Theyve
taken an existing intellectual property and used it to make a genuinely compelling
videogame by taking all the elements from the films that could make the transition
seamlessly (such as the character himself and the general universe) and re-establishing
them in a world tailor-made for their own needs as game developers.
Richard B. Riddick is something of a badass. You can say what you want about Vin
Diesel, but his portrayal of Riddick is spot on, both in the films and now here.
As the game starts, we're given next to no background information, just the fact
that a heavily-bound Riddick is en route to a maximum security "slam" where he'll
be sold by a bounter hunter named Johns to the slam's owner, Hoxie. You get the
impression early on that Johns and Riddick have had more than a few run-ins with
each other, and the almost playful dialogue between the two makes several references
to things that have already happened. As a result, you almost feel bad when you
snap Johns' neck five seconds after landing.
In a recurring style used
in the game, the player is usually tossed into the proceedings and expected to
hammer out a course of action as the events present themselves. There are guide
rails as to what to do, but they're invisible unless you run into them, and they
disappear as the game wears on. This has the downside of being confusing at times,
and it's possible to do the "wrong" thing and not discover it until hours down
the road, but the benefit is that this feels like a film instead of a game. At
the onset, Johns takes Riddick and two other prisoners to the entrance of Butcher
Bay, and turns his back to chastise one of the other captives. As you stand around,
the third prisoner whispers "Riddick! Johns has his back turned to you. Attack
him!" This is as explicit as instructions ever get in the game. More often than
not, Riddick, and by extension the player, is the one who make the decisions that
affect the flow of the game. Who you kill, who you help, and how you go about
it are largely left up to the player, giving the game an extremely free feel that's
missing from most mission or level based action titles.
While the events
in the game are actually quite linear, the road to get there is broad and allows
for lots of interpretation. At it's heart, this game is a first-person shooter,
and on the Normal difficulty setting, it can be played like one with no repercussions.
There is also an interesting stealth kill system, and the levels were designed
with stealth in mind, so more cautious players can opt for that approach (which
becomes necessary when you try to tackle the game on Hard). Controlling Riddick
is a pretty simple affair. Veterans of any other Xbox first-person shooter will
be able to pick up and play with little to no difficulty. Controls are generally
very responsive, if a little floaty feeling. They're not exactly Ninja Gaiden
quick, but they feel clean and are quick enough that you never feel cheated by
the responsiveness when you get shot down. Things get more complex when
it comes to climbing and fighting. Climbing is easy to do, and the game will shift
to a third-person perspective whenever Riddick climbs a ladder, a box, or shimmies
up and over a fence. Generally, climbing around is used to reach hidden areas
or find alternate paths to a specific location and is more stealth oriented, so
those just going for a clear aren't going to need it much if they'd rather just
blast away. Fighting is both mandatory in the game and done very well.
When unarmed, the left trigger becomes a block button and the right trigger pairs
with the left thumbstick to throw punches. For example, pressing left on the thumbstick
while pulling the right trigger will execute a hook. Up is an elbow to the face,
and back is a mean uppercut. This system even allows for rudimentary combos to
keep opponents off their feet, turning it into what feels like a very simple boxing
game. Shivs and other melee weapons are handled the same way. The only
nagging issue with the controls comes in the form of stealth kills. The system
works by allowing Riddick to enter stealth mode by clicking down on the left thumbstick.
