also brings to light the option of linking a number of XBox's so each player
has their own screen. Apart from moments of slowdown this would seem to be an
ideal solution, but asking your chums to haul in their T.Vs and XBoxes for a
casual session would probably see them indignantly heading off to the pub instead.
Deathmatch is here, and one excuse for completing the largely forgettable single-player
campaign is to collect 'D.N.A canisters' hidden in each level which unlock a
variety of playable characters to use in this mode. Up to eight players can
engage in Deathmatch, and the inclusion of some interesting playable characters
(hell hounds, psyker priests) potentially make for some enticing games.
Yet, when compared to an eight-player game of Halo, or dedicated multiplayer
games such as Return to Castle Wolfenstein on Live, it can't hope to compete
on their level.
All of which sounds terminally negative, of course, but it would be remiss
to say that Brute Force can't be very enjoyable indeed.
Combat, on which the crux of the game comes to rest due to promises of it being
a "tactical shooter" falling through, is often frenetic and exciting.
As mentioned before, your enemies have inherited enough A.I. from Halo's code
to make them decent opponents, they will actively seek cover, attack in groups,
and if you dig in they will try to flank your position.
Weapons range from the slightly more advanced modern side-arms (vulcan cannons,
pistols, machine-guns and sniper rifles), to Sci-fi inspired laser weapons which
fire pulsing laser, electric, or biological blasts. If you want to experience
each and every gun you'll need to actively seek out new weapons dropped by enemies
mid-mission, although Tex and Brutus are limited to handling heavier weapons
while Hawk and Flint are placed firmly in the field of lighter instruments of
death.
Solid though the combat is it shows holes which, although Brute Force was delayed
several times for tweaking and improvements, should have been attended to before
the game was released. The issues aren't huge but nonetheless can be frustrating;
one of your characters switching abruptly from holding their ground to providing
cover for you means that, especially if they are Flint or Hawk, you have to
leave yourself open to damage while telling them to get back to their original
position.
Graphically, it is an appealing game. The jungle and desert environments are
easy on the eyes in a technical sense. If anything they are similar to those
in Mechassault: nicely defined but lacking a surface layer of polish. Enemies
can become generic repetitions (impressive though it may be, the armoured mercenary
character is repeated over five times in the guise of different 'factions'),
but remain interesting due to their A.I. and rag-doll physics in the heat of
battle. If you hit them with a powerful weapon they will be sent tumbling, whereas
a pistol will lead to their death being a quiet, terminal slump.
Objectives are highlighted as waypoints on a radar HUD in the upper left corner,
whereas your current weapon and ammunition is displayed in the upper right.
Your "ability" bar is no doubt going to receive most of the attention,
located just beneath the health it is a white level of "stamina" which
decreases steadily when you engage the special abilities of one or more characters,
yet is easily replenished by two minutes or more of standing about in a quiet
area.
Levels themselves could and should have been so much more. The brief glimpses
of potential in certain missions only highlight the painful banality of yet
another urban environment, and bunch of identical mutants, to eliminate in order
to retrieve/destroy an item and/or person. Interactivity is sadly limited to
pressing a switch in order to open a door, deactivating landmines or "hacking"
controls, and shooting an exploding barrel or fuel tank so the enemies close
by receive splash damage.
Any desire of the player to see truly "alien" worlds is heartlessly
shot down by generic lava locales and missions on meteors. It can only lead
you to speculate that the future is a very depressing place indeed when our
only allies are giant lizards, and many of the explored planets consist either
of deadly magma or uninhabitable swampland.
As for sound, Dolby Digital is admirably implemented. Whereas the music only
makes bids for attention when the bullets start to fly, the sound effects are
involving enough for you to largely ignore it anyway. Crackling reports sting
at your ears as enemy projectiles zip past your character's head, the turbine
whirring of dual fired mini-guns is captured perfectly, and grenade explosions
satisfyingly ripple through the speakers.
Downloadable content via XBox Live is supported, in this case the promise of
extra levels in the future. Ironically, if the XBox took the next step into
PC/console symbiosis, then the modding scene for Brute Force could result in
some very pleasing results - everything you need for a solid base is there,
and the environments could finally get the attention they deserve.
What does this leave? Imagine being affiliated with Microsoft Games Studios
as being part of a chain of identical restaurants, ones which, despite housing
Chefs who recognize that perfection takes time, are obligated to deliver you
your meal within twenty minutes or your money back.
It arrives, looks delicious, the first few forkfuls are promising, but when
you reach the cold, undeveloped center all the employees can do is look on helplessly
as you walk out in mild disgust. Comparisons between Brute Force and Halo have
been made, but made in the wrong context, both were released before they were
ready. Microsoft Game Studios must come to realise that while one's core element
was strong enough to carry it despite this cesarian birth, that example is the
exception rather than the norm.
Until they do, neither diner nor Chef will be satisfied with the premature
end result, and Microsoft will unwittingly demonstrate that although they may
have produced a console, they have little idea what makes certain console games
great, and others merely impressive failures.
|