By: Pseudo Nim
It is not often these days that a first-person shooter comes out that
genuinely entertains the player for longer than a couple of
minutes. Soldier of Fortune was like that - though, to be perfectly
honest, it was nothing out of the ordinary, except the excellent
damage segregation on models. It was just way fun shooting
people in the nuts. Besides that, the last good first-person shooter
that I remember is? well, I'm sure I can remember one if I think
long enough. The point is, it's quite hard to think of good
first-person shooters over these last months (even years). Sure,
there is Quake 3 and Unreal Tournament: but Quake 3 is a
technology demo as far as I'm concerned (I don't like the actual
game a lot at all), and Unreal Tournament is purely multiplayer
(there is no point playing it single besides honing your skills).
NOLF sets itself far, far from the usual crowd of
"here-is-a-plasma-rifle-and-many-aliens-kill-them-all" games. The
game's premise lies around a very Bond-esque/Austin
Powers-esque theme whereupon you play the role of Cate Archer,
a British ex-thief turned superspy, by coincidence of work, lack
thereof, or "forced circumstances". You join an organization called
UNITY (which reminds me of SOLDIER in Final Fantasy), which, up
'till now, had been exclusively staffed by males, so you have to
deal with a healthy dose of chauvinism as well. Nobody thinks
you're competent to perform this work, but staff is being cut short
by an enemy organization called H.A.R.M., so UNITY can use
whatever help they can get.
The first thing you notice about the game is that missions are
rarely single-tracked and predictable. You will never see a mission
where you have to run through a level, kill everything, collect five
keys, unlock five doors, and go to the exit. This kind of gameplay
ended around 1994, and everything after that was a bad cliché. In
NOLF, missions are varied and challenging: but "challenging"
doesn't mean that there are many, many bad guys with AK47s.
Challenges lie in other fields: for example, you get greatly
rewarded if you manage to utilize stealth as much as possible. As
a result, if you pass through a mission without being detected by
anybody, you will get a much higher rating than if you just blast
through the level. The ingenious part of the game is that it caters
to both audiences: you CAN blast through the mission killing
everything in sight (except a few missions halfway through the
game). Sure, when you are detected, the enemies will do their
best to make sure you don't leave the area alive, but if you're up
for a fight, you will definitely enjoy it.
There are several items to mention on the subject of mission
content, but an interesting one pertains to using the environment
around you to your advantage. For example, you can use a
cigarette lighter to set trashcans on fire, which will divert security
to the room with the fire: this can help you a lot if you need to get
by a certain area. Furthermore, you can use coins to distract
guards. Notably (according to a message board I looked over) the
coins used in the game are British 50pence coins, which did not
appear in circulation until the early 1970s - but the game is set
around the end of the 1960s. As well, while on the subject of
attention to detail, I should note the voice acting in the game:
while it is by all means excellent, about half of the times (or more)
the pseudo-British accent used sounds incredibly fake. Cate's
accent sounds all right (though some Brits seem to be quite
unhappy with it), but some of the other "Englishmen's" accents are
so apparently American that it hurts the ear to hear them speak.
The German accents are usually fairly well done (to an untrained
ear, anyway).
A very commendable part of the game is the AI. I haven't played
against such a "smart" AI in quite some time. The coolest example
that I have seen to date was Unreal's (which I thought was cool at
the time, anyway), where enemies would try to dodge your shots
by rolling to the side and such. That was very new and funky for
the first 10 minutes or so. Then you knew exactly what they would
do, and it stopped being fun. In NOLF, enemies also have a fairly
predictable set of patterns: roll to the side; run away; flip over
furniture and hide behind it; get help; charge head on; and a few
others. The coolest part, as far as I'm concerned, is when you
attack enemies, and they hide behind furniture, stick just their
hand with the gun out and lay down blind suppressing fire. That is
just way too cool. The enemies will also often check if their
comrades are alive or not by crouching over them and checking
their pulse (excellent time for a silenced shot to the head!).
Sometimes they even say things like "Uh-oh, this doesn't look
good, dead body here!"
