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Spy Fiction

Developer: Access Games
Publisher: Sammy Studios
Genre: Action / Adventure
Players: 1
Similar To: Metal Gear Solid 2
Rating: Mature
Published: 11 :15 : 04
Reviewed By: John Green

Overall: 5.5 = Average

 

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Spy Fiction is a tactical espionage action game. In fact, it's Sammy's (the same people responsible for your Guilty Gear, mind you) tactical espionage action game, developed by the relatively new Access Games (the same people responsible for ... nothing else, actually). The box has the Sega (the same people responsible for everything you loved ten years ago) logo on it, since Sammy can do that these days. I kind of wish the box didn't have that proud name in trademark blue font tucked away on the back cover, but the fact of the matter is that it does, and we're going to have to get used to it.

You are super secret dude special agent Billy or super secret lady special agent Sheila, and aside from one or two necessarily gender-specific mission objectives, the game progresses the same way either one you choose. Billy has more health than Sheila, but he can't steal the identities of women. Sheila can mimic both sexes. (I'd like to note, here, though, that the characters don't change their standard animation set when wearing a disguise, so you will see a tough badass storm trooper, complete with evil red light, walking like a girl. Fun!) Surprisingly, the story revolves around a superweapon that our heroes cannot allow to be unleashed. Intrigue abounds!

Even without considering the plot, the game pulls a lot from Metal Gear Solid - from the strikingly similar item menus to the almost spot-on identical health and caution meters. Unfortunately, it forgot to pull some crucial MGS2 elements, like hanging from railings. Sure, you can hang off of some things, but you can't hang wherever you want, or, more importantly, where it would make sense to. Instead of dropping over the side of a catwalk and scooting sideways hand over hand to bypass infrared beams, you almost always have to find the green control box and destroy it, then proceed in a mundane and not-very-espionage-y-feeling walk. You can run, too, if that helps. Moments like these when you lean back in your chair, look up at the ceiling and long for an MGS2 move-set, get to be pretty frustrating after a

 

while. You can't quickly and (or) effortlessly whip around a corner, take a shot and pivot back to safety. You can't even shoot while crouching. The gameplay is a step back from Splinter Cell and MGS2, which approaches unforgivable. Why not include these things?

They did come up with some of their own ideas, though. Spy Fiction's main thing (not quite a gimmick) is your ability to use one of your items, the 3DA camera, to take other characters' identities. There are two levels of dress-up, depending on how much of the target is visible in the picture - clothing data only, with which your spy's incredible bodysuit replicates the duds of the photographed subject, and clothing and face data, with which you can reproduce the subject's face and outfit. You can also acquire a subject's voice through eavesdropping, although this is only useful when it's actually listed in your mission objectives. Once you've done this, you're all set to walk around in front of guards and checkpoints and so on without fear, for the most part. If you collide with another character or use one of your spy gadgets, though, you'll arouse suspicion. If you get inspected too many times, you get discovered and it's game over. The number of body search "lives" you have is up next to the health bar, when you're in disguise.

Your super stealth action spy suit has another super stealth action spy function, as well - if you crouch against a wall (most vertical surfaces will do), you'll become invisible. As long as no one saw you and you're not in the way of some guard's rounds, you're perfectly safe.

Finally, you've got a bunch of gadgets at your disposal. There are pen grenades, stick-on cameras, a climb-around-on-ceilings device - even a bomb that looks like a bandage! A couple, like the Spider Grip (ceiling climbing thing) and rappelling kit, are required at times, while most of the rest you are free to use whenever you want. I never used some of them (I only used one bandage bomb the whole game, just so I could say I did), but it's certainly nicer to have way too many items at your disposal than way too few. There are also several guns scattered throughout the game, although really they're only useful on the final bosses, as your stock starting gun works very well.

Now, all of this comes together, mostly. Every level has the mission objectives clearly outlined and they update as you progress. There are very few points, if any, where you'll be wondering what you're supposed to do next. Most of the missions boil down to going somewhere to find an object or get a disguise, going somewhere to use the object or disguise, and then going somewhere else. Often, you'll have to find little objects or little disguises on your way to the bigger goals. What counts is what you have to go through to carry out the general formula.

