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It makes sense for a company to try and reinvent an ageing franchise by doing
something completely unpredictable. Dino Crisis is a fairly old franchise, but
is it one in need of a complete makeover? The first was let down by technical
restraints, and the second by a misguided action-oriented direction, but the potential
for a survival horror based around dinosaurs, with the graphical power of the
Xbox, is awesome.
So Capcom deliver us this: Dinosaurs in Space.
But hold on, Capcom are one of the most experienced and respected developers
around, and lately they’ve been delivering some of the most original and
refreshing games in years – there must be a reason for sending a good
idea into space.
To be fair, the story itself is probably the game's strongest point, which
is arguably reason enough for the strange theme. A mammoth space craft called
the Ozymandias was sent from Earth bound for Alpha 2, only to be discovered
outside of Jupiter’s orbit some 300 years later, set on a course back
to Earth. Similar to Biohazard’s STARS team, Dino Crisis 3 follows team
SOAR (Special Operations And Reconnaissance), your task is simply to investigate
the huge craft. During the atmospheric introduction, the Ozymandias opens fire
on our crew sending them all flying out to space, though they are saved by their
jetpacking abilities.
So the game starts with the player taking control of the ginger-haired Patrick
Tyler, while another member of SOAR, Sonya Hart, stands at your side. After
a brief rundown of the controls you must run to the other end of a corridor,
press a switch, pick up a new weapon and walk through another door. Cue impressive
cut scene. One of the highlights of the game shows a mutated T-Rex (as detailed
on the box) attack our team with frightening ferocity, but itself is then taken
down by large number of alien-like parasites. It’s a startling display
of gore, technical ability and direction, but unfortunately it only highlights
what a game this could have been, for when the player is given control over
the action, the whole experience falls over within an instant.
Games in 3D nearly always have moments where the camera causes problems; Dino
Crisis 3 has rare moments where it doesn’t. Large spaces are, bizarrely,
the main stumbling block for the camera, as it has the uncanny knack of pointing
the wrong way in almost every instance, while changing direction at the most
inappropriate times. The game features a large quantity of platforms to negotiate,
occasionally requiring pixel-perfect precision. Unforgivably, the camera has
a habit of changing direction mid-jump. While it is true that during these camera
changes you can still keep pressing the stick in the same direction -keeping
you moving in a straight line - the slightest movement on the analoge stick
can completely change your direction. Expect to make a giant leap forward but
have your direction changed at the peak of the jump, often resulting in a plummet
back to the start of the section.
Unfortunately, yet unsurprisingly, Dino Crisis 3 has not been designed around
such a flawed camera, expecting you to traverse thin walkways and make almost
impossible jumps. Such is the severity of the problem: a simple task of navigating
from A to B in a single room often requires the use of the first-person mode
(where the player is granted control of the camera) and the cumbersome map.
Dino Crisis 3 has been billed as an action-packed adventure, but it has failed
on almost every level.
Any hopes of a Gunvalkyrie-style use of a jet pack may as well be forgotten,
as it is essentially an extended jump, a slow decent or a speed boost on the
ground. As with combat on the ground, aerial combat is a simple case of tapping
X while gliding around the room not, as hoped, an elegant display of skill.
Since the game will automatically lock onto the nearest enemy, combat is about
as unexciting as it comes. While the movement is more Devil May Cry than Biohazard,
the action never feels natural, falling a long way short of either of the aforementioned
titles.
The design of the Ozymandias is repetitive and often uninteresting. The stark
use of colour is similar to that of Capcom’s own PN03, but the over-saturation
of reflection effects makes the pleasing architecture look messy and difficult
on the eye. Required treks back and forth through the ship irritate, though
partially saved but one of the games more sensible design choices. At specific
points through the story, the player will be required to access a computer terminal
and initiate a ‘formation change’, which changes the layout of the
ship completely. What had previously been a small corridor can change into a
giant room, while large rooms can have their layout and design completely shifted.
A storyline that takes more than a few cues from Event Horizon and Aliens,
mutated dinosaurs, multiple characters, anti-gravity rooms, moments in space
and a few surprising set-pieces – on paper at least, Dino Crisis 3 sounds
very special indeed. This must be the reason why Capcom went ahead with the
project, adding to the disappointment in the final product. Fans of the series
will no doubt turn away; fans of Capcom, too, will be expecting far more than
what has been delivered. Anyone expecting an enjoyable blaster against dinosaurs
will be let down entirely by poor execution. To be fair the game does have a
handful of set pieces that have been well designed, but these are sparsely placed
throughout the adventure and the trailing gameplay falls well short of the excitement
promised in the cutscene.
Capcom will no doubt be trying to repair the flaws in Dino Crisis 3 for the
American and PAL releases, but you have to wonder if it is at all worth it,
for these flaws are so deeply woven into the very basics that even presenting
a fault-free camera will result in merely an average experience. The action
is dull, and the gameplay repetitive. Indeed, the very fact that the non-interactive
cutscenes are by far and away the highlight of the game speaks volumes.
The most disappointing franchise shift since Star Fox Adventures. One to avoid.
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