| Intro
Government cover-ups, rogue soldiers, plots of rebellion, David Duchovny
and
Adam West. While that make for a pretty freaky dream, it's all real when living
in the world of XIII. It may not the best first-person shooter around,
but an emphasis on adventure and an interesting story help to keep Ubisoft's cel-shaded
baby from being nothing more than a novel experiment with chic graphics.
Gameplay: 7/10 Awakening on a beach with no memory of what occurred,
the player will soon find themselves the target of an assassination. The game
starts off with a bang, and XIII follows the opening sequence up pretty
well with a quick escape from a bank, infiltrating military bases, planting bugging
devices, and walking through flashbacks of their past, all while taking hostages
and utilizing their kung-fu grip to safely neutralize pesky innocents.
As
events begin to unfold, the player finds themselves at the heart of the recent
assassination of the President. The only problem is that they think you are the
killer. Needless to say, that'll have more than a few people upset. Not only are
the authorities out on the prowl, but so are the unseen forces behind the assassination.
Told through the use of flashbacks (represented by the setting becoming blurry
and black and white, with muffled sound), and comic book panels (which is surprisingly
effective), the story is engaging enough to keep players interested. It won't
blow any minds, but it does have a few twists and turns that, along with the presentation,
kept me interested. Finding out the answers
isn't easy, so it's fortunate that XIII has a few friends to help him out. Voiced
by rapper Eve, icon Adam West, and David Duchovny in the titular role of XIII,
the cast adds a bit of polish to the story, but it also makes it a little weird.
I mean, I like Adam West as much as the next guy, but being reminded of the Mayor
of Quahog whenever I'm being told to take down some rogue soldiers isn't what
I want to have in mind. But since the assistance they provided helps to unravel
the various mysteries, it's just something I had to adjust to. It's
hard to say much about the story since I would most likely give something away,
so let's just say that the player will see and have to participate in some unsavory
things during their journey. In particular -- and this is one of the more interesting
abilities -- is the option to take certain people hostage. With a hostage, the
authorities are supposed to be leery of taking potshots, making safe getaways
much more possible; well, that's in theory, but in actuality, simple guards become
supreme marksmen since, despite the fact that another human body is covering about
80% of the player and the hostage is facing the pursuers, they make crack shots
with their revolvers. If terrorizing citizens isn't your forte, there is always
the ability to knock people out with your hands, chairs, or ashtrays and the ability
to carry any bodies out of sight, unless you want another character finding it
and alerting everyone else. One might
notice the emphasis on stealth, and that is with good reason. Stealth is a major
part of XIII, so much so that it encompasses a majority of the 34 missions.
Befitting of the comic style, 'Tap Tap Tap' appears whenever the player is near
someone else, with the words enlarging or shrinking, signifying which direction
the person is going. This is an interesting way of using the visual design to
implement functional features, but it gets tricky to use whenever there are multiple
people and opponents behind an object. To add a little depth to the stealth, the
player has access to throwing knives and a crossbow, both of which happen to be
the most enjoyable weapons to use in the game. While stealth is all well and good,
it tends to wear thin after a while as the few features put in place to help the
player sneak around end up limiting rather than expanding their means of success.
