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Intro
Steven Spielberg's Minority Report was an enjoyable film that mixed
several traditional movie elements in a stylized vision of the future
and a fairly enjoyable story. Treyarch is an accomplished developer
who brought Spider-Man the game that he deserved, and was put in
charge of bringing Spielberg's latest flick to the gaming scene.
By all accounts, this should have been a great game. Instead, what
we get is a sub-par effort brought even lower by monotonous gameplay
that makes this one of the most unmemorable titles of 2002.
Gameplay: 3/10
In the future, three precogs - short for precognitive humans - are
used to tell the future. While not able to envision all crimes,
they are able to see murders and project the images of the crime
on a screen for Precrime officers to see. Once two balls fall, where
one names the attacker and the other names the victim, the conjured
images are used to find out where the crime will take place and
away the precrime officers go to stop the murder. If you have seen
the movie, then this is redundant; however, if you haven't, this
will be the only means to find this out if you decided to check
out the game instead.
Something didn't seem right from the very beginning; the game's
intro gives no back story whatsoever and little is shown to give
any hint at the universe visualized by Spielberg. There is an option
to watch a clip of the movie, but that will only serve to confuse
people as Tom Cruise's image wasn't used in the game - which wasn't
Treyarch's fault as he seems to not lend his likeness to anything
outside of movies - but instead of recreating John Anderton as someone
with a similar appearance, he is replaced with a middle-aged man
who looks to be getting a few gray hairs. Bad feelings continued
as I tried the training missions and was introduced to one of the
most unwieldy combo systems that I have ever tried. There was an
odd rhythm that was needed to pull the moves off, and no matter
how many times I successfully performed a combo, I never got the
system down pat.
Starting the actual game seemed to
get it somewhat back on track. It began like the movie, going on
a mission and returning to find yourself as the next assailant in
the precogs' visions. Again, nothing is mentioned of the three people
and how or why they're in water and can see the future. This is
also when the game breaks with the movie as a character is completely
absent and an officer takes the place of a quirky scientist. After
this brief jaunt with similarity, Minority Report quickly
spirals out of control into the depths of crappy licensed games.
The levels tend to be fairly short,
but some still managed to be confusing as the confined spaces are
dull and extremely similar, and navigation becomes difficult once
combat disorients the player. They are also poorly designed with
no visual flair like that of the movies, although there are plenty
of Lexus ads that are faithful to the movie and are the only stylish
objects. With a mix of indoor and outdoor areas, none are very large,
negating the free-for-all exciting escape sequences of the movie.
Each level is filled to the brim with enemies who must have taken
part in a cloning experiment because they look exactly, completely,
totally alike. They will have a second class of enemy, but those
tend to be only slightly different; a chef-fighter will have another
like him, but with a rolling pin as a weapon, or a mall cop will
have a fatter version.
When fighting off the baddies, John
will use money that is found in secret areas and on knocked-out
enemies to purchase moves and weapons. As stated, the combo system
doesn't work well, and there's only a handful that need to be done
to survive, and one move in particular that can result in fairly
quick victories. Combat does have some satisfying parts: the environments
are destructible and tossing opponents as well as kicking them while
they are done offer great moments of stomping on someone and tossing
them through glass and over a ledge. However, the enemies tend to
be packing and that makes hand-to-hand fighting a tedious affair.
Oddly enough, weapons can be purchased in-game, like fighting moves,
meaning that all it takes is a trip to the Black Market via the
pause screen to purchase weapons that come from nowhere and magically
appear in his hands. In a weird design decision, ammo can't be purchased,
and only the amount that can be held can be increased, much as it
is with health. Sick sticks make an appearance, as do vomit grenades,
along with temporarily power-ups like a shield. The weapons provide
limited entertainment as they never seem to last long enough to
be fully appreciated.
Navigation is made difficult with a
poor camera that is about as helpful as someone shining a bright
light in the player's eyes. While adjustable and thankfully speedy,
it became extremely difficult and aggravating to have to swing the
camera to the side because a pillar was in the way, leaving an enemy
to appear and pummel away. Some objects go transparent when the
camera is close, but they would also overlap on some segments, leaving
it as a nice idea that wasn't fleshed out. Using the jetpack can
also be a pain, but it tends to function well most of the time.
What really kills Minority Report
is just how boring it is. With around 37cutscenes in the game, players
are forced to wait for a loading screen, then watch a sequence that
could last as little as a few seconds, then wait through another
loading screen to play through the level. The levels featured the
basic 'find the key' formula and the endless amounts of bad guys
- who knew a mall had so many cops? - made the extended amount of
combos nearly pointless as just the quick and powerful moves were
left as the only useful ones so they the enemies could be dealt
with before being beaten to a pulp. Getting killed isn't hard, even
with health upgrades, as weapon attacks took massive amount of damage
off and deaths resulted in some of the oddest animations I had ever
seen. This is just a disappointing release and made even more so
considering the pedigree of both the movie and the developer.
Graphics: 5/10
Offering the best-looking of all three versions, the Xbox's power
nevertheless isn't stressed here. Slowdown and bland environments
is a slap to the stylish and futuristic theme of the movie. The
silly putty animations are an unfortunate sight as everyone will
enjoy seeing characters flail around and go down like their legs
lack any sort of bone or muscle structure. At best, the graphics
are serviceable, but they could've been so much, much more.
Sound: 4.5/10
Much like its other ports, the voices are still hilariously overdone
with dramatics seeping out of every line. The music is still generic
and limited in scope, and worse, I found the vocals to be of extremely
poor quality. While the unintentional humor adds some to the limited
entertainment value, they aren't as well-done as the average music,
which is pretty sad.
Control: 5/10
The controls have been smoothed out and are better here than the
other two versions of the game, but they are still fidgety and it
seems like John goes on cruise control far too much. That said,
they do help the game to feel more like a finished product, but
the camera is still problematic as it's as sporadic as the combos.
Overall: 4/10
When discussing Minority Report with our own Nick Stewart,
all I could say was 'Wow' and 'Whew' and that really describes my
impression of it still. From such a talented developer comes a game
based on an imaginative movie that could've made an excellent experience,
but the result is a title that I would hope to never play again.
It's boring, repetitive, unimaginative, and strays so much from
the movie that it could easily pass for another game, save for a
few elements. If you're looking to rent - and I stress rent as this
really isn't worth the cash to purchase - and they're out of the
movie and you still want to try it, the Xbox is the best version.
Even then, there are still far better titles out there.
(Note* Screenshots from PS2 version. Don't worry,
you aren't missing much of a difference)
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