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Intro
Steven Spielberg's Minority Report was an enjoyable film that mixed
several traditional movie elements in a stylized vision of the future
and a fairly enjoyable story. Treyarch is an accomplished developer
who brought Spider-Man the game that he deserved, and was put in
charge of bringing Spielberg's latest flick to the gaming scene.
By all accounts, this should have been a great game. Instead, what
we get is a sub-par effort brought even lower by monotonous gameplay
that makes this one of the most unmemorable titles of 2002.
Gameplay: 3/10
In the future, three precogs - short for precognitive humans - are
used to tell the future. While not able to envision all crimes,
they are able to see murders and project the images of the crime
on a screen for Precrime officers to see. Once two balls fall, where
one names the attacker and the other names the victim, the conjured
images are used to find out where the crime will take place and
away the precrime officers go to stop the murder. If you have seen
the movie, then this is redundant; however, if you haven't, this
will be the only means to find this out if you decided to check
out the game instead.
Something didn't seem right from the very beginning; the game's
intro gives no back story whatsoever and little is shown to give
any hint at the universe visualized by Spielberg. There is an option
to watch a clip of the movie, but that will only serve to confuse
people as Tom Cruise's image wasn't used in the game - which wasn't
Treyarch's fault as he seems to not lend his likeness to anything
outside of movies - but instead of recreating John Anderton as someone
with a similar appearance, he is replaced with a middle-aged man
who looks to be getting a few gray hairs. Bad feelings continued
as I tried the training missions and was introduced to one of the
most unwieldy combo systems that I have ever tried. There was an
odd rhythm that was needed to pull the moves off, and no matter
how many times I successfully performed a combo, I never got the
system down pat.
Starting the actual game seemed to
get it somewhat back on track. It began like the movie, going on
a mission and returning to find yourself as the next assailant in
the precogs' visions. Again, nothing is mentioned of the three people
and how or why they're in water and can see the future. This is
also when the game breaks with the movie as a character is completely
absent and an officer takes the place of a quirky scientist. After
this brief jaunt with similarity, Minority Report quickly
spirals out of control into the depths of crappy licensed games.
The levels tend to be fairly short,
but some still managed to be confusing as the confined spaces are
dull and extremely similar, and navigation becomes difficult once
combat disorients the player. They are also poorly designed with
no visual flair like that of the movies, although there are plenty
of Lexus ads that are faithful to the movie and are the only stylish
objects. With a mix of indoor and outdoor areas, none are very large,
negating the free-for-all exciting escape sequences of the movie.
Each level is filled to the brim with enemies who must have taken
part in a cloning experiment because they look exactly, completely,
totally alike. They will have a second class of enemy, but those
tend to be only slightly different; a chef-fighter will have another
like him, but with a rolling pin as a weapon, or a mall cop will
have a fatter version.
When fighting off the baddies, John
will use money that is found in secret areas and on knocked-out
enemies to purchase moves and weapons. As stated, the combo system
doesn't work well, and there's only a handful that need to be done
to survive, and one move in particular that can result in fairly
quick victories. Combat does have some satisfying parts: the environments
are destructible and tossing opponents as well as kicking them while
they are done offer great moments of stomping on someone and tossing
them through glass and over a ledge. However, the enemies tend to
be packing and that makes hand-to-hand fighting a tedious affair.
Oddly enough, weapons can be purchased in-game, like fighting moves,
meaning that all it takes is a trip to the Black Market via the
pause screen to purchase weapons that come from nowhere and magically
appear in his hands. In a weird design decision, ammo can't be purchased,
and only the amount that can be held can be increased, much as it
is with health. Sick sticks make an appearance, as do vomit grenades,
along with temporarily power-ups like a shield. The weapons provide
limited entertainment as they never seem to last long enough to
be fully appreciated.
Navigation is made difficult with a
poor camera that is about as helpful as someone shining a bright
light in the player's eyes. While adjustable and thankfully speedy,
it became extremely difficult and aggravating to have to swing the
camera to the side because a pillar was in the way, leaving an enemy
to appear and pummel away. Some objects go transparent when the
camera is close, but they would also overlap on some segments, leaving
it as a nice idea that wasn't fleshed out. Using the jetpack can
also be a pain, but it tends to function well most of the time.
What really kills Minority Report
is just how boring it is. With around 37cutscenes in the game, players
are forced to wait for a loading screen, then watch a sequence that
could last as little as a few seconds, then wait through another
loading screen to play through the level. The levels featured the
basic 'find the key' formula and the endless amounts of bad guys
- who knew a mall had so many cops? - made the extended amount of
combos nearly pointless as just the quick and powerful moves were
left as the only useful ones so they the enemies could be dealt
with before being beaten to a pulp. Getting killed isn't hard, even
with health upgrades, as weapon attacks took massive amount of damage
off and deaths resulted in some of the oddest animations I had ever
seen. This is just a disappointing release and made even more so
considering the pedigree of both the movie and the developer.
Graphics: 3/10
This would've been acceptable as a PlayStation title during the
middle of its lifespan, but in this day and age, it's an eyesore.
A limited color palette makes the slick vision of the future look
particularly bland and the jagged edges made all the futuristic
Apple-ish designs look like they were replaced by Lego designers.
Some of the weapon effects are cool, and the destructible areas
are a nice touch, but the repetitive enemies and overall lackluster
design really crush all the creativity put into the movie.
Sound: 3/10
It's amazing just how much the voice and lines of Anderton are unlike
the movie. Where Tom Cruise was bewildered and somewhat cocky, this
John comes off like Michael Dudikoff trying to carry the arrogance
of Stallone in Cobra. The unintentionally funny script was such
a break from the movie, and combined with the game's serious theme,
left the cutscenes seeming silly. The repeated enemy soundbites
weren't much more helpful, but the weapons and jetpack did sound
nice.
Control: 3.5/10
The dreaded camera strikes again. With unresponsive controls and
a poor view for a majority of the game, Minority Report takes
way too much baby-sitting. The lock-on feature was adequate, but
the whole game had a "lite" feel to it. The constant adjustment
of the camera made combat needlessly difficult and traversing trickier
spots, like small walkways and ledges, never felt very solid.
Overall: 3.5/10
When discussing Minority Report with our own Nick Stewart,
all I could say was 'Wow' and 'Whew,' and that still describes my
impression of it. From such a talented developer comes a game based
on an imaginative movie that could've made an excellent game, and
the result is a title that I would hope to never play again. It's
boring, repetitive, unimaginative, and strays so much from the movie
that it could easily pass for another game, save for a few elements.
It's a very big disappointment.
(Note* Screenshots from PS2 version. Don't worry,
you aren't missing much of a difference)
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