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GAME ON!
By Ian Bonds
January 27th, 2005
Boy I don’t know about you folks, but for me so far, the New Year has sucked pretty hardcore. Not much to get excited about so far, even with a brand new system having been released just before the holidays. Still, there are the few releases trickling out, and we’ll take a look at one of them, as well as an RPG from last year that I missed reviewing.
STATE OF SHOCK
From the “who’d ever see this one coming?” department, Southpeak Interactive is bringing out a sequel to the well-selling but overall critically bashed STATE OF EMERGENCY, aptly titled STATE OF EMERGENCY 2, out in February on PS2. Here, players will pick up the story some four years after the end of the original, with many of the same gameplay elements in place, but overall, a wholly new feel for the series.
Rockstar developed the series’ initial title, but most folks were disappointed by the game, as it wasn’t much like the company’s previous game, GRAND THEFT AUTO III. While that is an unfair assessment, the game itself had pitfalls in its design, in that it’s chaotic “riot” theme really didn’t lend itself to really cohesive gameplay. The Xbox version improved this slightly with an added multiplayer mode that spread out the fun and had some entertaining modes for battles between friends, but ultimately was also as bleak as its PS2 iteration. Now, Southpeak and DC Studios bring us the sequel that nobody asked for, and oddly enough, seem to improve on the overall design, while sticking to the core theme, and expanding on it.
While the original game was a fight for freedom from the corrupt “Corporation”, this game finds the team off vigilantes still fighting on, first busting out the ringleaders Mac and Bull from Prison (during a riot, of course) and continuing through the streets and ghettos, to finally bring down The Man. While the riots tend to remain the central focus of the action, they’re not quite as…”in the way” as before. This is due in part to an improved target system, as well as a cool character swapping mode. While most of your characters play the same (they all use the basic weapons similarly) some have special skills, such as Bull’s ability to punch through stronger doors to advance into areas previously inaccessible, or Spanky’s “gang control”, where the character can have NPCs assist him in his attacks against the Enforcers. There’s even an interrogation mini game, where you can get information, depending on how hard Spanky hits.
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The focus of this title seems to be more on the shooting elements than the standard “chaos effect” set by the first game, however. Sure, you’re still running through hundreds of characters on the screen, but there’s no need to attack every single one, or even remove their limbs and use disembodied arms as weapons. Now, it’s most running and gunning, and for the most part, it works. The controls are responsive, and the targeting (depending on the weapon type) is highlighted well by the reticule constantly in the center of the screen. There are still some melee elements, but they are much less prominent than the previous game. To break up the action, there are even a few vehicle based sections (such as the helicopter escape from the prison) to add a little variety to the mayhem.
Beyond the main game, there are a few new elements to add more variety to the gameplay. Beyond several new multiplayer game modes, including Last Man Standing and Deathmatch modes, there’s also a brand new Arcade challenge mode. Here, players can compete for bronze, silver and gold medal ratings in a 15 different gameplay modes, ranging from timed sniper challenges, to tank and speedboat races, to the fast-paced Kaos missions.
All in all, as a third person shooter, sure, there are plenty out there, but very few that offer the kind of chaotic fun found here. It’s simplistic, and a bit mindless at times, but it’s enjoyable. If you’re one of the few who enjoyed the first game, there’s much more to like here, and even if you weren’t a fan, there’s enough variety to warrant this title a gander.
One Gamer’s Opinion:
MUNDANE, BLOODY MUNDANE
The genre of RPG is one that’s sadly becoming bereft of new ideas. Sure, every so often, one comes along that truly engages the player, and adds a whole new element never seen before, such as a new attack system, an engrossing story, or stunning visuals. MAGNA CARTA: TEARS OF BLOOD attempts all of these at once, and finds not all of them hit their mark.
To its credit, the game has some simply amazing art direction. The characters are all richly detailed, and the environments are all lush and varied. There’s the typically androgynous hero, and some…ahem…healthy heroines, and they all have a distinct look to them. The cut scenes are also quite breathtaking, and have the highest production value seen in some time.
Sadly, the story is severely lacking. Basically, the mercenary group known as the Tears of Blood come across a mysterious woman with amnesia, who, of course, is the key to some magical blah, blah…let’s just say, if you’ve played any given RPG before, the stories elements aren’t going to surprise you here. And while the cut scenes are nice, and the characters detailed, the voice acting is just so…blasé. The characters don’t seem to really have any emotion, and everything is delivered so…woodenly. Which, sadly, detracts from some gorgeous CG scenes that almost make you forget how typical the story is.
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So, what about the battle system? Surely, that will save this game from RPG mediocrity? Well, again, to its credit, the developers tried something new. There’s a unique battle combo system here, where timed presses of certain buttons yield your attacks. There’s also the ability to freely roam around the battle screen to set up your moves, and positioning of characters is key to your party’s success. However, there are a few drawbacks in its execution. For starters, you cannot attack unless you get the button combination exactly right. Also, while you can move your party around, you can only position and control one character at a time. So while one party member is moving in for an attack, the other two just stand about, doing nothing…and even just standing there getting hit. A bit more control would have been nice, but at least they tried something new, and for the most part it works, though the combos can get a little ridiculous in their monotonous button tapping.
So, what good is there for this title? Well, while all of these elements by themselves don’t really seem to amount to much, on the whole they add up to a more than average game. Still, it’s only just above average, as much of what’s here has been done, and done better, elsewhere. However, if you’re in the market for the typical memory loss fantasy, full of magic and big breasted women, there are worse games you could play. And this is a fine way to spend some waking moments…especially if you like these sorts of RPG standards. Which, luckily for MAGNA CARTA, I do.
One Gamer’s Opinion:
Once again, that brings us to the end of another week. With releases being so few and far between, we may have another VIDEO GAMES 101 up sooner than expected, just to fill the time. Also, I should have a new rating system (complete with a separate page, so you all can remember what the hell these goofy faces I make MEAN) up in a few weeks as well. Until then, friends…
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