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Death by Degrees

Developer: Namco
Publisher: Namco
Genre: Action / Adventure
Players: 1
Similar To: Rise to Honor
Rating: Mature
Published: 03 :09 : 05
Reviewed By: Ryan Newman

Overall: 2.5 = Terrible

 

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Joining such fine company as Midway and Sega, Namco has released an action title based off a respectable fighting franchise and managed to ruin whatever prospects there were through poor and dated design. Death by Degrees now resides in the same hallway of games as Mortal Kombat: Special Forces and Virtua Quest, managing to be not as good as the latter, but better than the former, which is to say that it isn't worth your time or money.

Tekken alumni Nina Williams has been given the task of unraveling a vast underworld plot to control a satellite capable of bringing apocalyptic destruction to the world. Involving an explanation for the events that take place in the Bermuda Triangle, as well as an appearance by a strange Benicio Del Toro character, the convoluted plot is slow to pick up and mostly strange. As a vehicle to allow Nina to wear skimpy clothing and performing bone-breaking moves, as well as show a few good looking CGI cutscenes, it works - somewhat.

Amongst the Silent Scope-light shooting segments, the controlling of a hovering camera, and the escort portions, Death by Degrees features, and is most touted for, the Rise to Honor-style controls. With one analog stick controlling basic movement and the other where she attacks (move it to the right and she kicks to the right, to the left and she kicks to the left, and so on), the convoluted control scheme will leave gamers everywhere with hand cramps for days as they rotate sticks 360 degrees while holding down a shoulder buttons and - lightly! - tapping the other analog stick. By way of a nifty point system, Nina can purchase additional skills including one of several dozen ridiculous moves, as well as the ability to fire weapons more accurately, be more deadly with melee weapons, and enhance her critical strikes. Aside from the basic combat system, the critical strike is the game's other main selling point: essentially, it is supposed to be a super powerful move that devastates opponents, with their devastating effects .












 

being displayed using the cheesy slow-motion x-ray shots of bones breaking, as seen in Romeo Must Die. However, despite skulls cracking and bones breaking, it can take several of these to down many of the opponents, which undercuts whatever awe-inspiring power they are supposed to convey

Instead of having interactive environments, like being able to kick tables at people or sling off poles, Nina is stuck fighting on the ground; she can climb on and off objects, but nothing benefiting the game's combat. The enemies vary in design, but tend to be used so much, due to a healthy usage of respawning, that they become tiresome quickly. Still, they are a solid source of food and potions, to increase health and enhance stats (i.e. 20% less damage taken, refilling of critical strike meter, etc.) respectively, as well as weapons. Surprisingly, despite being a super secret agent, she has a very limited carrying capacity for most of the game, limiting herself to one melee and one long-range weapon, with additional slots being made available through holsters found throughout the level. Now, you may be thinking that it is just too cumbersome for one person to carry so many times, but since she tucks them away in a magical pouch anyway, I don't think it would have killed the developers to give her the ability to at least carry more ammo - which she can't. It's either the weapon itself or nothing.

In the midst of all the pushing and mashing, what becomes strangely clear is that Death by Degrees is highly influenced by Resident Evil - and I'm not talking about Resident Evil 3 or 4, with the refinements, but the original. That includes shimmering objects, puzzles that involve plenty of backtracking, stiff controls, and that horrible camera that switched angles whenever a new room is entered. The camera is really one of the biggest problems with the game as it locks into some of the worst positions possible, often not showing enemies that are directly in front of you. The controls also switch up when the view changes, meaning that going forward in one area will have Nina going left in the new room. By the end of the game, I was still veering off into walls and doing unintentional quick turnarounds.

