| Intro
Some years ago, DreamWorks Interactive made a PC first-person shooter called
Trespasser, and it was bad. Years afterward, a company named Valve made
a first-person shooter called Half-Life, and it was good. The difference
was that DreamWorks tried to immerse the player by way of emphasizing realistic
actions to immerse the player, to where as Valve focused on the situation themselves
and their results of telling a decent story fantastically. Breakdown is
like a mix of both: it goes for the involved world that involves heavy participation
from the player while they progress through a story that is mediocre, but told
in such a way that the journey itself makes the experience worthwhile. Its lofty
goals are achieved in some ways, but the successes also bring about some nagging
flaws.
Gameplay: 6.5/10
I'm pretty surprised that a high profile developer like Namco put out a title
like Breakdown. Compared to their recent offerings in North America, and
with the current state of gaming, it's very experimental. The game is played out
in a first-person perspective that is taken to a level that very few titles go;
instead of it simply being a viewing perspective, its purpose is to put the player
in the character's place. It would seem like all titles do those, but Breakdown
does it a bit differently. Like Trespasser, Breakdown has the player
go through several steps to do a process; while it's pretty time consuming and
often bothersome, in Breakdown's case, it also succeeds in immersing the
player in the game world. The game also emulates head movement by showing the
player's body, instead of just hands.
Screenshots
don't adequately explain just what Namco did with Breakdown. The viewpoint
shows everything, including the character himself: when looking down in Halo,
the player sees nothing, in Breakdown, they see feet, legs, a chest, and
if knocked down, all of that contorted. Actions are also slowed down and done
in a more - not totally - realistic fashion. A good example is that, unlike most
games, instead of the player running over a clip to pick it up, here, the player
has to actually search the body, grab the clip, and then place it into their inventory.
All items are handled in the same manner. This is also an example of what is wrong
with the game: taking the extra steps do emulate the process one would go through
when doing those actions in real life, but it is also counter-intuitive to a game
that bills itself as an adrenaline-pumping action title. It's difficult to keep
up the pace of combat whenever it takes 10 seconds to replenish ammo. Superfluous
steps aren't the game's only problems, though. Combat is flawed all around. The
enemies encountered are either soldiers or enhanced fighters. Soldiers can take
up to an entire magazine, shot at a distance of a foot away, before the die. The
enhanced fighters fight bare knuckle, and despite not being very bright, their
tactic of bum rushing the player, with the player having little recourse to combat
multiple opponents, can make them pretty difficult. One reason for the guns (limited
to a pistol, sub machinegun, and rocket launcher) being so weak is that the developers
wanted players to take advantage of the melee combat system - I assume, otherwise
combat is bordering on being broke. Unlike most first-person titles that have
rudimentary combat moves, typically a punch and kick, Breakdown features
a series of moves and combos, along with acrobatics (side rolls and back flips)
that allow for evasive maneuvers during fights. This approach is pretty fun with
a single opponent, but, as I said, anymore than that and it gets hairy. An adjustable
lock-on system is included to assist in fighting, but often the player will swing
to an enemy out of range because it's very easy to forget to switch targets after
getting body-checked into a wall. Another problem was that my character would
often get up and face an awkward direction after being hit, either standing up
inches in front of an enemy's fist or facing a wall, both of which were disorienting
and potentially disastrous. Blocking was somewhat useful, but it is tough to navigate
when arms are covering the screen, and it doesn't stop a few of the moves. Other
times, though, the melee combat is marvelous; there were times when I would automatically,
or intentionally, do a back flip, barely missing a bullet, then following through
with a flying kick and a back fist of doom. For such a unique system, these problems
aren't abnormal, but they do make for some bad growing pains. There
is something that does alleviate some of the frustration, and those are the powers
the player gets throughout the game. I don't want to give too much away, just
know that things get interesting. Launching a once-feared enemy into the air,
flipping as they go, is a rare joy. Although
some will only offer significant problems, the handful of enemies are always threats.
Even after having gained powers, the basic super soldier can deal out large amounts
of pain. With eerie Terminator-like glares, the warriors aren't just tough to
fight, but can also be pretty intimidating. Unfortunately, even with their strength
and fierce look, they aren't consistently aggressive
or very smart: some
will stand a few feet away from the player and not move, even when being shot.
