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<Silver>Wow, XIII just keeps getting
better and better.
That Silver can say something like that about something made by the French
should, in and of itself, convey the greatness that this game possesses.
However, not everyone knows Silver as I do, hence this review. XIII, as
we've covered
before, is a cel-shaded shooter from UbiSoft teeming with government
conspiracy, intrigue, and blood. Lotta' blood. But I'll get into that
later.
Now, here's where I'd normally detail the plot for a game, but
XIII runs as much on suspense as it does on anything else. I'll outline
the beginning scene once more, because well, that's all I can do without
ruining later parts of the game. You wake up on the shores of Brighton
Beach New York (or Little Moscow, whichever name you prefer) weak as a
newborn pup, barely able to keep the world around you in focus, all from
a head wound that you don't remember receiving. In fact, you can't remember
anything - your name, your past, how you came to be washed up on that
beach, why there's a key to a Midtown Manhattan bank safe deposit box
in your possession, why you have "XIII" tattooed on your collarbone...can't
remember one thing. A kind (and no doubt attractive, if you're into cel-shaded
girls) lifeguard in a bathing suit appropriate for Baywatch but not so
much for the North Atlantic helps you to her lifeguard tower as you fade
in and out of consciousness. When you come to, you find her on the phone
with someone about your nasty head wound and the possibility of an MRI.
At that point, the fun starts.
Audio/visually, the game does very well.
The soundtrack is crafted with care to complement the levels and situations
almost perfectly. I say almost, because in certain levels - most usually
the ones where you have to sneak around without being seen and setting
off alarms - the music tends to spike in volume abruptly. If XIII is your
first experience with a UbiSoft shooter, then this may not be that much
of a problem for you. However, as I've played Splinter Cell, the equivalence
of sound spikes with detection by the enemy is rooted deep in my subconscious.
Whenever the volume would shoot up, I would spin around and kept muttering
self-recriminatory obscenities to myself as I looked for whatever schlub
stumbled across me and was going to hit the alarm. And they DO hit alarms.
The AI in this game is pleasantly tight, with a good variety of actions
depending on the situation. Case in point: Fading back to lure the sentries
into an ambush works against sedate guards in a prison, but rarely if
ever against professionally-trained GIs and commandos. Against said troops,
don’t expect the kind of ego that firing off a few shots and falling back
will make them want to continue the firefight. They’ll continue, to be
sure, but after slapping an alarm panel, resulting in either mission failure,
or bringing five to eight friends to the party.
Graphically though, the game is astounding. The cel-shading is done extraordinarily well, maintaining
the comic book feel of the game's roots right until the end. Not just
the look of it all, but the little things - the action words, the use
of "panels" to confirm a kill shot or warn of nearing enemies, how some
things in the scenery are more sharply detailed than the rest, clueing
you that they should be used somehow, it all comes together fantastically.
I've spoken of the shadow and particle effects already, but the lighting
is not to be knocked either. Various phases of daylight helps set the
mood of certain stages, there's one level where a full moon on a cloudless
night was a critical factor of my anxiety as I snuck around from cover
to cover, and the fluorescents in the various military complexes have
that appropriate level of industrial-strength, bulk-bought harshness.
One of the nicer effects I've come across is the flashbacks you undergo
at certain points in the game. You'll be walking around and come across
some conversation or an object that reawakens a chunk of your dormant
memory, resulting in a black-and-white FMV sequence, with occasional player
interaction (Think the dream sequence in Eternal Darkness at the start
of the game, where you're fending off hordes of zombies with the shotgun).
Once the sequence ends, you snap back to the present area in a very odd
way. First the screen is all-white for a moment, then the world around
you slowly regains shape and focus, as if you're coming to from unconsciousness.
Bolstering that appearance is the ability to speed things along by moving
around a bit, suggesting of shaking one's head to clear it. Beautifully
done effect, making for an overall impressive graphical presentation.
Even the clipping problems I noted in my impressions - staggeringly reduced
from Splinter Cell, by the by - are more than compensated.
The controls were remarkably intuitive, so much so that I was surprised by the sheer
familiarity of the setup. I sat and thought about it for awhile until
it dawned on me: The control scheme here is a roughly 85-90% exact duplicate
of that of GoldenEye from the Nintendo 64. Reload, action buttons, fire
button, scope zoom, character movement, camera movement, inventory scrolling,
all virtually mirror that of the last-generation console's prize shooter
with slight changes due to differences in the physical controller configuration.
It's reasonably safe to say that if you owned a Nintendo 64, you played
and/or owned GoldenEye at one time or another, and thus, can play XIII
with a bare minimum of learning curve.
Overall this game is simply fantastic.
After the relatives left the house on Christmas, I threw the game in and
couldn't put down the controller for hours at a time until I completed
the game. Whenever I did, I left the game alone for an hour or two, until
I had a thought of how to get past a particularly tricky part and then
it was rush back to the Cube. A true prize for a Cube collection.
| Presentation |
A score and a half of
missions with great flow. AI ensures no two levels are alike. Beautiful. |
99% |
| Graphics |
Cel-shading used extraordinarily
to preserve the comic-book feel. Some clipping problems, not horrific. |
92% |
| Audio |
Great effects, great music, spikes
in the wrong places though result in latent paranoia and hurts gameplay. |
85% |
| Gameplay |
Familiar controls make for speedy
immersion in the game. |
100% |
| Lasting Appeal |
Three difficulty settings and multiplayer
mode makes this a staple of the mature Cube-player's library. |
100% |
| Final Score |
95% |
Mike Twomey
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