It's about damn time. |
Generally speaking I'm not especially good at third person shooters. That said, I thought the player character (Captain Titus) controlled rather well; the aiming is smooth and melee attacks are snappy. Relic, the developer, also did a good job of giving the Ultramarines a weighty, impactful feel. What drove me nuts though, was the divergence between gameplay and setting. The idea is Space Marines are humanity's biggest badasses, yet in this video game they more often than not die like chumps instead of bring the smackdown on enemies.
The basic problem is twofold. First, in order to recover life Captain Titus must stun an enemy then perform a special time consuming execution move. If I had a dollar for every time my Ultramarine was killed in mid-attack the game would have paid for itself and then some. Perhaps if Relic had seen fit to allow life recovery with every kill, rather than just with repetitive and inefficient finishing moves, the basic mechanic might have worked better. However, as it stands this change alone would not be enough to salvage the poor gameplay.
The second part of the problem is the player's regenerating shield (copied wholesale from the Halo franchise). The game's producer has gone on record saying that he wants the player to feel like a tough guy who doesn't need to sprint from cover to cover. Sadly, in order to facilitate shield recovery you are more or less encouraged to take the opposite course of action. Time and time again charging in simply brought about quick player death. Meanwhile sidestepping in and out of barriers while taking pot shots at extreme range proved far safer and more effective.
Zug-zug? |
Say hello to my little friend! |
Now, I know there is an argument to be made that this is a more realistic view on warfare and perhaps it was Relic's intention to do a bit of genre deconstruction. But remember this is Warhammer 40,000! In the grim dark future the rule-of-cool trumps all. So, if I'm playing as Ultramarines I expect them to live up to their namesake. Part of the problem plaguing the game might be legacy issues stemming from the original miniature figurine war game. To newcomers there might seem to be a few strange rules such as battles usually being capped off at six turns. Another weird one is the inability to make ranged attacks against enemies who are engaged in close combat with allies. These rules exist to ensure the table-top game consistently offers an entertaining experience. Despite their importance, I imagine that these rules don't translate very well to other forms of media such as a third person shooters.
Waagh! |
As an aside, I think it's worth mentioning that I played the PS3 version of Warhammer 40,000: Space Marine and it was buggy. Enemy clipping, area loading errors and one instance where I became trapped by level geometry, all forced checkpoint reloads in order to progress. I'd say that the game was made lazily except there are some rather obvious examples to the contrary. The fact that most enemies don't disappear after being killed is a big plus in my book. It also indicates that game's code got a healthy dose of optimization. Audio is very hit and miss too with music and sound effects both being excellent, but the voice acting coming across as a mixed bag. Captain Titus and friends are well performed, delivering their lines with the stoicism and determination you'd expect, but the ork speech seems limited to repeating "Supayce Mahweens!?!" over and over ad nauseum.
Believe it or not these aren't the bad guys. |
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