Intro
It goes without saying that the Vietnam War is a touchy subject, made
even more so by the fact that it's still fresh in the mind of the
public. Unlike past wars, Vietnam faced harsh scrutiny at home and
abroad. Indeed, valiant efforts were made on both sides of the war,
and it would take a skillful title to weight such acts for everyone
involved, luckily, since Platoon is based on the movie it takes
its name from, the scope of the game is limited to that of the United
States. However, not only does it fails to be accurate with the movie,
but it also presents a faceless enemy and ends up being a title that
isn't much fun to play.
Gameplay: 4/10
While I'm more of a Full Metal Jacket man, Platoon was
a decent movie in its own right. We saw Willem Dafoe and Charlie Sheen
take on the role of soldiers, and Tom Berenger shoot up to the rank
of international superstar; a title that he still holds today. The
movie wasn't so much taking sides as to who was right or wrong, as
it was showing the decent of a normal soldier during the war; I'd
say that Apocalypse Now did that better, but let's stay on
track.
Why a game based on a movie that came
out in 1986 is being released in 2003 is beyond me, but I'm always
up for a good squad-based action title. Soldiers of Anarchy
teased me with a sumptuous game that suffered from a horrid camera
angle, fussy pathfinding, and awkward controls, so seeing the streamlined
interface Platoon left me a bit antsy in anticipation - not
to mention the movie had just ended a few minutes prior to starting
it up.
From the outset, it's evident that
something isn't really right here. Upon selecting a black machine
gunner, I saw a portrait of a white male in the interface; now,
I'm not anal about every detail, but come on. That didn't set me
back though, the smooth graphics and grouchy-yet-funny commander
did what it could to go inline with a displayed letter that was
presumably written by the player to his family back home, so those
nods to the movie were appreciated and helped even things out.
It didn't take long before disappointment
set in as I made my way through the first level and my men were
ambushed by a giant red arrow. Noticing that my men weren't even
turning to face the arrow, much less fire back, I had to order them
to go towards it until I saw a few soldiers shooting at my guys
in the middle of some trees. After ordering them to fire, I saw
a few soldiers stop shooting. Well, odd things can happen, so I
commanded them again, and then I noticed that not only where the
infantry only selectable as a mass group - which negates any sort
of cool ambush tactics, with the guys spread out for a nice range
of fire - the soldiers were also not continuing to fire after they
had killed their target. Now, this didn't happen all the time, but
it happened more often than they taking any sort of initiative and
continuing the fight themselves. Hope still prevails, as there's
an inkling left within me that I was just adjusting to the game's
pace and design.
After barely completing the first mission,
with no other soldiers left, I continued about and finally realized
that, no, I wasn't enjoying myself. There were some cool aspects
that could really have made the game a breath of fresh air: troop
action was very easy to order by utilizing a single icon to switch
between running, laying down, or walk by left or right by simply
right and left clicking; and the environments also provided defense
and sight limitations, which came up in a nice pop-up menu, accompanied
by an outline of the area the info related to. Nice features couldn't
save the rest, though.
The next few missions solidified my
worries. Each mission was nothing more than trial-and-error, with
the player replaying missions trying to find the path of least resistance.
While the enemy isn't particularly bright - they basically stand
and shoot, though some do lay down - they do have the advantage
in accuracy and they also tend to see the player first; which I
can understand, but their extended line of sight isn't an inherent
advantage to knowing the environment. Limiting the lifespan of the
player's troops is the fact that the soldiers can't peek around
corners, automatically lay down suppressive fire, or be set to retreat
at a certain point; basically, the troops have only minimal movement,
and some movements are restricted as some, like grenadiers, can't
even lay down for cover. There were also pathfinding problems, with
a big problem being that units walk at different paces from each
other, which caused some crucial soldiers, like machine gunners,
to get left behind. Soldiers also use stamina and need to rest every
so often, but this isn't regulated as well as it should've been
with crawling taking up about twice as much as running. After a
few minutes of all this, the soldiers come across as little kids
needing a babysitter, rather than grown men trained for combat.
As the game progresses, newer units
and vehicles will be able to be used. Similarly to the infantry,
these have the same pathfinding issues and can make doing time-sensitive
objectives a real pain. While it's fun to command a tank and use
mortar fire to hold back an invading force, the lack of commands
and simple-minded A.I. really hamper the game's enjoyment. Also,
one of the game's biggest faults is the lack of a save feature,
and this omission is made more painful than normal due to the severe
lack of resources that the player is presented with. The whole dilemma
of levels taking multiple attempts to find the best path would've
been greatly reduced if I could have saved after a minute and continued
on, rather than from the very beginning. Saving would've also been
appreciated when a level had worn thin on me with nonstop ambushes
and raids and all I wanted was a break for an hour or two. Some
objectives can also be complicated by either being too vague or
a victim of the game's poor grammar; however, for the most part,
they are understandable - just not reasonable.
Simplifying a genre is tricky business,
but Close Combat, the 5-Star SSI series (Panzer General, People's
General, etc.) and even Virtua Tennis are prime examples of genres
that were either established with complex standards, or would seem
to be so, but were made accessible to those not familiar with the
topic, and also thorough enough for longtime fans to enjoy them.
Soldiers of Anarchy is a prime example of a recent title that was
solid, but not able to capture that form of ingenuity. However,
Platoon definitely had that potential. The displayed layout
was clean, response times were relatively short, and menus were
extremely brief. Unfortunately, things were made too simple as there
just wasn't enough to do with the characters given, and they weren't
smart enough to make up for this lack of control. There's definitely
potential here, but the entire design is too flawed and the initial
fun and excitement tends to be a mere afterthought after the 4th
attempt on the same level.
Graphics: 8/10
While the gameplay is flawed, the graphics are fantastic. Lush greenery
and decent foliage populate a misty and randomly populated world
that has both countryside villages, and military bases. Units look
basic, but are animated extremely well and look eerily lifelike
when the view is zoomed out. Vehicles fair better than the character
models, but some of the structures presented are a bit weak. Environmental
effects are nicely done and add a great deal to the atmosphere,
likewise with the detail that's amply presented on some objects
and vehicles. Actually, I wouldn't mind seeing this engine used
in more squad-based games as it would seem to be pretty versatile
and has just the right look to it that would make it suitable in
almost any setting - sans the mix-up with the portrait and character
models in regards to race.
Sound: 8/10
While the voice-overs are silly enough to almost be laughable, their
overly dramatic harsh tones do add a bit of flair to the characters
- although none make any of them very memorable. The ambient background
music, on the other hand, is solid, and despite lacking much variety,
it fits the game perfectly. Sound effects are also strong with sounds
for reloading, bullets ricocheting, and enemies blurting out phrases.
Control: 5/10
With the varied walking speeds and simple-minded comrades, navigating
the troops tends to feel out of the player's hands. The camera also
has a tendency to stick, sometimes on a specific screen or at an
odd angle. Adding in the wonky pathfinding and it can be a real
chore managing just a handful of troops. The streamlined interface
and initial ease that newcomers to the genre will experience are
quickly negated by all of its nagging faults, whether they are a
minor nuisance or something more serious.
Overall: 4.5/10
Fans of the movie will be disappointed by the game's minimal use
of material; similarities are limited to the cover, letters home,
and names. The dynamics of a soldier losing his grip on innocence
and reality isn't utilized, making the game void of personality.
Fans of the genre will be let down by the lackluster A.I., over-simplified
gameplay, and general design flaws. Platoon showed a good
deal of promise, and playing with all the units and vehicles does
provide some fun, but overall, it fails to ultimately deliver on
its potential.
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