Intro
While Vice City was the Miami Vice of video games, True
Crime: Streets of L.A. lends itself more towards being the Colors of
gaming. Just as over-the-top, but with a worse soundtrack and tendency to feel
unpolished, True Crime delivers an enjoyable, if a somewhat haphazard,
experience. Gameplay: 6.5/10 It's tough being a badass
cop in a badass world. Just ask Steven Seagal, Sean Penn, Ray Liotta, or Charles
Bronson. To fight the scum of the city, the player needs to sink to the criminals'
level. Enter Nick Kang. The digital version of all the grizzled, on-the-edge cops
that populate so many cop dramas, and like his real life counterparts, he'll do
whatever it takes to get the job done. Just what that encompasses will be up to
you, the player. Haunted by stories of his
father being a dirty cop, Nick is tired of playing by 'the man's' rules. Enjoying
a life of suspension, he is called back into service in an elite squad to tackle
some of the more controversial cases. Seeking to right his family's name, he reluctantly
rejoins the force and goes out of his way to put the hurt on bad guys - and come
through with a few one-liners in the process. Getting sage advice from his father's
old friend, played by Christopher Walken, in a display of one of the most misappropriations
of talent this side of The Hulk, players will get to cruise the mean streets
of Los Angeles as they arrest petty crooks, refine their hand-to-hand and weapon
proficiency, and try to find songs on the radio that aren't crappy. In
essence, True Crime is a hodgepodge of the past 5 years' worth of tough-guy
games. It has the slow motion of Max Payne, the combat - including the
infamous 'human shield' technique - of Dead to Rights, and the freewheeling
cityscapes and random violence of the Grand Theft Auto series. To give
the game a little flair of its own, there are some RPG elements and branching
storylines that change depending on whether the player is taking the high or low
road. The RPG features come in the aforementioned abilities to brush up close
combat and long-range techniques; whether that is learning attack combos at a
dojo or gaining better accessories for the weaponry at the shooting range - despite
being able to pull off combos without learning them, they're easier to put into
memory the dojo-way and both really do add some spice to the game's otherwise
'me too' feeling. There is also the ability to shoot while driving, which includes
being able to shoot out tires, which looks great and causes serious problems for
the criminal, and blowing up the vehicle by hitting the gas tank. While there
are actually techniques to driving, they aren't given the same treatment as the
on-foot abilities. The most interesting
aspect of the game is the branching storyline. There are three endings: the best
(good cop), worst (bad cop), and the leftover (the mediocre cop). Keeping the
balance between bad and good isn't much fun, and it's also pretty hard to maintain.
Not being a middle-of-the-road kind of guy, I went with both ends of the spectrum.
I watched a friend play through as a good officer, while I took the role of a
bad - in our friendship, I always felt like I was Kurt Russell to his Sylvester
Stallone, anyway. Bad cop points are given due to shooting suspects, instead of
beating them or accepting their surrender, hurting civilians, and skipping missions.
Skipping missions is a nice feature, since there are some Metal Gear Solid-style
sneak levels that can get old after a while. To make up for skipping a mission,
players will have to accept the negative score and also bust a number of random
crimes. Random crimes seem like a good idea, and do add to the replay value if
you love the game, but they also hamper someone from being a good cop - despite
they being the main way to gain 'good cop' points. For example: on the way to
a call in regards to picking up a hooker with a STD, I stopped to break up a mugging,
but as soon as I got out of my vehicle, both the victim and perpetrator pulled
out pistols and attacked me. In that kind of circumstance, there really is no
other way than the 'bad cop' way to handle things; which was fine by me, but it
makes the other paths difficult to pursue. When
it does come time to bloody things up, dishing out pain isn't a problem. A pistol
is always available, and the ability to hold another weapon comes early in the
game, so players will be doing slow motion sideway jumps while blasting a pistol
and an AK47 in no time. Since killing is a no-no at times, it's then that the
fists come out. Hand-to-hand combat is broken down into low and jump kicks, punching,
and grappling. Despite being able to learn new finishers and having a basic combo
system, fights normally degenerate into button-mashing until the opponent is dizzy,
and then pulling out a finisher to speed things along. Actually, the fights are
much more fun to watch than to actually take part in. From a viewer's perspective,
they resemble the kind of fight sequences found in cheesy movies, with tables
and chairs breaking and bodies flying. After
a few busts and take downs, an episode will wrap up with a few cutscenes, as well
as the ability to go cruising. The cruising missions offer opportunities to gather
upgrades and gain new cars. New rides will come from players winning street races;
however, they can also lose their car if they fail to place in first. All cars
are then stored in a parking garage that keeps them readily available for use,
no matter what kind of damage they take. The
vehicles aren't just there pretty dangerous as well. While there is a huge variety
of cars, and they all do handle differently, they all have the same sloppy response.