Some portions of the game, however, aren't completely bad. One puzzle involved helping someone to escape from a robot while using a few monitors and an old map. There's also the ability to use stored fingerprints from dead foes and objects, which constitutes a significant portion of the non-combat segments, and can be used to open lockers in rest areas that store contain additional items and info. Aside from several weak boss battles, including one of the most infuriating first-level bosses I've yet to encounter, one segment involved fighting off zombies and Nina protecting a child version of herself in a dream sequence. Despite a rudimentary journal that is only there to remind you about the game's most recent events, there are notes all around the game that highlight what is needed in the area or in the near future.

A puzzle that really epitomized the Death by Degrees experience, and showed the degree to which the developers were willing to borrow from the Resident Evil titles, was a portion very similar to one found in Resident Evil: Code Veronica. In both, a female lead is required to remove items and put them in a bin so they may pass through security alarms without setting them off. In Code Veronica, that involves removing weapons; in Death by Degrees, that involves removing clothes. Now, I'm rarely one to go on about the portrayal of woman in games, mainly because I feel both sexes are misrepresented by unnaturally perfect characters that are overly fond of tight clothes, but when I have to fight hordes of bad guys off in a bra and panties, something's wrong. The real kicker was that you get to discover that it wasn't combat boots she had been fighting in all this time, but high heels. In fact, Nina, aside from having the face of a guy and a permanent scowl, is perpetually wearing horrible outfits. She is either sporting a torn dress that makes her look like a prostitute, or a Special Forces outfit torn just so you can see part of her breast and butt. It is only towards the end that she gets a somewhat proper outfit. Now, if I'm supposed to be taking on the role of an elite agent, male or female, give me something that makes me look as tough as I'm supposed to be. Otherwise, I feel the experience is tarnished, which is certainly the case here.

Aside from the gaudy outfits, Nina herself seems to have a weird repetition complex. If you have seen old cartoons, you will notice characters might press the same series of buttons over and over or their legs might move the same way when they run; similarly, Nina has the same reaction of scowling and stepping back when something happens. It's a little odd. The other characters are decent-looking, although some robots look a bit silly and I did feel bad beating up Benicio Del Toro. Nevertheless, they are about on par with the environments: serviceable, aside from some first-person segments that reminded me of King's Field in their roughness. What is unexplainable is the significant amount of loading. Like Resident Evil's door-opening sequence used to buffer loading, Death by Degrees has Nina look around and push a door open, which is really just to introduce a loading screen. This feels pointless since there is already too much time spent sitting around, doing nothing. In fact, there are loading screens for loading screens: after waiting for about ten seconds, the graphic for loading vanishes, only for the game to wait a second and pop up another one. In some of the story segments, the game will load three or more times, which, needless to say, breaks up the events way too much. There is even loading for menu items, which can make scrolling through the inventory way more time-consuming than it should be.

One reccurring problem in the game is that if you encounter a portion that makes you think, "Whew, I hope I don't have to do that again," you will. Such segments include having to look after dense NPCs; swimming with limited oxygen in environments that meld together; crawl through tunnels similarly cumbersome to navigate; and having to put up with good ideas that have been ruined. One boss battle included fighting on a decrepit bridge that fell apart during combat, which is a good idea. The only problem was that Nina seemed to forget that she could grab onto ledges and that falling to her death isn't a good thing. With some save points being half an hour apart - while others are literally five minutes apart - repeating a particularly harrowing portion, complete with all the load times, is really not something I was fond of doing. At least the weapons were fun to use: nothing like dual-wielding katanas and railing away at bosses with machine guns to even things out. A sniper game is also unlocked when the game is completed. Oh, and it boots up - I'll ignore the time it froze on one puzzle.

Overall: 2.5/10
While there are games that have had worse controls, camera system, graphics, story, puzzles, level design, and the like, most tend to do the rest fairly well, but not Death by Degrees. The experience is tedious and certainly not worth the effort. The biggest problem I had with Death by Degrees is that I just didn't have fun: the brief moments that were somewhat enjoyable were dwarfed by half-hours of boredom, backtracking, and aggravation. If you really want to bust some heads as Nina, spend your money on Tekken 5 instead.

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