[360] Saboteur
Posted: 2009-12-16 08:00pm
I picked up this game the other day; it's billing as Grand Theft Mercenarie's Creed interested me. I figured it'd be fun to enjoy the outrageous accents.
However, I'm really torn on the game. The lethality is high, the game is persistent, and the terrain is interesting. The art is interesting, meaningful, and not retarded like Mirror's Edge. There's a fair bit of tactical variation available.
Sadly, the enemies are cataclysmically retarded and the 'persistent' gameworld just means the Germans are so stupid they never, ever replace ANYTHING. A mission will take place in the 'well defended' base that you already blew to bits so it's one or two guys standing around by themselves. The 'suspicion' system with the 'alert zone' is a good idea (don't return to the scene of the crime) but it means if you run in somewhere, then run away, and it blows up, they can't connect the two events. You can destroy entire bases in a single disguise without anyone ever even dropping an alert zone on you in this way.
On the other hand, the 'cops' and combat is very lethal and frustrating. You can kill hundreds of Nazis if you sploit the terrible pathfinding, but if you get pinned on a rooftop you're basically dead. At alert level 5 the alert zone covers all of France; the only escape is hiding spots, which are pretty nuts to get in when zeps are chasing you.
But hey, zeppelins. Great stuff. It's not a bad game - and it's a step up from Mercenaries - but it has many problems old Mercenaries 1 did back in the day. You don't get the sense the Germans are really 'occupying' (aside from the great transitions artwise), rather than just visiting and are happy to leave if you knock over enough telephone poles. I'm pretty torn on it, but since my 'titties code' had already been used I'm returning it.
However, I'm really torn on the game. The lethality is high, the game is persistent, and the terrain is interesting. The art is interesting, meaningful, and not retarded like Mirror's Edge. There's a fair bit of tactical variation available.
Sadly, the enemies are cataclysmically retarded and the 'persistent' gameworld just means the Germans are so stupid they never, ever replace ANYTHING. A mission will take place in the 'well defended' base that you already blew to bits so it's one or two guys standing around by themselves. The 'suspicion' system with the 'alert zone' is a good idea (don't return to the scene of the crime) but it means if you run in somewhere, then run away, and it blows up, they can't connect the two events. You can destroy entire bases in a single disguise without anyone ever even dropping an alert zone on you in this way.
On the other hand, the 'cops' and combat is very lethal and frustrating. You can kill hundreds of Nazis if you sploit the terrible pathfinding, but if you get pinned on a rooftop you're basically dead. At alert level 5 the alert zone covers all of France; the only escape is hiding spots, which are pretty nuts to get in when zeps are chasing you.
But hey, zeppelins. Great stuff. It's not a bad game - and it's a step up from Mercenaries - but it has many problems old Mercenaries 1 did back in the day. You don't get the sense the Germans are really 'occupying' (aside from the great transitions artwise), rather than just visiting and are happy to leave if you knock over enough telephone poles. I'm pretty torn on it, but since my 'titties code' had already been used I'm returning it.