| Intro
Taking control of an enhanced soldier who is fighting a war of both internal
and external conflicts, the player must discern the truth about their past and
their own mission. With regenerative capabilities and enough small arms for an
army, players will traverse the globe in a surprising release from Namco that
manages to capture the finesse of Syphon Filter with the action of a Rambo
flick.
Gameplay: 8.5/10
To help convey to myself that I am indeed an international killer (re: badass),
I only had to repeat my mantra, which is also Richard Crenna's classic line from
First Blood: "You better bring a lot of body bags". And, indeed,
many bags were needed.
Immediately noticeable
upon the first level of kill.switch is that the game is very similar to
Syhpon Filter, but it's also taking the formula to another level. It escapes
me why companies neglect to put the ability to peak around corners in third and
first-person action shooters, much less having the ability to peak and shoot,
but here kill.switch is, doing just that. One of the reasons I enjoyed
Indiana Jones and the Emperor's Tomb was that it gave the player the ability
to swivel around a corner, pop off a few rounds, then swing back around to safety.
While I found that to be refreshing, I'm finding Namco's offering the release
that finally pushes the genre into the direction it has needed to go for years
now. Featuring 'blindfire' and an 'offensive
covering system,' gamers will be able to move their gun around a corner or over
an object, and let lose as many rounds as they can before the gun becomes too
unwieldy; and with the offensive covering system, the pivoting method from Indiana
Jones is used, but is taking a step farther with players able to peak above
and around cover for more accurate shots, and immediately withdraw back behind
their cover. Movement behind cover is also allowed, even for crouching, which
is a huge plus. These features can be seen as novelties, but are really much more
as they become essential tools in dispatching enemies that come hard and fast;
they also go a long way in giving the game the extra pizzazz and depth needed
to make it more than a run-of-the-mill action title. Having
the ability to take cover behind barrels, crates, and walls, along with appropriate
means of acting defensively and offensively in these positions, is fun and all,
but it wouldn't matter as much if there wasn't a way to dish out some death as
well. In their arsenal, players will eventually get their hands on M4s, AK47s,
M1 12 gauge shotguns, M249s, and several other weapons that Rainbow 6 aficionados
will recognize; covering the explosive side of things are regular, mini, flash,
and sticky grenades. One perk of all the weapons is that they either have a secondary
aim that involves a scope or the weapon's standard sights; the concentrated aiming
can be kept for basic movements, but the camera reverts back to third-person when
moving anything more than front, back, or strafing, but the game can definitely
feel like a light first-person shooter at times. While all the weapons are enjoyable
and get the job done, they aren't all that different, with minor variances being
in long-range accuracy, loudness, and force - emphasis on minor. As
progress is made in the game, players will be frequented by nightmares of their
past that will slowly piece together the story. What would be seen as hammy in
film actually works well here -- which might say something about how games have
progressed in terms of telling a story. Regardless, the flashbacks are interesting
and do a good job of adding a bit of mystery to the excessive action. The
flashbacks aren't supposed to happen though, but are due to someone tampering
with the computer that helps the player to maintain their enhancements and also
acts as the player's only comrade. Problems arise as the computer itself becomes
a target; needless to say, a damaged man who has his last vestige of sanity being
messed with is going to need to eventually - and with pleasure - blow some shit
up. Taking the various goons to task will have gamers traversing the globe, fighting
in temples, on rooftops, in loading districts, and throughout all sorts of lovely
industrial areas - and, of course, there is a barge level. Throughout the levels
there will be conveniently placed crates, rubble, and equipment that can be used
for cover, and they'll be used often. It isn't uncommon to go through an elaborate
ballot of diving, ducking, shooting blindly, and laying down covering fire for
each room of a level. The levels are design well enough, giving enough opportunities
to attack and seek protection, but don't feel as varied as they could; and, while
they are conducive to close combat with the shotgun, they aren't for stealth,
which is a shame since the controls would've worked just as well for some neck
breaking. The cannon fodder are a generic
looking foe, but a foe that are just as well adapt to blind firing and seeking
cover as the player is. Sometimes moronic, sometimes a little too good, the uneven
A.I. tends keep itself somewhat balanced, but also beings to feel too scripted
towards the end. While discussing the particulars of the game, someone mentioned
to me that it reminded them of Time Crisis, and while that seems ludicrous
at first, there is actually something to that; several times the enemy would simply
pop up in a way very similar to Time Crisis, and would simply need to be
gunned down with little in the way of a strategy needed - this feeling is especially
true whenever the secondary sight is engaged. Of course, there are also certain
times that the player will need to formulate appropriate plans to see their way
to the end of the level; what makes this of particular interest is that, the events
aren't random, so that makes completing the game easier, but also limits the replay
value. When the enemies are at the top of their game, though, it's a pretty amazing
experience. Just one elaborate shootout is enough to rival any movie - complete
with dashes for cover, spent shells piling on the floor, debris flying all over
the place, and the rattling of an enemy's body as a dozen rounds enter their chest. While
there are some aspects that need to be addressed, such as weapon versatility and
fleshed out enemy A.I., it is surprising just how much was done right with kill.switch.
