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A scientist of all people is getting in the way, wandering about in a room,
tending to numerous computers and machinery. He may be unarmed, but an alarm is
near by, which he no doubt will trip if he spots your presence. Act quickly and
quietly, as the training advises, and it should be possible to continue with the
enemy none the wiser. Telekinesis allows the movement of objects using the mind
alone, which includes boxes, crates, humans and various things that explode upon
impact. Using this to an advantage, the scientist is thrown violently against
the window you are peering through, causing a satisfying blood stain on the
glass. And again, just for good measure. He could still get up, so several boxes
are thrown on top of his body, before an explosive barrel is tossed across
causing the boxes to either shatter or speed across the room realistically,
depending on their material. Scientists are notoriously stubborn, so he is
repeatedly thrown against another wall. His body is surprisingly limp, but it
could just be an act. Time to pick him up with the Telekinesis power and blast
him several times with a shotgun. His body is tossed aside…but wait? Did he just
twitch? A quick flick of the controls and the scientist is gracefully thrown
towards another explosive barrel. Upon impact, both explode in a glorious
mixture of smoke and blood.
Despite the explosions, broken crates and numerous blood stains, nobody will
suspect a thing. Quickly and quietly, another potential disaster has been
obverted. That’s our Nick Scryer for you, what a hero.
Hero? The story dictates that Scryer is a hero (he’d have to be if he wants to
save the World), but if there were any game designed purely to perfect your evil
cackle, then this would be it. There have been many super hero games over the
years, and most have failed, but so rarely has the feeling of power been
supplied so generously (particularly for a third person shooter), and even rarer
has it been so open for abuse. Nick Scryer: the unstoppable super villain.
Psi Ops is a game that allows you to sneak up on an enemy, use a psychic power
to cause their head to explode in a gloriously gory way, and then throw the
corpse into the centre of a group of guards just to get their attention. You can
even possess an enemy and use their own weaponry to shoot their friends, before
turning the gun on themselves for a brutal decapitation. Limited more by the
players’ sick imagination than design brick walls, Psi Ops is the ultimate
playground for sadists, a sandbox for the mentally twisted.
Perhaps most impressively, Psi Ops will rarely dictate on how to solve a
particular puzzle or wipe out a group of enemies, rather provide the tools for
entertainment. A furnace seems like the perfect place to throw in a few
still-alive bodies, but you do not have to use it. You may reach a corridor made
impassable due to a force field placed across the floor, the off switch
typically located on the other side. You could possess the enemy near the switch
in order to turn it off, or you could build a bridge using whatever you can find
nearby. Best of all, it is possible to stand on an object and pick it up using
your Telekinesis (TK) power and effectively ‘surf’ across the danger. Puzzles
are never difficult due to the ability to ‘break’ the design, but they are
always satisfying because of this. Though ultimately a linear experience, it’s
the incredible physics that have given freedom to each individual problem.
Many other games have featured the excellent Havok engine, however never before
has it been used so intelligently and effectively. Picking up objects using TK
has a realistic feeling of weight, which just adds to the satisfaction when
causing an enemy to bounce off the top of a metal storage container before
painfully crumpling into a wall nearby. At certain points you may find a large
industrial hook hanging from the roof, which you can swing realistically into
the enemy. Barrels roll, crates rock and bells ring; everything feels real and
reacts in the virtual World just as you would expect, giving confidence in
experimenting with various objects.
When the game allows you to just play around with the mechanics and toy with the
enemies, Psi Ops is difficult to fault. It could be argued that the controls and
camera when using TK are slightly restrictive, however not enough to harm the
enjoyment that can be had. The speed in which you can cause complete devastation
is quite remarkable, and it all helps increase the feeling of power Scryer
possesses.
It’s when the game forces itself upon the player that the real faults occur,
something that becomes increasingly apparent as the game goes on. Gunplay is
unfortunately very ordinary and, though reminiscent to Freedom Fighters, it is
less refined and thus less enjoyable. Though this is a non-issue for the
majority of the game, later on enemies are introduced that are almost entirely
immune to psychic powers. The biggest sin committed however, comes when the
final power is introduced – Aura View (think a different visor mode in Metroid
Prime). Allowing Scryer to ‘see’ what normal humans cannot, the introduction of
this power is a neat idea, but one that has been poorly implemented. The level
design dictates that you must almost constantly use the power in order to avoid
traps, namely invisible mines, causing the pacing of the game to go from
gloriously over the top decimation to plodding and frustrating tip-toeing. Since
you can only use one power at a time, the fantastic TK and Mind Control powers
become virtually redundant. It’s a horrible design decision and a completely
unnecessary change in direction, especially as there is so much potential to
expand on what is already very good. It’s disappointing, for example, that
Scryer is unable to pick up huge objects such as trucks and trains, especially
unfair as a certain boss is able to do just this during a very memorable boss
fight, showing that it is at least technically possible. Scryer the unstoppable
super villain has been stopped disappointingly short of absolute power.
Midway have greatly impressed with Psi Ops, but have equally frustrated. There
is so much fun to be had from torturing the enemy that at times you have to
worry about your own mental state. Yet, for all the satisfaction on offer for
the majority of the experience, it ultimately ends on a disappointing low. The
sequel strongly hinted at the games conclusion will hopefully right the wrongs
of what is one of the biggest surprises of 2004, and if it does, we could be in
for something incredible.
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