In an old medieval world, the city of Celenheim is readying its defences for a
siege by the Outlanders. Many years ago, a war was fought for control of the magic
land of Celenheim between the hordes of the great demon Lord Vatar and the citys
people. The war was resolved when the mighty wizard Zale stepped forth and created
a huge rift in the land, engulfing the demon and separating the city from Vatars
followers, who came to be known as Outlanders or Dregatar. A temporary peace
formed. But much time has passed, the land is healing and a new war between the
two peoples is yet again imminent.
And so we have Enclave, a title produced in Europe, more precisely by Swedish
developers Starbreeze. Originally intended as a multiplayer first person shooter
with a mixed futuristic / medieval feel, it is now a single player action title
with an FPS element that should be familiar to players of Halo. Enclave eschews
the RPG basis associated with many fantasy titles and strives for an action and
adventure slant instead.
The premise behind Enclave is simple. Viewed from either a third or first person
perspective, the player takes control of an adventurer hacking and slashing their
way through two campaigns, Light and Dark, fighting for the people of Celenheim
and Vatars followers respectively. Each campaign is made up of a set of
missions, with completion of each mission required to progress to the next. The
Dark campaign is effectively locked at the beginning, the task of finishing the
Light campaign being necessary to gain access to it.
When the tale unfolds you find yourself in control of a Knight, imprisoned
for protecting his people from Celenheims taxes and awaiting his first
opportunity to escape. A sudden attack provides this chance and a sword found
outside the cell means it's time to seek freedom. Progression through the game
provides several characters willing to join your cause at regular points and
each addition to your team results in the ability to take advantage of a new
fighting style or weapon. The Halfling, for instance, can use a crossbow, as
can the Huntress, but only the Huntress can use the standard bow to snipe at
her enemies. Other differences are less prominent; the Knight and Halfling access
the same weapons, whereas the Knight is powerful and slow, causing more damage
with his weapons. The Halfling is faster and makes up for lack of strength with
new ammunition for her crossbow unavailable to the Knight. In order to upgrade
your measly equipment, collection of gold is the key to success. Every mission
has a set amount of gold available for possession which can then be used to
purchase equipment for your chosen character. New equipment gradually becomes
available as you work your way into the game, allowing access to better swords,
spells and armour.
Combat involves simplistic hacking and slashing your way through your opponents
combined with the use of a 3 hit combo, the third of which proves substantially
deadlier as your weapons increase in power. This can be coupled with a shield
which is used to block the majority of attacks provided your character is facing
in the right direction. Staffs, Crossbows and Bows provide a method of ranged
attack with the bow in particular allowing you to snipe. A ranged attack displays
a targeting reticule in the form of a green circle surrounding your enemy. This
gradually turns red as you stay locked on indicating the tendency for shots
at this point to cause more damage. Sniping allows damage to be allocated more
accurately with body parts clearly marked for target once zoomed in on.
Controls are quite straight forward and simple to grasp. The left stick provides
the forwards/backwards and strafing motions; a simple click also causes the
player to duck. The right stick is used to aim and change direction and a click
will allow the character to jump. On the shoulder buttons, the right button
performs an attack with a weapon and the left button allows a shield to be held
up, reloading of bows and crossbows as well as zooming functions. Most players
should feel at home with these controls based on what seems to be a standard
template for console FPS. This is fortunate as they cannot be customized, the
only options present being to invert the aim of the right stick and switch vibration
on or off.
Players will immediately notice the lack of a lock on system whilst fighting
in close combat. Fortunately it isnt necessary; the camera follows the
on screen character really well, switching seamlessly between first and third
person views as necessary by panning in and turning the character transparent.
This assists combat greatly, as there will be many occasions when you may find
yourself backed against a wall fighting for your life. It also proves useful
for exploration and creeping around to find that appropriate sniping position.
One of the combat system's failures is that close combat weapons cannot be
aimed up or down, making combat at different elevations difficult. Trying to
fight someone below you, for instance, can sometimes be a pain. Having said
that, I found that this rarely proved to be frustrating and is partly compensated
for by the large area covered in weapon swings as well as the area affect for
the last strike of the combo.