In MGS, at least the way I play, it takes some studying of guards' patterns to advance. Spy Fiction has almost none of this. As you're in a disguise a lot of the time, a good part of the game is less of a sneaking mission and more of a walk-through-hallways mission, and it's usually pretty easy to avoid getting noticed. There aren't really any ring-around-the-rosie-with-guards bits. In these segments, the only tricky bit is changing clothes - you can only do it, strangely enough, in specially marked stalls, dumpsters, trash cans, barrels and lockers. While it makes sense gameplay-wise, it doesn't make much sense game-wise. Why can't I change clothes in this very dark, very out of the way corner? I mean, I'm technically not even changing clothes - my spy suit is crazily reforming itself. It's puzzling. You can change back into your spy gear at any time by holding L1 and spazzing out on the thumbstick, which you'll need to do to be able to jump and crawl through vents (for some reason you can't perform such complex maneuvers while in disguise). Shouldn't that be pretty much the same as changing into something else? This again evokes the feeling of being limited by the game, which isn't pleasant.

Also unpleasant is waiting for the activity that accompanies your discovery to die down. This takes less time than in MGS2, but it's somehow less tolerable and more boring. You'll usually just be crouching against a wall, invisible, watching the enemy soldiers walk right by you, so you'll be holding down L1 to make sure you stay that way. Ninety percent of the time, there is zero chance of being discovered - the only way to screw this up is to plant yourself in one of the guard's beats or get seen going into hiding. Sometimes, these two foibles won't even get you caught - if a guard bumps into you but doesn't quite wisen up to what's going on, he'll just fire off a couple random bursts in your direction. If they don't hit you, you're home free, because the guard won't investigate further. This can lead to an interesting loop, if you let it. If you position yourself correctly, so that a guard will stand in such a way as to be touching you just a tiny bit, you can have him bump into you, fire shots that don't hit, bump, fire, bump, fire, ad infinitum. I even got this to happen while I was perfectly visible, though ostensibly hidden in a fern. So the A.I. isn't the brightest, but that's easy to tell from the fact that there are so few different discovery-triggered voice snippets. So every time, or maybe one out of every two, your alert percentage gets down to a certain level, you will hear the "maggot on the run!" sound byte. Every time guards are searching for you, you will hear "no intruders here!" several times. That's just how it goes, and it does get annoying.

The levels themselves are neat enough, although a couple are definitely better than their mediocre brothers. The game is best when it breaks free of its indoor environments and tosses you outside. It actually introduces some platforming elements, and while this is an end to which the controls are obviously not suited, they work well enough that these segments are, surprisingly, some of the more enjoyable ones. The outside area I'm speaking of starts off in a swamp'ish jungle region, so you've also got the bonus of a MGS3 demo-like setting for a while. And although you can't tranquilize little critters or climb trees, you can hop around on logs in quicksand and snipe annoying cameras from a platform perch. Other than this, the stages range from a cathedral to an airship to a science lab, with not much in between. The coolest level in the game, though, is a beast - you work your way up from the tail end of a speeding train, ducking and jumping to avoid incoming obstacles while fighting off bad guy thugs. It doesn't last very long, but it's well thought-out and enjoyable.

The combat, though, isn't. The shooting is point-and-click, minus the point. Hold down the target button and a reticle will appear on an enemy. Shoot until he's down. New target. Shoot some more. Feel free to run around while doing this. Not too much skill involved in the firefights, here. The first-person shooting is nothing new - standard aiming there. The close quarters combat is bare, with one button to hit for punch>punch>kick. It's frustrating because once you start on your combo, you really can't change direction. This becomes a problem when you go after bosses bare-handed and when soldiers flocking around you scoot a little in their random movements. Without the Toe Blade item, punching and kicking knock your opponents out. After you've handled all the defenders who've rushed to the scene, you can eliminate them for good with a grenade.

