| Intro
Since my parents hauled a raucous 4-year-old me into the theaters to see
Indiana Jones and the Temple of Doom, I have been fascinated by all things
Indy. When I heard that The Collective, the developing group behind the sleeper
hit Xbox title Buffy the Vampire Slayer, was producing a title based on
the Indiana Jones universe using the Buffy engine, I was simply giddy at the prospect
of whip wielding and trap evading. But finding the hidden tomb of the first Chinese
Emperor won't be easy for Indy, as he has to contend with vicious foes, hidden
traps, dangerous locations, an awkward control scheme, gameplay-destroying graphics,
and the most dangerous enemy of all--the camera.
Gameplay: 4/10 Indiana Jones and the Emperor's Tomb boasts
a combination of equal parts combat, navigation challenges (no understatement),
and puzzle and trap negotiation. Unfortunately, it does none of these well--as
every problem since the inception of 3rd person action platformers crops up in
some way, shape, or frustrating form.
To
fully understand the problems of this title, we must start at the beginning --
Indiana Jones and the Emperor's Tomb was originally developed for the Xbox,
its controllers, and its hardware in mind. Skipping on development time, it appears
that the game was directly ported to the PS2 with no special consideration given
to the necessary things required for a port to be successful. This means that
graphics are overly blocky with a terrible, game-inhibiting framerate; the controls
are superfluous and awkward; and the loading times are minutes in the making.
This all lends to an overall tone of a rushed and very unpolished game. In
true Indy fashion, the story starts as Indy heads off to some ruins outside of
Ceylon in order to find a relic; soon thereafter, the Nazis (who else?) get involved
and a full-blown, epic movie plot unfolds across the expanses of Istanbul, Hong
Kong, various locales of China, and even the Nether World in 10 missions with
a varying amount of levels in each. But the story fails to explain the point of
each level--What are the objectives? How do I accomplish them? And just why exactly
do I need to find the elevator in this section? Indy is on his own with only the
pause menu and occasional cut-scene for reference to figure out what exactly needs
to be accomplished in each section, although the formulas are remarkable similar--walk,
fight, pull switch, fight, platforms, level ends. Each level unfolds in a very
linear fashion--see a switch? Better pull it. See some guys? Better fight them.
See a platform across yonder way? Better jump over there. The level design just
feels forced and ends up providing a very ho-hum, generic experience. But
there is an oasis in the desert of tedium--the combat. With a full third of the
game concentrating on Indy, his whip, and other fun weapons, I'm more than happy
to see my turbaned nemeses bear down on my archaeological avatar. With his bare
hands alone, Indy has a score of combos readily available in true, bar brawling
fashion. Expect to see roundhouse haymakers, hammer punches, and desperate kicks
as Indy fights it out with the denizens of the respective levels. Additionally,
each weapon--from the necessary whips to sub-machine guns to innocent bystander
chairs--has its own fighting system. Guns have a firing mode (naturally) as well
as a melee attack mode (because nothing beats pistol whipping Nazis for maximum
gaming satisfaction). Indy's whip has a horizontal attack, a vertical attack,
a combo system based off of those, and even a grab attack for latching onto an
enemy's weapon or head, whichever is closest, to pull it over for additional whomping.
Combine this with some Solid Snake-esque moves like taking cover behind walls
and then leaping out to shoot, and the game's combat is very stylistic. There
is even an enemy lock-on feature that makes fighting Hong Kong ninjas that much
easier, but it helps little to combat the camera problems. Also available are
several usable items--cranes and machine gun turrets--that help to spice up gameplay
and offer an interesting diversion from falling to inevitable platforming doom.
Unfortunately, no weapon at Indy's disposal can ward off the dreaded 3rd person
camera, as that quickly turns into the combat system's most difficult opponent.
However, combat is only responsible
for a third of the overall gaming experience. When the combat stops and the player
is forced into the navigation challenges and puzzle and trap negotiation, the
game turns into a frustration festival. Navigation challenges is just a fancy
way of saying "platform jumping." And, this is where the game takes
a very, very bad turn. 3rd person platformers have a nasty habit of being difficult,
and while some games have enabled features like auto-jump or auto-grab to simplify
arduous jumping, Indiana Jones decides to incorporate platforms as an integral
part of the game. That means, fall and you'll, at best, have to start the jumping
over from the beginning--at worst, die and restart the level due to the lack of
mid-level save points. Combine this with a camera that doesn't always make the
best choices, and curses will commence. I don't have a problem with difficult
and challenging, but rewarding games; but I do have a problem with plummeting
to my death at the fault of a game's camera. In my term of playing, a full half
of my deaths could be directly attributed to the game's poor design or camera.