The same intelligence is about on par with the player's companion, who is prone
to running around, running into walls, blocking the player's path, and just acting
strange - she does come handy in some combat situations, though. The
pace of the game is pretty quick, so that means the levels are laid out in a simple
manner - backtracking is rare, puzzles are limited to finding objects in the room
next door, and every unnecessary room or spot will be locked away or barred off.
This linear approach keeps the story unfolding at a steady pace, and that's really
one of the game's biggest draws. The story itself is decent, but it's told in
such a great way, through flashbacks and hallucinations, that the surreal aspect
is presented in a genuinely creepy and entertaining way that I couldn't wait to
see what was going to happen next. Throughout
the course of the game, the player will also have to answer questions and do extra
tasks. The questions aren't necessarily important, since the game will progress
if they aren't answered, but they are handy if the player wants to find out more
about the story. The extra tasks are another means of fleshing out the world and
getting the player more involved; these are typically moments like having to press
the action button to grab your companion's hand, and then pressing it again to
pull yourself up, complete with a shaking camera and full recognition of the area.
The exaggerated camera movements, which is adjustable, is also used to great affect
in replicating actual head movement; actions like opening a door has the view
go forward to replicate leaning, then the character's hand coming into view to
open the door, then the view going back to its original position. There
are also a few other minor problems and oddities. Something I found strange was
that the player can replenish much of their health by drinking soda, however,
instead of just breaking the front open and taking what is needed, he puts money
in the machine and goes through the whole process of getting a Coke - er, not
a Coke, the cans just happen to kinda-sorta look like one), also, the machines
are surprisingly sparse, holding only one or two cans. While that is more of a
weird observation, the fact that the player can not store food items in their
inventory (somehow a rocket launcher fits, but not a candy bar) and that the ammunition
used wasn't accurately reflected by how much that had been acquired (I would pick
up a dozen grenades, but I would be out after throwing three) was just annoying. Breakdown
is a tough title to review. On one hand, it really does succeed in making the
player feel like they are actually doing the movements on screen, and the way
the story unfolds is brilliant. On the other hand, the game just feels clunky,
with combat only rarely living up to its potential, and much of the game takes
place in boring environments (including a huge office building that have corridors
reminiscent of Body Count) and the extra steps seem all the more pointless
when the cancel button could do away with the step of having to accept or discard
an item. It's one to play for the experience, not for the design.
Graphics: 7/10 Like Half-Life, Breakdown looks good,
but it doesn't seem very representative of a game of today. While Half-Life
looked good when it was released, it was eclipsed by Unreal, and in this
case, Halo is today's Unreal. PC gamers will get that analogy, everyone
else, just be aware that the game looks like its a few years old - that is to
say, it isn't ugly, but it can't compare to other releases in the genre. There
were also weird anomalies, like the character's hand moving past an item and then
it being picked up, causing the item to float behind the hand. Weapon effects
were a little weak, with explosions and rockets looking dated. The game is also
extremely dark. Fortunately, brightness and gamma can be corrected, but the game
became nearly unplayable when switching from component to composite. Sound:
8/10 The music is creepy, but the good kind of creepy. The sound effects
were also good, with sounds like razors scratching brick walls doing a great job
of freaking me out. The world in the hallucinations had nice echoed voices and
slightly distorted music that really went towards making it surreal. The vocal
work was actually decent, and the synching was impressive. Control:
5.5/10 I found myself having to use auto-aim, which has to be the only time
I've ever said that. After shooting an enemy, a target locks on them, and stays
on them until the enemy dies or target is manually switched. The auto method is
almost essential because, not only where the enemies hard to spot, but also because
all of them are so resilient to bullets; since the weapons are so weak, every
shot has to count. Problems also arose whenever I attempted to do a quick punch,
because it was often mistaken for a charged attack and the result was often a
missed shot and me lying on the ground in pain. The additional steps also bog
the game down as they are unnecessary and lend towards the game's overall clunky
feeling. The controls are definitely Breakdown's biggest problem. Overall:
6.5/10 It took me a while to appreciate Breakdown. The controls and
lack of direction in the beginning had me thinking that the only part I would
like would be drinking a coke because it reminded me of Shenmue. After
a while, the storytelling's charm became undeniable and the melee combat, while
flawed, is novel enough to not be as irritating as the shooting portions right
off the bat. At about 10 hours, though, the game is best suited as a rental, and
should be played not for the combat, despite it being emphasized, but for the
story. Breakdown offers a surreal experience and a few genuine chills,
as well as a few problems. [
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