Because of this, those going down the path of good will find themselves getting
in trouble due to accidentally killing civilians when trying to make simple turns.
Although, the ability to do maneuvers, like hitting the back end of someone's
car to send them spinning out of control, almost makes up for it. Almost. What
True Crime lacks in cohesion, it makes up for in variety. The feeling of
the developers sitting around going "this is cool, put it in... this too...
and this too... also this" and not really fleshing the features themselves
out permeates throughout the game, and it's this feeling of unrefined potential
that keeps it from being the definitive title in its genre. The constant loading
between cutscenes, especially for little sections that last only a few seconds,
really detract from the flow of the story and its presentation. But, with a massive
- and I do mean massive - cityscape to play in, RPG elements to pursue, and cool
sequences like escaping criminals grabbing hostages off the sidewalk, there is
also quite a bit in its favor. It really depends on how forgiving the player is
as to how much they get out of it.
Graphics: 6.5/10 The problem with a game that goes for a grand scale
is that the graphics always suffer. Citizens will be repeated, animations will
be stiff and reused, and there will be a general lack of detail. Shenmue
was about the only game to get a perfect balance of size and presentation. True
Crime is no different than its big-scale cohorts. With a game world that is
absolutely massive and heavily populated, it isn't uncommon to zone out and not
notice such things, or necessarily care. The main problems are on the technical
side, like severe clipping that can have adverse affects on gameplay. Still, keeping
size in perspective, along with some pretty good car models and the more special
animations (I never get tired of seeing a car lower to the ground after having
its tires shot out), it's far from an eyesore.
Sound:
5/10 I've never seen so many bad officially licensed songs in all my life.
Sure, you have your Ice-T with his classic "6 in the morning" and a
few other catchy tracks, but for the most part, the songs are crap. Not just bad,
but really bad. The kind of songs you see on a compilation infomercial and wonder
why anyone bothered digging them up. Even if you like rap so much you would name
your first child Hip-Hop, I still don't see you enjoying many of the songs. With
a ton of tracks, that means there is a ton of bad music. Thankfully, the music
within the cutscenes is really similar to older cop shows and the voice-overs,
while being drowned out at times, are decent. Not to mention Christopher Walken,
woefully underused or not, always brings a good time. Control:
6.5/10 The controls are a major culprit in the game feeling like a fancy
clone. Everything is so basic that it makes the actual abilities feel cheap. Despite
hand-to-hand being more evolved here than elsewhere, it still never feels like
a solid fighting engine; blocking is rarely used because it is so much easier
to randomly press buttons, which aren't consistently responsive either. While
the simplicity does work well with the fast pace, it also lessens what could've
been the benchmark fighting system for games like this. Driving is also a problem
since breaking and turning aren't nearly tight enough, with many loose corners
resulting in civilian deaths. The shooting portions are relatively simple as well,
aside from the aimed shots - which are pretty cool, since shots can kill or just
neutralize an opponent; and there's little as enjoyable as shooting out an escaping
rapist's kneecap - the rest is mainly done by the auto-targeting, which isn't
all that bad, really. Although, the PS2's pressure-sensitive buttons did lead
to some moments of weapons not being picked up and some mistaken slow-motion dives.
Overall: 6.5/10 True
Crime: Streets of L.A. is what happens when established games get their coolest
bits taken out and thrown together in a new title. The problem is that it felt
to me as though everything was thrown together, but little attention was paid
in making them as effective as possible. It's during those moments, when the things
didn't gel together, that it felt a little cheap. However, the times when it all
did, and the portions fit into place perfectly, the game was exceptional. But
hey, no one is going to blame you if the Hardball fan inside you takes
over and loves it to pieces. It's worth a rental; if anything, just to get into
a few high-speed shootouts. [
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