When in stealth mode, the screen will tinge blue if he is hidden. To perform a
stealth kill, sneak up behind your victim until you see Riddick's hands come forward
in preparation, and pull the right trigger. Alternately, you can pull the left
trigger to grab your victim and then rapidly press "X" to overcome their struggles
and kill them quietly. This doesn't need to be used much in the actual game, but
at least the option of a quiet kill is nice. The problem comes in when the game
sometimes forgets that you're in stealth mode, making a stealth kill much harder
to do than it should be. On a few occasions, I had to trail a guard for a good
five seconds before Riddick would put up his hands, and most of the time when
I finally did get him, the game would hiccup. The guard would keep walking, but
Riddick would go through the neck-breaking animation anyway. Usually, the guard
would take a few steps and then fall down with a broken neck, so this didn't hinder
gameplay so much as just look kind of weird. Not everything in the game
is neck-snapping and gun-blasting, however. Despite his antics at the game onset,
Riddick winds up in with the general prison population in due time. As you can
imagine, the guards aren't exactly handing out assault rifles to the inmates,
so don't expect to go in guns blazing. In fact, it's quite some time before you
even get to touch a gun, since the assault rifles are DNA encoded. If a prisoner
tries to grab one from, say, a guard they shivved in a dark corner somewhere,
they get a nasty electric shock. This means that the beginning of the game is
played in almost an RPG style while Riddick gets to know his surroundings. Prison
rules are in effect, so even carrying a shiv out in the open can get you shot
and killed. This means a lot of walking around and talking to various other
inmates to get the score on how to break out, and also a lot of fist fighting,
which is one of the coolest parts about the entire game. Don't just walk around
and start throwing punches though, or the guards will summarily beat the crap
out of you and throw you back in your cell (if they don't kill you). But, since
Butcher Bay isn't really a friendly place, it doesn't take long before you get
your hands on some prison weapons and some prisoner faces to use them on. Gamers
itchy to get to the killin' don't have to wait for long, since this story is anything
but slow. As Riddick goes through the several escape attempts that make
up the game, he keeps getting locked in stronger and stronger levels of security,
which he then tries to break out of. You start to wonder why Hoxie doesn't just
kill Riddick outright instead of trying to keep him contained, particularly after
all the damage he's caused by the end of the game, but when you see the solution
they do have for prisoners as unruly and dangerous as Riddick, it turns out to
be worth it. Without giving anything away, the final stages of the game are the
coolest by far, and though they're brief, they're extremely satisfying, akin to
running around in Metroid after you get the screw attack and just tearing
everything apart. The only things that mar the gameplay are a few bizarre
level layouts, particularly in the mines, and sometimes murky mission objectives.
Still, it's really nothing I can legitimately complain about, and these are issues
that would go completely unnoticed in a game with less polish. One thing
worth mentioning is that a lot of other reviews have complained about the brief
length of the game. I personally didn't find it to be a problem. Chronicle's
pacing is good enough that it keeps things interesting by adding new mechanics,
but knows when to wrap it up. This is also a game that can easily be played through
more than once, and in an amusing nod to the anti-smoking censorship that's so
prevalent in games and movies nowadays, the bonus hidden items are, in fact, cigarettes!
The packs are scattered throughout the game, sometimes in logical places and sometimes
not, and in addition to having amusing names and warning labels ("Warning: You'll
die anyway") they open up quite a few extras, the most interesting of which are
videos of the prototype version of the game in action. It's nothing mind blowing,
but gives enough incentive to track down those smokes on subsequent runs through
the game. Plus, subsequent playthroughs will let you show off some of the cooler
graphical effects to you buddies. If ever there was a showcase game, this is it.
The graphics in Chronicles of Riddick are the game's strongest point, and
also the most ballyhooed. This isn't to say that they don't deserve the distinction,
however; they're absolutely phenomenal, both in the technical aspect, and in their
incredibly meticulous implementation. The buzz word that everyone's been
throwing around in regard to this game is "Normal Mapping". Essentially, it means
wrapping a low-polygon model with a texture that's light-sensitive. So, if the
texture shows divots in the floor, those divots will each reflect light as if
they were individually modeled. This is used everywhere in the game, and the results
are amazing to watch. Character models in particular look literally photo realistic.
This is notable because it serves to draw you even deeper into the world of the
game. If Riddick had looked too different from his movie counterpart, there would
have been a subtle but significant alteration in how the player perceives the
game. Here, Riddick looks exactly like Vin Diesel, and it goes a long way towards
lending credibility to the suspense of disbelief the game generates. Arguably
more important that the technical details, however, are how they're used. Luckily,
Starbreeze has a damn talented art team, and their efforts do not go to waste
here. Everything, and I mean everything, has the appearance of being hand-placed
and tweaked to perfection. There are no less than five different models for shivs
in the game, reflecting their handmade origins, and the same goes for any other
weapons the prisoners have constructed for themselves. Guard uniforms, prisoner
uniforms, hairstyles, graffiti, everything looks exactly like it should, and it
all looks wonderful. This is best shown off in the Half-Life-esque opening
sequence, where Riddick is being walked through the prison grounds to his cell.
