Up until now, first person shooters have been a rare breed on the Pocket
PC, despite on the latter of that moniker, the PC, where first person
shooters are a dominant force. But even in that force, the games surely
have split in half. In a grossly reduced fashion, we see one arm,
choosing to focus on the tried and true multiplayer aspects. On the
other hand, we have the first person shooters that are grafted on to
elaborate storylines and manage to transcend its humble and simplistic
origins. Nerve focuses on the former and more specifically, it focuses
on the classic game of capture the flag, or popularly known as CTF. When
it was released by Climateware, I don't think anyone was particularly
expecting a CTF game, much less a CTF-only game built for the Pocket PC.
It seems to have sprung up from nowhere.
The very game of CTF, however, has been around for quite some time, but
the popularity of the first version of Quake brought a mod called
Threewave CTF, proving to all other developers that they had better
implement this or face being swamped by the plethora of creativity the
third party mod developers endowed on that engine. Being developed for
the Pocket PC, Nerve is far simpler in scope. Like Unreal Tournament,
its focus is on the game of CTF rather than wrapping it around
artificial ladders or storylines. It's methodological in nature. Thus,
like Unreal Tournament, there is a start screen that allows you to
specify options like which map you will be playing and how many AI
enemies you can include. There are a total of nine maps and you can
include a maximum of five AI players. Granted, by today's standards,
that's not a lot of enemies but we need only to look at the Dreamcast
version of Unreal Tournament where AI players there didn't exceed half a
dozen and the Pocket PC has far less hardware at its disposal than even
that outdated console.
Suffice to say, all would be good if the execution of CTF performed
well. On the whole, the CTF portion works and the AI have a good sense
of returning the flag. The big caveat is the fact that in this CTF
game, it's always you against the whole world. There are two types of
enemies that are sprung at you. One is your usual CTF player who knows
where the flags are (often better than you do) and will do flag runs.
But on your team, there's only you. One has to posit why there is a
blue player included in the game. Could this have been slated to be on
your team but the AI routines didn't pan out? It certainly seems highly
suspicious since they are just thrown in to merely kill you; which makes
them no different than the green players other than the fact that they
have no flag to protect.
Often, developers hide AI problems with the incorporation of
multiplayer. Unfortunately, no such veil exists for Nerve. The
Dreamcast version of Unreal Tournament certainly recognized this and
included a fairly flexible multiplayer component to alleviate its single
player shortcomings. Because of this, Nerve's CTF feels not like the
'good old days' of Threewave CTF but more like the recent console
shooters where CTF is basically a glorified version of the childhood
game of tag.
Technically speaking, the developers have done an interesting engine for
the Pocket PC. The game runs at a clip speed and the artistry does not
find itself trapped within certain palettes or motifs. The last first
person shooter I played for the Pocket PC, Infectious Ground, was able
to speed up things heavily by dithering the graphics with a voxel-like
effect. No such thing happens here but the Nerve engine depends not so
much on 3D polygons as it does on the usage of sprites. The buildings,
sporting square and ninety-degree concrete looks, are decent if not
sterile, like the international styles of Le Corbusier. The
pseudo-futuristic motif is punctured with the seemingly haphazard use of
granite brick walls. Otherwise, most everything else in the game is a
2D sprite. Thus, a comparison with the classic Build engine is the most
pertinent correlation I can make.
The audio effects are present and there is a soundtrack included but
only in the menus of the title. Due to the usage of only one weapon
within the game, you don't have much of a choice when it comes to aural
diversity. The controls are a bit interesting. You can't depend only
on the keys. Even with a newer PDA, you're bound to use the stylus
along with your hand to cope with the faster gameplay a first person
shooter demands of you. The fact that all of the AIs' guns are aimed
relentlessly at you makes that poignant. The one thing missing is
really a screen that tells you where the stylus should be pointing. At
all times during the game, controls are divided up into virtual keys.
They reside in specific zones on your screen. This isn't anything new
but the informational overlay for all this is hidden by default and you
don't realize that until you skim through a page or two of in-game
documentation.
It's hard to find a suitable collocation for Nerve. I'm reminded by a
paintball game that used the Build engine when that particular engine
was in its twilight period (now value developers use the LithTech
engine). In that particular game, one of the features was an AI
'flocking' behavior that really was an excuse for the game to have no
AI at all. Luckily, Nerve's AI opponents execute far better here. But
the fact that I'm reminded of that title, which by the way is named
Extreme Paintbrawl, surely doesn't help. Nerve strives to follow in the
tradition of recent multiplayer only titles, like Tribes or more
precisely, Unreal Tournament. The latter, as we all know, has had
extensive influence on first person shooters after its release. Nerve
is clearly an example of that. However, it fails to truly capture the
zeitgeist of its spiritual predecessor. And in the final analysis, the
autochthonous nature of Nerve makes it far more a novelty, than a gem.
That, at least, has to be rewarded but hopefully this can become a
predicate to the emergence of mainstream games, like the first person
shooter, on the Pocket PC platform.
Ratings:
[06/10] Addictiveness
[12/20] Gameplay
[12/15] Graphics
[08/10] Interface/controls
[10/10] Program Size
[02/05] Sound
[03/05] Discreetness
[10/15] Learning Curve
[ N/A ] Multiplayer