Out of nowhere comes this great action title that manages to implement features
I have wanted for years, and does so with minimal camera and control fuss. It
requires the game to be played out in a variety of ways: sometimes methodically,
others stealthily, and some with situations call for out-and-out gunplay. Surprisingly,
I didn't find the game all that repetitive; I would, but after a 10 minute break
I was ready to dive right back in. Unfortunately, though, clocking in at just
about 5 hours, kill.switch is just too short, and I haven't seen any incentive
(re: goodies) to replay through the game again. I'm sure I'll end up doing so.
But still. Graphics: 7.5/10
Relatively basic in terms of graphical prowess, everything still looks good.
Despite levels having little detail to keep them from looking sparse, much of
what will be see are some nicely animated enemies, good explosions, and plenty
of debris. The player's animations never present a feeling of intensity, and the
dives look more like an attempt to fly, but the crouching and cover aspects look
great. I've also been able to overlook the fact that reloading means little more
than arm motions, thanks to spent shell casings flying in an appropriately cool
manner. Even though the enemies are never drastically different, they still look
good with their paramilitary garbs. What is important here is if the firefights
look cool, and that they definitely do. Sound:
8/10 The music is decent, but it takes a backseat to the vocals and effects.
The enemies aren't opposed to screaming 'shit!' when a grenade lands near them,
nor are they to barking out orders and warnings to one another. While that is
certainly cool, and something I fully endorse in most games, they only have a
handful of lines that are repeated far too often. Interestingly enough, the weapons
are pretty recognizable by sound alone, which is where their man differentiation
comes in. Most heard sounds are, of course, the sounds of gunfire and of bullets
hitting objects, which are convincing and all a lot to the game's intensity. Control:
9/10 What really goes a long way in kill.switch being so fun, and
also what's so surprising, is just how well the developers managed to keep the
controls - for the most part - tight and natural. There will be a few instances
when an awkward angle will seem to confuse the character, and there will be some
moments when the camera gets too close to the player to be of appropriate use,
but, by and large, an exceptional job was done in curtailing some of the serious
problems a game like this could've had. Having the ability to duck, dive, and
move along cover could've easily wreaked havoc on not just the controls, but the
camera as well, so this is an outstanding first effort on Namco's part. Overall:
8/10 There's an argument about a game's quality versus its length, and should
length really matter. Well, I believe it does; for a game to only offer me 5 hours
of gameplay, it would have to be almost flawless in everything it does, and, as
good and fun as kill.switch is, flawless it is not. The lack of variation
in the weapons, the moments of bumbling A.I., and those instances when the controls
do come apart, they all play a factor in making a short experience one that isn't
always at its best. With that said, kill.switch is still an outstanding
action title with all the cool moves that not only give it an exciting presentation,
but also opens the tactical avenue up far more than other entries into the genre. [
top ] |