The one hitch in the graphics is the fact that aliasing rears it's ugly head frequently,
sometimes drastically. There's no slowdown to speak of, and honestly I'd much
prefer jaggies to slowdown, but the effect is marked in some places, particularly
during the cutscenes. This doesn't detract from the gameplay at all, and it's
oddly rare while actually playing the game, so it's not something that that's
going to hinder the graphics much in the overall scheme of things, but it's there.
There's also the nitpicky detail of corpses that hover very slightly above the
ground when killed, a side-effect of the otherwise very cool to watch ragdoll
physics engine. You only really notice this if you're looking for it, though.
For all the little easily-ignored snags in the graphics, the sound is completely
flawless no matter how hard you listen. This game has the kind of sound I dream
about games having. For such an important game feature, audio is painfully overlooked
by many developers, particularly in the area of action games, where it's most
needed. The Chronicles of Riddick doesn't disappoint in the sound department,
and it's a good thing, because the sound here rocks. One of the two most
important features in Chronicle's audio profile are the gunshot sounds.
They single-handedly make every gun sound about ten times more powerful than they
actually are. The assault rifle in particular spits out this really punchy BAM
that kicks the subwoofer awake and really lets you know you're firing a rifle,
not a BB Gun. If you wind up on the other end of the assault rifle (which will
happen a lot), you'll appreciate the fact that all the bullets ricocheting all
over the place register perfectly in 5.1 surround sound and ring out clear as
a bell. Actually, you may not notice so much since you'll be running like hell,
particularly when they start bringing out the Minigun, but the effect is really
well done. The only possible downside to this is that the gunfire is quite
loud when compared to the rest of the in-game audio. If you have, say, a significant
other or a roommate who's trying to sleep and turn the game up to hear the dialogue,
make sure to turn it back down before getting into any firefights, or they're
going to think World War III is starting in your living room. The second
important feature, and one that can make or break a game's sound quality, is the
voice acting. Western voice acting in video games has gotten significantly better
in recent years, there's no doubt about it, but The Chronicles of Riddick
really takes it a dozen notches higher. I haven't heard English voice acting this
good since Metal Gear Solid, and in many ways, Chronicles is actually
better. Vin Diesel lends his I-gargle-glass-for-breakfast voice to the game, along
with a cast comprised of some very talented voice actors, and they all turn in
perfect performances. Everyone in the game, right down to the smallest bit character,
has a completely natural voice that doesn't even hint of a line reading. In fact,
I wouldn't be surprised at all to learn that a lot of lines were ad-libbed, particularly
some of the exchanges between prisoners later in the game. One final thing
worth mentioning: This game does not shy away from profanity, something I'm actually
pretty happy about. Call it Max Payne 1 Syndrome, but I'm always annoyed
when I'm treated to a cut scene where you have a hardened criminal performing
all kinds of verbal gymnastics to try to find new ways to say "fuck" without actually
saying it. Profanity for no reason is childish, but if a game is obviously aimed
at the 18-and-over crowd, at least let them drop in a blue word or two. In Chronicles,
the dialogue is decidedly R-Rated without drawing undue attention to it, and that
comes as a relief.
Overall:
9/10 The Chronicles of Riddick is a perfect example of a licensed game
where everything is done right, and will hopefully inspire other studios to actually
put out a quality product instead of degrading their source material with a shovelware
title to cash in on a release date. More importantly than the license it came
from, Chronicles stands on it's own as a quality videogame, which is what sets
it apart from other film-based games and lets it claim it's rightful place alongside
other A-list titles.In retrospect of everything this game does well, and the
obvious amount of effort that went into crafting it, the fact that it's a movie
license is completely inconsequential to the game itself, and that's really the
best compliment I can give it. I didn't buy this game because of the Riddick tie-in,
and neither should you. You should buy it because it's a great game. [
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