Jonny gets down and dirty with Joanna in the Xbox 360's most-hyped launch title
There is one crucial element of a game's difficulty that developers rarely get right. When something in life is hard, you go about overcoming it in two ways. You can do what makes us human, and you can adapt, evolve, and improve. Or you can just keep trying exactly the same thing until you luck out... or perish.
Sure, it's all very well ramping up the health of the bad guys, the numbers of bad guys and to give your protagonist armour less effective than the average lacy negligee. But that doesn't encourage improvement in the player.
This is one of the many reasons GoldenEye 007 on N64 was such a classic. It was undoubtedly capable of being the toughest game in the world, but in the best possible sense. It was a game that it was possible to get ridiculously good at, and the harder the challenge was, the more fun and rewarding the experience became.
Dunno about you, but I wasn't any better at playing first-person shooters when I'd conquered Half-Life 2. Quicksaves turn any challenge into mere attrition. But GoldenEye, like Viewtiful Joe or Ninja Gaiden, was a title that made you good, or made you dead - in the best tradition of old-school gaming.
The reason I'm droning on about a seven-year-old N64 game, is that Perfect Dark Zero, for arguments sake, is GoldenEye's sequel. Well, it's the prequel to GoldenEye's sequel. And the reason it's worth looking into is much the same - it's every bit as brilliantly unforgiving.
How many more high-camp spy-spoofs does this planet really need anyway?
Firstly though, the disappointments. Few of the things which made Halo or Half-Life so good are present here. The storyline is rubbish, the game world lacks coherence and is riddled with inconsistencies, which stop you being able to immerse yourself enough to care, and the game's NPC chatter - including mincing comments among the lines of "Watch my ass! / Looks good to me!" and "Aaarrghh, she's got a gun!" - is insulting and irksome, and sounds like what would happen if you employ a particularly sad 12 year-old work experience lad to write your dialogue.
How many more high-camp spy-spoofs does this planet really need anyway?
Then you've got the questionable AI. Whereas AI programming has advanced in leaps and bounds, Rare seem to have decided that the basic level AI routines from GoldenEye are good enough to use again. If you can see an enemy, the enemy can see you. And so can every enemy in the level. And if you move, or hide, they know exactly where you are, even when it's not possible that they could know. If you want intelligent, believable foes you won't find them here.
But once you play it enough to realise that you need to forget real-world common-sense, and take the game on by accepting its bizarre and flawed internal logic as a given, then things start to get much, much better. Like GoldenEye before it, the more you play it and the harder the difficulty level, the more you begin to instinctively know the game's considerable nuances, and the better it gets.
There aren't that many games that give you the opportunity to take on a dozen or more heavily-armed assailants in close combat at one time, especially without the action slowing down. And much like GoldenEye, these enemies do not go down easily. It takes a surprisingly large number of rounds to put an opponent away, so headshots are the order of the day, and even then the first shot is not guaranteed to do any more than send the bad guy's helmet skittering along the floor.
It's this heart-pounding excitement that you get from clinging on by the merest thread that makes it so special.
Thankfully the weapons are pretty great, feeling meaty and suitably destructive. There are some cool new guns while old favourites from GoldenEye (most notably the RCP 90) make a comeback. It's now possible to dual wield your guns independently, while other facets borrowed from Halo include a similar health / recharge system and the ability to carry only 2-3 guns at any one time.
There is an effective "cover" mechanic, but it often won't keep you safe for long - maybe long enough to reload, which takes an age, adding to the tension - and protagonist Joanna Dark can now perform a rolling dive to get her out of tight spots.
It's interesting in that there is very little deviation between types of bad guy. Every enemy is exactly the same as you - they take the same number of shots to go down, they move at the same speed, have the same techniques available to them and also spend a hefty amount of time reloading. This makes learning to read them, and fighting them, a lot of fun, and gives it a kind of constant deathmatch-style feeling.
It's in the heat of the action where the game feels desperate that it really blossoms, as it takes only a tiny amount of punishment to meet your end. The game gives you the ability to fight more intensely for the right to survive than any other, and it's this heart-pounding excitement that you get from clinging on by the merest thread that makes it so special.
Most of all it's about taking a tough game and feeling the achievement of spanking it to within an inch of its life.
Perfect Dark Zero is not about getting through the game. It's not about seeing what happens next. It's about getting caught up in, and surviving, the moments. And most of all it's about taking a tough game and feeling the achievement of spanking it to within an inch of its life. Which kind of sums up my attitude towards the protagonist too, really.
Is Perfect Dark a great FPS offering something unique? Heck yes. Does it offer the kind of depth that few shooters, if any, since GoldenEye itself, have provided, and some moments of inventive genius? Yup. Is Perfect Dark guaranteed to bring you plenty of enjoyment, both with its expansive multiplayer mode and its tough-as-nails single-player assignments? Sure it is.
But is it the next page in the book of videogaming? Does it represent a new dawn of next-generation power with the swagger, confidence and style that Super Mario 64, or GTA 3 did? Does it nuke its genre's stereotypes and provide an experience as new and powerful as Halo did? Is it that elusive "Killer App" every new console needs?
Nah.
GAME's Verdict
- Intense combat precipitates moments of true "zen" gaming.
- There are some moments of true genius in the design.
- The co-operative and multiplayer modes are excellent.
- Childish NPC chatter destroys any illusion of gravitas.
- The AI is dodgy.
- Shouldn't next-gen titles look a little better?
Review by: Jon Austin
Version Tested: Xbox 360
Review Published: 08.12.05