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Like a good moviemaker, the finesse of Rockstar’s studios when handling the
conventions of cinema proves a consistent joy to behold. Whether the results
prove consistently fun to play, however, is an arguable cause for concern.
Rockstar have certainly embraced third person action games, but can their
respective developers carry them beyond the efficient, scripted set-pieces of
Max Payne and the one-time revolution of GTA? Many would argue that Manhunt and
the vapid State of Emergency suggest that they can’t. Meticulous and evocative,
Rockstar San Diego’s attempt - Red Dead Revolver - still needs an ace in its
hand.
Plot specifics are best left unmentioned; suffice to say that this is an
entirely cynical Vietnam-era Western, populated with soulless renegades and
townsfolk who arguably don't deserve to be saved. No good guy comes without a
bad streak; the only prevailing law is one's own. As a 'hero', Red is one
hundred percent Eastwood - not a trace of John Wayne's trademark racism or the
weakness shown by Gary Cooper in High Noon. He holds reverence for women, but
effortlessly suspends this creed for a modest price. We know this because, as
with GTA: Vice City, this Rockstar game boasts truly cinematic cut-scenes to
bulk up its tale. With every mission comes a stylised injection of character,
atmosphere and exposition.
Visually, San Diego have used a very educated ‘less-is-more’ approach, the
flat-faced, plain-textured characters and endlessly hazy filter effects
perfectly evoking an arid wasteland. The simplicity doesn’t detract from the
atmosphere because, in this case, simplicity very much is the atmosphere.
Luckily, effort such as this extends fruitfully into the underlying mechanics of
the game. Customary twin analogue controls are perfectly calibrated, allowing
for an aim that is easily acquired but challenging to master. Furthermore, the
game chooses to embrace an underlying philosophy that is simple yet revelatory:
in both the movies and in games, people take enormous pride in how they kill
other people. Head-shots, articulated damage, combos and specials feature
heavily, all packaged into game modes that increasingly reward perfection.
Many devices are employed to bring this philosophy into the hands of the gamer.
‘Dead-Eye’, for example, allows a brief period of slow-motion in which multiple
targets can be fired upon at once, be they heads, arms, legs, torsos, hands or
feet. This is reworked into a tenser and more demanding stand-off for the game’s
many mano-e-mano shoot-outs. Dead-Eye makes the game easier for the novice and
is simply darn-tootin’ cool for everyone else. It doesn’t detract from the
challenge, however. Thanks to the game’s combo system (a prevailing feature of
the unlockable ‘Bounty Hunter’ mode), players are encouraged to develop raw
precision rather than rely on special attacks, earning in the process a greater
combo tally and points score.
Alongside the special attacks is a healthy moves-list for a third-person
actioner. Players can engage in gunplay from afar, switching weapons according
to tactical requirements. Moving in closer invites the use of melee attacks and
roll-dodges while there’s always a situation begging for dynamite or a Molotov
cocktail. Across the spectrum of levels there are, to say the least, a varied
range of situations. Not only do different levels provide occasional changes of
character, they also feature a broad selection of arcade styles. Some work
better than others – the glitch-ridden stealth level being especially bad.
Nevertheless, there are enough stagecoaches, horses, burning barns, bar brawls
and other respected clichés to keep most people happy. Between levels is the
town of Brimstone – free-roaming home to many of the game’s NPCs, unlockables
and upgrades. San Diego used just such a device to bring unexpected depth to
Midnight Club 2; they achieve equally impressive results here.
Multiplayer is welcome in its presence and nature, offering split-screen and
online versions of the game’s most distinctive scenarios. While nothing to usurp
more dedicated multiplayer titles, mutual fans of the game will enjoy what’s on
offer. A shame, however, that the game’s enormous cast of unlockable characters
are so unbalanced in multiplayer; try lassoing a man who can send fifty bullets
through you in a second – it just doesn’t happen.
It says much for the wealthy feature-set and rich presentation that, only now,
does the opportunity for critique arise. Without doubt, it’s these
aforementioned qualities that are the game’s strongest. There’s also enough
innovation peppered throughout to keep things feeling consistently fresh and
exciting. While there are no catastrophic flaws in the design, there are several
oversights and missteps in the execution that bring things down a notch. The
most painful of these is the game’s cast of bosses. Enjoyable characters, they
are, but engaging opponents they’re not; too often their inherent weakness and
stupidity betrays their initially threatening appearance. There’s also a sad
lack of any great nemesis to invigorate the drama and bring the action to a
climax. There are a couple of ‘big bads’ to be encountered (you even get to play
as one of them), but nothing like Henry Fonda’s ‘Frank’ or Gene Hackman’s
‘Little Bill’ – nothing to meet the demands of this thunderous genre.
These negatives may, in this context, seem greatly outweighed by the positives.
Don’t be deceived – a critical imbalance exists in the game as a result of them.
Without decent bosses, games such as this can haemorrhage both drama and tension
– something Red Dead Revolver would otherwise have in spades.
Rockstar publish very efficient action games that centre upon the vices we
crave. GTA gave us murder, Manhunt gave us brutality, State of Emergency gave us
anarchy, Red Dead Revolver gives us ruthlessness. It celebrates the perverse
catharsis to be found in bringing quick justice to bad people, and the pride
found in doing it well. If neither this nor the pleasures of Western cinema do
it for you, then consider ‘Revolver a rental rather than a purchase. As an
exercise in homage, however – whether that’s voice-acting, design, character or
ambience – this is as good a video game Western as we’re ever likely to see.
Sequel, please.
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