Enclave has 14 missions for the Light side and 13 for the Dark side, each with
3 sub games in the form of survival challenges. The actual levels themselves
are quite short and compact in size with little chance to deviate from the route
to your objective, but prove lengthy in their negotiation. Full on attacks against
the enemy arent always fruitful so an amount of tact is involved in finding
the best ways to subdue your opponents. This applies even more so to the later
levels which may take several attempts to complete.
Yes, thats right, several attempts. Enclave only saves upon level completion
without any opportunity to take a break in between. Almost expectedly, there
are the instant deaths which some levels present for the careless or unsuspecting
gamer as if to enhance frustration. Yes, you too can indeed die after spending
a couple of hours carefully creeping around a level only to have a trap spring
on you or get lynched by snipers. But the main disadvantage of this is that
you cant save a game mid-level and walk away from it to take a break.
The manual makes a mention of checkpoints; however, after playing through the
whole game I found only one and that didnt appear function properly. Some
players may find that this ups the difficulty level of the game substantially,
to the extent that they become put off the game. A mid-level save-point could
have at least been instigated to help counter this.
Graphically the game is well accomplished; the textures on the levels are very
detailed, clear and crisp. The buildings surrounding the player are well designed
and suit the medieval setting that the game is conveying. It is tempting to
just stand there looking around your surroundings; the skies for instance, are
superb with the sun shining through the passing cloud. One of my favourite features
has to be on one of the few levels where you grasp a torch and use it to light
your way around dark tunnels, this really shows off the real-time shadowing
and it's a shame this aspect doesnt feature more frequently. The game
makes superb use of lighting, with the main light sources being torches and
candles which create some very moody levels.
Water surfaces are one of the best I have seen in any game, with the surroundings
reflected on the surface of the water, whilst at the same time allowing you
to see to the bottom. However, several of the games smaller flaws can be witnessed
here in the graphics engine. The water physics doesnt allow for splashes
or ripples and for some fowl reason, fire arrows or fire spells will not light
up areas in the same way as the torch if at all.
Characters are also well detailed, armour changes in appearance as its
upgraded with reflections and shiny surfaces represented on metallic armour
(and throughout on metal surfaces). Most if not all the game's models have decent
animations and its possible to clearly see the inventory items that each
character has equipped. This is partly due to the fact that each side encounters
playable models from the other side, but even those enemies that cant
be used look impressive.
The clipping system is slightly flawed; those explorers amongst us may find
they actually get stuck in a surface. This only occurred to me twice during
the game, to the extent I had to reset the level; it is extremely frustrating.
Its also possible for a couple of your arrows to seemingly pass straight
through your opponent, probably a bonus in real life but not in the game when
it refuses to cause damage. Again, these occurrences are few and far between.
Slowdown also rears it ugly head occasionally, sometimes for no apparent reason.
Although the impact on gameplay was little if at all, there were a couple of
points where the game irritatingly staggered suddenly. If Starbreeze are to
focus on impressive graphics, this kind of issue should be taken into better
consideration in future.
Sound wise, the game features Dolby Digital 5.1 giving full 3D, working well
alongside neat little effects such as being able to hear characters talking
in adjacent rooms, the sound of monsters grunting close by and ambient sound
effects such as lava flows. Often, the sound of a clap of thunder or laughter
coming seemingly from nowhere will intentionally cause your concentration to
falter as you stalk an enemy. The music consists of dynamic orchestral tracks
that alter accordingly as you enter battle. Sounding like a cross between the
soundtrack of the Gladiator and Conan films, it really lends itself to the whole
atmosphere of the game. Its also worth mentioning that the game uses narrated
FMV cut scenes to convey the storyline, these are both well scripted and "acted".
As for replay value, the Dark campaign requires unlocking and for good reason
too as it takes into account that the player has experienced the Light side.
All missions can be replayed once passed and there are the two survival missions
to be unlocked for each side, though these can become repetitive quickly. Enclaves
combat system would have been ideal for quick bouts on a split screen and could
have formed a fast paced multiplayer game; the wide range of characters available,
12 in all with 4 to be unlocked, only reinforces this point. Definitely a missed
opportunity and certainly my biggest disappointment, as the game could really
have stood out with such a feature.
To sum up, Enclave has its flaws but these shouldnt detract from an enjoyable
atmospheric action adventure, with a rich storyline that is simple to pick up
and play. Difficult in parts and some may want to rent first. Either rental
or purchase, it's definitely worth a look at.
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