The savior of many 3rd person platformers is the ledge auto-grab, however Indiana
Jones relies on a perfectly executed, perpendicular approach in order to get the
feature to work, which makes it just about useless--approach at any kind of acute
or obtuse angle and some serious plummeting is sure to commence. Puzzles, thankfully,
shy away from box-pushing, but still lean toward the ol' convention of switch
pulling. None of the puzzles are overly difficult for the puzzles' sake, but figuring
out exactly what is a switch and what objects can be moved where insures that
the frustration quota will be met. Due to the lack of clear objectives, some puzzles
just don't make any sense, and the player is left confused. I have to free a glider
from the clutches of a clock tower in order to advance? Sure, whatever. Luckily,
on-screen icons appear when Indy can interact with an object, and with one swift
button push, the corresponding inventory item comes out and the interacting can
commence. A very good feature for a game where the ladders appear to be parts
of the wall. However, bump the game up to Hard mode, and these icons disappear,
making the game much, much more confusing. Of
special note is the game's amazing manual. Every detail, right down the software
license and mail-in registration card, has been created to appear as part of Indy's
research diary. If you are the type of gamer that savors manuals and game art,
this is one to be seen. Everything is incorporated into a 1930s-esque style that
puts other black and white manuals to shame. Kudos manual designers--you are the
MVPs of the development team. Graphics:
3/10 Being as this was originally an Xbox game and that no one really seemed
to do any graphical QA testing before release, the graphics result in a crime
against humanity. Slow downs, frame-skipping, and the occasional freeze-up when
combined with a terrible camera and textures taken straight from the Doom
era do nothing to convince me otherwise--and I still haven't begun to describe
the collision problems. Many of the
environments in Indiana Jones are large, expansive, outdoor locations that
are actually kind of impressive--Istanbul and Hong Kong in particular. The cities
reveal many gorgeous buildings in the distance that really lend a certain feeling
of immersion--if only I didn't have to view them at 15 frames per second. Play
in a tight room with no enemies, and the game is smooth. Once the screen is populated
with enemies and buildings, it takes but seconds and eyes water from the blurs
and terrible frame rate that does all but make the game unplayable. And although,
I have to compliment the developers on making the camera see through Indy when
pressed against a corner, I could rarely get that feature to work without manipulating
it through walls that weren't so transparent. Every section of the game is a battle
versus a camera that just refuses to cooperate. I hate it, and no armed ninja
in the world makes my Indy avatar quiver as much as a bad camera angle. Indy,
himself, looks good. His face is recognizably Indy, and being able to see inventory
items represented on Indy as he collects them is a very cool feature. However,
watching Indy as he falls into a wall or through a platform is not. The collision
is terrible; it's not uncommon to see Indy half in a wall or an enemy's sword
poking through a shut door. On several occasions, I even fell through a platform.
These are problems unbecoming of a finished product.
Sound: 7/10 Far and
away, the best part of the game. The scores fit accordingly and hearing the theme
music play after completing a rigorous battle or a tough jumping section lends
toward a feeling of completion and success. The cut-scenes are voiced well (they're
even synced--a rarity in today's games), and although Harrison Ford doesn't lend
his talent, his stand-in is very suitably Indy. But the effects aren't always
perfect, and after hearing Indy pant after running, jumping, or fighting for more
than 3 seconds, every 3 seconds, and your roommates / parents will swear you're
playing an Indy sex romp game. Gun shots are pretty run-of-the-mill, but the whip
sounds are nice, if not slightly muffled. Control:
4/10 Indiana Jones uses every single button, stick, pad, and shoulder
button to create one of the most complex control schemes this side of MechWarrior.
The left analog stick handles movement, while the right handles the camera. Face
buttons take care of actions and combat, the d-pad manages inventory, and the
shoulder buttons handle all periphery movement and combat functions (reloading,
somersaults, etc.). And although it may look well on paper, manipulating the camera
and fumbling through the inventory while avoiding attacks and counter-attacking
will leave gamers perplexed. Humans simply don't have enough thumbs to make these
combinations successful and fluid. Add
to this the aforementioned grievances with platforming, and there seems little
reason to get involved with this title. But there is a light at the end of the
tunnel. Manipulating Indy's whip is a thing of beauty as he uses it to swing,
fight, and pull enemies' weapons from their hands. And although it is a bit too
unwieldy in the later battles, it's a joy to use while he can. The game also makes
cover an important part of the game, and luckily Indy can duck behind a wall,
then jump out to fire some shots, and jump back into cover to reload and evaluate
the situation. If the camera decides to agree, it's just awesome when executed
correctly. Overall: 4/10
Indiana Jones and the Emperor's Tomb simply has too many problems
to succeed. Whether it's the bothersome camera, terrible collision, horrendous
graphics, or overly complex control scheme, there just doesn't seem to be any
reason to pick up this title. When the only noticeable plusses are the marvelous
manual and the audio scores, a title has issues. Although the game was laden with
potential, Indiana Jones and the Emperor's Tomb fails to deliver in several
key areas, and license withstanding, there exists no conceivable reason to buy
it when titles like ICO attempt to do the same things and do them much,
much better. [
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