After taking care of prying eyes, you can deal with the other obstacles - the villains in Spy Fiction are very fond of ineffective infrared beam detector-deals. If you can't see the green box with a blinking light to destroy, you'll theoretically have to jump or roll around them. It is very possible, however, in some points, to just barrel through, braving the sentry guns, and wait out the alert status on the other side (most doors lock when your presence is discovered). Another one of their favorite intruder-deterrents is electricity-spouting squares. These are strategically placed on ledges you have to hang from and scoot along and in vents you have to crawl through. Each square has a pattern, a rhythm of zapping. You simply watch, learn and time your movement accordingly. The game introduces these as pigeon-zappers (to prevent the birds from landing on the roof and ledges, for some reason), but the only pigeon dumb enough to fly into one of these would have to be a dead pigeon to begin with - especially the ones in the vents in the basements of the buildings. So they're really spy-zappers, exclusively.

Spy Fiction does look pretty good, though. Most of the time. Some of the textures could have been a bit larger resolution-wise, and since you control the camera freely, it's not hard to notice where the programmers skimped. There are also some problems with shadows, occasionally, such as them being in nowhere near the right place or suddenly becoming unexplainably pixellated. But the characters, designed by the renowned Range Murata, are excellent, with a nice number of polygons and a very smooth look. They've been animated with lots of attention to detail - it's enjoyable to watch the box attached to Sheila's belt bounce and shift as she walks or climbs a ladder.

The game sounds alright as well, with music in appropriate places in appropriate volume and in appropriate style. The voice acting is passable, though sometimes overdramatic and exaggerated. One bothersome factor, though - some sound effects are simply much to loud. In the first level, for example, the howling of the wind packs a bit more punch than it should, and to tone it down you have to tone down the music as well. Aside from that, guns sound like guns and grenades like grenades, and the only other thing amiss is that your footsteps can also be disproportionately noisy.

It's a decent package, but it's brought down by a few more general shortcomings. Some of the scenarios seem almost impossible, at first. At one point, you have to perform a Mission Impossible-style drop. Remember those infrared traps you'd encounter while moving on the X/Y-planes? Surprise! In this activity you get to deal with them on the Z-axis, timing your descents and position on the rope (vertical or horizontal) to not even be grazed by a single one of the beams. Oh, and you're timed! The boss battles are equally goofy, with one seeming so cheap I almost didn't feel bad about taking one bad guy down exploiting the melee combat and its convenient knockdown. I'm also curious as to how this boss created dozens of simulcrae in his image to take potshots at me from the sidelines - this wasn't covered anywhere in the gameplan, and no one ever attempts to make it fit in with the story or world.

I'll also venture to say that including the first level twice was a dumb move. Yes - you play the first level first, and then you play the first level last. Again. As in almost everything is exactly the same. I kind of understand that the rest of the game was a flashback (don't worry, that's not a spoiler, they tell you as much in the mission briefing), but that doesn't mean I'm cool with repeating the entire first level and having my character, in a cutscene, fall for the same trick. This is a not-at-all veiled bid to simply add more hours to the game. I clocked in at thirteen in my first runthrough, but that's not counting all the time I lost in a death or discovery, so be prepared to spend more than that. (Here would be a good time to mention that, upon death, when you're given the options 'Keep Playing' and 'Quit', if you choose 'Quit' you really will quit, with no chance to save. Doh.) The game also seems to think it has you more engrossed than you really are, and pulls a "Luke-I-am-your-father" stunt from out of absolutely nowhere. Beating the game with each character unlocks a second costume, and there is also an alternate ending that can be achieved through beating the game multiple times. Unfortunately, you probably won't want to bother.

Overall: 5.5/10
So, in the end, it's a fairly mediocre game. Despite it's grabbing for attention by touting its own single-name director (Swery [Hidetaka Suehiro], who worked on the Last Blade games at SNK), it's no match for Kojima's opus. After his last game before Spy Fiction, Swery "increased his fighting spirit for the next project." This increase wasn't enough to generate a pure winner in Spy Fiction, but if the spirit keeps increasing, maybe the quality of the games will, too.

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