When it does come down to out-and-out
fighting, the weapons in XIII are a little lacking. An arsenal consisting
of machine guns, pistols, revolvers, bazookas, shotguns, and grenades await those
who are ready to bring John Mullins to the party. Some tact should go into killing
enemies because, not only does the standard head-shot kill with one hit, but no
armor (vest and helmet) will be given to the player if they riddled the enemy
with rounds from head to toe; this is an interesting aspect, as it does become
a point of concern when health is low and there is no aid to be found. The problem
with the weapons is that they don't have a satisfying feel to them. Whenever I
shoot the shotgun, I don't feel the power that I should, and many of the weapons
are just incredibly weak; basic goons without armor can take several rounds in
the chest from the pistol and keep fighting. Another problem is that the player
is supposed to be a highly trained agent, yet he can't go prone or peek around
corners; amnesia or not, a man who can keep a steady hand when firing a weapon
should also realize that peeking around a corner is much safer than having to
walk out into the open and welcoming an RPG in person. So,
what does XIII do well? Aside from the decent story, it happens to have
good pacing (despite the stealth aspect slowing things down, the level progression
is good and they are just the right size so that several can be played out in
one sitting) and the adventuring aspect is solid. When I say adventure, I mean
the actual movement, and not the gunplay. Whenever the game isn't requiring the
player to go slow, they will be treated to near escapes, using a grappling hook
like Spider-Man, and jumping from one rooftop to another; along with a sped-up
jazz soundtrack, the mood of tension and excitement is just right. There were
some moments when the situation made the combat fun, like when the player is required
to hold a building by himself and take out waves of intruders and snipers shooting
through the windows. Even with the game's questionable A.I. (the kind of intelligence
that would make a soldier wonder why someone is standing in a doorway with a gun,
but turn right back around and continue patrol), moments like those are always
fun. Unfortunately, XIII's primary
purpose would seem to be that of a first-person shooter, but it's only mediocre
in that regard. Despite the fact that there are a ton of smaller things that make
the game fun and exciting, the low-key shooting seems to simply be there as a
means of getting from point A to B, instead of offering the intense and nerve-wracking
encounters invoked by the likes of Call of Duty. One other nitpick I had
has to do with saving: despite the fact that the player is able to hit the quick-save
button at any time, the game only actually saves their spot at the beginning of
the level, so whatever work was done up until the save will be lost when the game
is reloaded. Still, even with its problems, I still had a fun time with XIII;
the frantic mood, locales, and objectives went a long way in making the poor shooting
aspect a little more tolerable.
Graphics: 9/10 The much-touted cel-shaded approach works well, but
surprisingly enough, it's the comic concept that really made XIII stand
out. Using cel-shading, character models looked good, but their faces bordered
on scary; still, they make just about every environment look great, with the exception
of foliage. Effects look good as well, and benefit greatly from the comic design.
Using the panels to convey story elements and other tidbits (grenades that are
thrown and become out of sight will get a panel that shows where they land, etc.)
and the transition in-between levels is done extremely well in a fluid manner
that is reminiscent of a 60's or 70's drama, but with a splash of the ol' comic
touch. XIII may not be the most revolutionary game on the market, but it
sure looks good. Sound: 8.5/10
The music is best described as the kind of jazz that is heard in a 60's science
fiction or drama - the pace is fast and it makes any situation seem hectic. While
I wouldn't have even considered using it for a game, it managed to not only stop
getting on my nerves, but also became integral in keeping up the game's excitement
level. I'd say that the music carried much of the game, since the combat was lax.
The sound effects were also solid, but the voice-overs weren't so lucky. Despite
having high-profile celebrities providing the voices, it just seemed weird to
look at a screen and see a cabin on a snowy mountain with three agents, but envision
Eve, Batman, and Mulder in my head. While Adam West isn't that bad, and Eve does
a decent job - she was even spared from acting like a clichéd rapper by
keeping the slang to a minimum - it was Duchovny that I really couldn't enjoy.
For a man on the run from unknown killers, framed for assassinating the President,
and without much of his past known to him, one would think he wouldn't sound like
a board that learned to talk (or Keanu Reeves, whichever). Control:
7/10 Small icons indicate whether something can be grabbed, broken, or used,
which helps to keep the guesswork down, but they can also be touchy due to small
triggering areas. Just about everything is handled well, with weapon and item
selection handled by the directional pad, the buttons for action, and shoulder
buttons being fighting-related. My main problem with the game was what I couldn't
do, namely peek or go prone; there is little as frustrating as having to walk
into a deathtrap because there is no other way to approach the situation. Overall:
7/10 As a first-person shooter, there is little doubt that XIII will
be a disappointment to many; it certainly was to me. However, I also felt that
the rest of the game picked up the slack considerably, excessive stealth portions
aside. For someone wanting solid action, there are plenty of other first-person
shooters on the Xbox worth your money, but for those who want more emphasis and
ingenuity in their running than their gunning, give XIII a shot. [
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