As a matter of fact, dialogue between enemy units is a whole
subject of praise in itself. If you sneak up on enemies, you will
hear dialogues between them once in a while. Sometimes they
sound sort of washed out boring, but at other times, the humour
really shines. Some of the dialogues I've encountered included
one guy attempting to establish a causality relationship between
drinking beer and criminal behaviour; people making plans for the
weekend (cut short by me, regrettably); one guy telling another
guy about a third guy who screwed up his dinner plans so much
that he lost both his wife and his mistress? and so forth. It's fun. A
lot of fun. The cutscenes (all engine-rendered - no pre-rendered
movies at all) are often very funny, as well; even when matters are
dire, there is a dose of sarcasm or irony stuck in every other
sentence.
As you progress through the game, you will require use of many
items to help you on your way. (That is to say, if you play properly,
unlike me). You are equipped by your base's "Santa's Workshop",
with a tinny-sounding guy that sounds much like Q. you get
lipsticks that explode, perfume bottles that shoot out
stun/acid/sleep gas, cigarette lighters with built-in mini-welders,
sunglasses with built-in zoom cameras and so forth. Some of these
items are mandatory (such as sunglasses, which you will use for
taking evidence pictures), and some are not (such as lipsticks and
perfume bottles), which allows you to build a strategy of your own
to go through the game.
Of course, none of this would be complete without a descriptions
of what you actually kill people with. I mean, notwithstanding all
the nice elements, this is still a first-person shooter at heart, and
you need something more definite than a lipstick to defend
yourself from armed thugs. There are quite a few weapons in the
game: you have a 9mm Parabellum with an optional silencer, a
9mm SMG, an AK47 with an optional sniper scope (does that make
any sense? I'm not sure, but I never thought SMGs were precise
enough to be able to snipe with); a carbine with a sniper scope
and a silencer; a Geldmacher SVD sniper rifle with a sniper scope
and an optional night vision scope (did they even have these in
1967?); a grenade launcher (conveniently disguised as a
briefcase); a crossbow; and another weird weapon which fires
single-fire HE (high explosive) shots. It's not as powerful as a
grenade launcher, but it does a lot of damage. There are two other
weapons which I found out about via cheat codes, which are ?
ah? entertaining, so to say.
While on the subject of cheat codes, props to the designers of the
game - I suppose they enjoyed this movie
as much as I did when putting the cheat codes into the game. On a
side note, does anybody know who Dr. Dentz is that the game
makes reference to?
There are some grudges about the game, of course. For starters,
the LithTech 2.5 engine isn't quite as earth-shattering as LithTech
was back when Shogo was made. As a result, textures aren't very
sharp, and trying to read wall signs from up close is very often
futile. Also, it's quite annoying that you can't destroy the
environment. I miss Crusader: No Remorse? I want to be able to
destroy phones, desk lamps, desks, doors, book cases, everything!
Shogo had that, and I loved wiping out rooms. It was a great
ammo waster. The other grudge that I had about the game (but the
patch, fortunately, fixed it) was that enemies could hear your
silenced shots from many miles away, thus completely defeating
the purpose of a silenced rifle. That has been fixed, so now you
can enjoy stealthy destruction with no obstructions. However, the
AI will still glitch up occasionally, in very strange ways: normally,
when you shoot somebody in sight of someone else, they will
come for you (that makes sense). But it has happened to me that I
shot a guy standing right in front of another guy, yet he just stood
there (until I shot him). Strange.
Another very cool thing about the game is the music. Though I
prefer the menu music to the actual game music (same as in
Crusader: No Remorse, for example, or Deus Ex, or a few other
games), music throughout the game is very unique and suited to
the situation, not to mention dynamic - it changes depending on
whether you are crawling quietly through air ducts avoiding line of
sight of enemies, or whether you are running around with guns
drawn, drawing blood.
With all that said, I can whole-heartedly recommend NOLF as an
outstanding title well worthy of a gamer's overtaxed, overstressed
wallet. It's not often that a game comes around (in today's crazy
games market) that is (a) entertaining, (b) actually keeps you glued
to the screen for a while and (c) lets you kill lots of people while at
it. All that with a unique style, plenty of chicks, and an attitude to
boot. This is definitely one of the better games this year, and
further establishes Monolith (at least in my view) as a consistently
good game creator. Now make a Shogo 2!!!!
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