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'Sell out!' is not something you'd expect to hear someone yell at a Henry Rollins
concert, although if they also had a copy of Mace Griffin in one hand they'd have
an entirely stronger case.
The outspoken rock-metal museo has lent his music, voice, and, so Black Label
games hope, uncompromising persona to the console FPS Mace Griffin. Unfortunately
the use of a single song in the intro, and Rollins' uninterested delivery of
the main character's speech do little to add to the title as a whole; if anything
they make it feel even more like a painfully average game, but one which hinges
on a hook of celebrity to draw in the player.
Such a desire for identity isn?t reflected in the rest of Mace Griffin. It
comes together like a Frankenstein's monster of concepts and design, every new
level or idea shamelessly lifted from other, often superior FPS games. The mining
levels from Red Faction, the personal energy shield from Halo, the multi-missile
launcher from Unreal Tournament, all grafted onto a bare framework to mask the
failure of such basic components as enemy A.I or level design.
Perhaps failure is too strong a word, as there are no doubt some who will enjoy
Mace Griffin despite these flaws, but from a critical point of view, it just
offers nothing new. To stumble against seminal titles such as Half-Life and
Halo would not be so much of an issue if the FPS genre didn?t show every sign
of exploding within a matter of months.
Doom3, Half-Life2, and Halo2 cast Mace Griffin cruelly in their shadows, despite
none of them having even appeared in playable form yet. It is difficult to believe
that Black Label are the same Developers who brought us a refreshingly different
and atmospheric game in The Thing, as Mace Griffin forfeits any original leanings
in favor of bland, mass-market acceptance.
Let's dissect.
The story is likely to make you wince, although no more than Henry's "Make
cheques payable to H.Rollins" performance, being as it is little more than
a tale of revenge with weak overtones of conspiracy. You play part of an intergalactic
peace keeping force known as The Rangers, during what should be a straightforward
mission your entire squad is eliminated and, although ordered to hold your post,
you flee and escape as the ship explodes.
Griffin then spends ten years in prison for disobeying orders, on his release
he finds that The Rangers no longer exist, their place is now filled by a gang
of Bounty Hunters who follow the contracts and the money. Joining them, you
start to earn a crust by quelling various rebellions and terrorist groups, hoping
to come across some clue as to who betrayed you and why.
Realistically, very few missions seek to advance the plot, and it won't be
until you're halfway through the game that you gain a feeling of the story moving
sluggishly forward.
Arguably, First Person Shooters never rest on their plots, but to create one
which gives a sensation of rising tension and intrigue, rather than a half-baked
mind-fart which treads water until five minutes before the end of the game is
always a good start.
Much was made of Mace Griffin's hybrid structure, and while it's true that
there are a lot of possibilities between mixing genres such as FPS and Flight
Sim, such possibilities are almost entirely ignored here. You can't take control
of your ship and decide to go exploring, despite what the Devs may have hinted
early in the game's creation. So instead the ship becomes a vehicle for several
scripted space battles and docking/leaving space-stations or planets before
hitting 'Y' to hyperspace to the next destination.
There's little worse than treating a new and interesting concept with lazy
design, yet that is precisely what Black Label have done here. They could have
created something which led to a gradual evolution in the FPS genre; smooth
transition between in ship and on foot is present, but conversations with NPCs,
non-linear exploration, and a developed gaming world are conspicuous by their
absence.
Graphically, Mace Griffin is polished in places while lacking in others; the
constant metallic shine on your weapons, and the superb disorientation when
you're hit by a concussion grenade are directly at odds with poor enemy models
who only come in four to five different flavors. Adding to that the mostly dull
'asteroid' setting of many levels, which ensures you are surrounded by featureless
rock a good deal of the time, and you have the visual equivalent of Nytol.
Combat, at least, is satisfying, although the utilization of 'auto-aim' becomes
somewhat of a necessity due to the fast pace of gameplay, number of enemies,
and precision aiming limitations of a joypad. Each mission boils down to a set
number of requirements; move from point A to point B, killing everyone you come
across, sometimes the route from A to B has to be traversed via a short trip
on your ship, or against a time limit, but these are cynical ploys trying to
pass themselves off as variety.
Sonically, an insidious bond is struck between the lifeless environments and
the sfx of the creatures that populate them. You'll hear the same enemy samples
over and over again, and as they issue from a foot trooper who looked identical
to the last one you shot it can feel like you're facing an army of clones, all
repeatedly coming at you in those lackluster settings.
In the end this all amounts to little more than those black and white films
shown on BBC2 with such frequency. Sitting through it will kill a few hours,
which may be just what you're after, but any highbrow ideas or messages are
just damped down through how incredibly dated the movie feels, it doesn't have
an energy which lingers after all these years.
The truth is, if entertainment wants to be remembered, to endure, then it will.
Casablanca, Citizen Kane, Vertigo, are not casual affairs, they were constructed
on ideas that would not age or sour, rather than simply attempting to gather
as much income as possible while they were "new".
Mace Griffin is disposable amusement; if you want to experience an immediate,
reassuringly predictable FPS then you may find elements to enjoy here. It would
be best to do so quickly however, as by the time the big guns have rumbled onto
the scene there is little chance you will even remember it's name.
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