| Intro
Squad-based games were all the rage some years back - thanks Tom Clancy -
but their prominence has weaned a little lately. That hasn't stopped Digital Anvil
from embarking on a sci-fi rhomp to a time and place where cloning troops is the
norm and hokey looking aliens are a-ok. While not without faults, Brute Force
is much like Digital Anvil's earlier offering, StarLancer, in that is an
an experiencing that isn't groundbreaking, but enjoyable.
Gameplay: 8/10 Before I start, let me repeat my mantra: don't mention
Halo, don't mention Halo. Alright, I think I'm good to go now. Ah
crap. I mentioned Halo, didn't I? Well, I'll just get it over with quickly.
It's easy to think of Brute Force as a third-person Halo. I mean,
the color schemes, fonts, and items - re: the sniper view - are very similar to
Bungie's hit, as are many of the environments. Gameplay-wise, though, there is
really isn't all that much that the two have in common; the limit to two weapons
per character and how grenades impact landscapes and units is, in what I noticed,
about all that feels the same.
Similarities
aside, Brute Force is an interesting act in its own right as it's a rare
all-out action title that allows the player to take command of a small detachment
of specialty soldiers - something not that common on consoles. Fighting off rebellious
factions, both human and alien, is hard work and the Confederation needs the best.
That's why the player will find themselves cloned back into existence, as well
as seeking the aid of other clone soldiers as well - not all the soldiers are
cloned from the get-go, namely Brutus, a reptilian alien from the Feral race.
Each has their own special attributes that will be required to achieve success. The
initial soldier used, Tex, is a heavy hitter, with a scout named Hawk and a sniper
named Flint, and there's the ever awkward Brutus. Using each soldier to their
maximum ability will require getting accustomed to their special talents. What
are those talents? Well, I'm glad you asked! Tex can wield both of his weapons
at the same time, for double the pain; Brutus can invoke the Spirit of Vengar,
doing this gets him a blessing from his god and gives him advanced, infrared vision,
as well as increased range, and the ability to kill upon contact; Hawk can go
invisible and use her powerful energy blade to slice enemies down without causing
a ruckus; and Flint gets into 'the zone' and auto targets any enemies nearby.
They're a varied bunch, but all are equally important in accomplishing the given
objectives. Picking from an arsenal of
both ballistic and laser weapons, the squad will be taking up shotguns, machine
guns, sniper rifles, blasters, grenades, and anything they can get their hands
on as they face off against the cannibalistic mutants, psychic Seers, rebel Ferals,
and the corrupt Caspian militia. While serviceable, the enemies are fairly bland
in appearance and none install a sense of urgency or fear, so dispatching them
doesn't feel as satisfying as it could have. Regardless of their appearance, they'll
still put up a solid fight, and a much more satisfying one on harder settings.
There's no need to fret, though, the odds are evened out by the ability for a
friend to hop on for some co-op fun - on either the same system or system link,
sorry, no Xbox Live goodness here - or the player can take control of any of the
other teammates to make sure that their plans are more thoroughly followed. Having
teammates in such a small group means that the developers really needed to do
their stuff right, since any problems with the friendly AI could really bring
the experience down. How well they handled the squad aspect is arguable. On one
hand, it's amazing to see the other members run for cover and take potshots at
escaping foes; but, on the other, it's painfully annoying to have them run out
in the middle of a firefight and get killed. Unfortunately, they aren't too shy
about getting shot. Issuing orders to one, or all of them, is a breeze, and they
should be safe in the hands of a capable commander since the basics - stand ground,
move to, fire at will, and cover me - but their eagerness to fight often makes
things difficult. In fact, I spent most of my time telling them to stay put and
switched to whatever character was better fit for the situation, as they say,
if you want something right then you do it yourself. What I think really could've
helped alleviate much of the problems would've been evasive maneuvers; something
similar to Indiana Jones and the Emperor's Gold, when the player could swivel
around a corner and take a shot or two, and immediately go back to safety. Who
knows, maybe next time. Spread out over
6 different worlds, the player will find themselves anywhere from a sprawling
wasteland to a jungle filled with hidden enemies. Similar in design to the enemies,
they are varied enough, but they aren't overly creative; many of the locals really
don't look too far removed from Earthly settings. If I go gallivanting across
galaxies, I'd hope to see something more wondrous. Despite their rather generic
appearance, they level design is solid and made in such a fashion that the player
won't spend hours on end trying to find their way back to the right path. The
linear approach works well in this case, especially when also having teammates
around. Unfortunately, aside from the
moments of brilliance when it all comes together, the true potential of the design
is left virtually untapped. However, the most telling aspect of Brute Force
is that, despite its faults, it's still a fun game. Personally, not enough games
have co-op, so that's icing on the cake, and it's also fun enough to warrant a
mentioning; there's also other multiplayer options, like deathmatch, but I wonder,
why no Live support? As with the current crop of Xbox titles, there's also downloadable
content, so there's a little boost in replay value. Even for those without connectivity,
the 18 missions are enjoyable enough to play through more than a few times, with
or without a pal to share in the carnage.
Graphics: 7.5/10 Technically impressive, there's several effects used
to bring the worlds and characters to life. However, there isn't much in the way
of artist direction since much of the game's design is fairly standard. What really
caught my eye was how poorly Brutus looked; in-game wasn't so bad, but he looked
hokey as all get-out in the cutscenes. The levels look solid, especially the foliage,
but the possibilities to have incredible settings in alien worlds wasn't really
taken advantage of, likewise with the enemies. Limited in design, enemies are
pretty bland, but the great explosion and weapon effects help to keep the battlefield
an eye-catching place. All of this isn't to say that Brute Force doesn't
look good, it does, it's just that it isn't very distinguishable.
Sound: 7.5/10
A decent soundtrack is accompanied by some solid voice-overs. The in-game chatter
adds to the atmosphere, and is effective, although I wouldn't have minded a few
more character-specific lines. The sound effects are pretty satisfying, despite
being randomly drowned out by the score, with machine and lasers both having a
nice deep sound, I particularly enjoyed the explosions from grenades; good sound
effects help to give weapons a good 'feel' and that really goes a long way to
making the combat more satisfying, and this was - thankfully - achieved. Control:
7/10 Utilizing a control scheme similar to the past few LucasArts' Star
Wars titles, controls are issued out via the directional pad. While controlling
characters and giving commands isn't particularly difficult, how well the commands
are followed is another matter. Fortunately, the squad mates are competent enough
so that they aren't useless lumps. Individual unit control is simple and responsive,
and players should feel right at home within a few moments of play; although,
I do wish that crouching had been implemented in such a way that the player could
stay crouched, since trying to move in said position can be difficult. If it wasn't
for the AI's ambitions for glory, the feeling of actually being in control would've
been much more complete. Overall:
7.5/10 One thing that I found very annoying, which doesn't necessarily reflect
negatively on anything else but the entire package, was the limiting of campaigns
to one; I really don't see why this was done and I don't think I'll understand
what benefit it plays. Even with its problems, Brute Force remained an
enjoyable single and multiplayer experience, by offering action fans a solid package
of alien corpses and spent shell casings. Hopefully a sequel will flesh out the
more nagging faults, which is a notion that I'm guessing will become reality in
due time. Until then, there's enough action here to keep - keen - adrenaline junkies
busy for a while. [
top ] |