Reviews// BLACK (Xbox)

Posted 18 Feb 2006 10:54 by
Companies:
Games: BLACK
Here’s one of the great paradoxes of the games industry: developers only truly get to grips with the vagaries of squeezing every ounce of power out of consoles when they are effectively defunct. Ever since it first appeared at last year’s E3 Show, BLACK has been firmly pigeonholed as a late-cycle last hurrah for the PlayStation 2 and Xbox and that is what it proves to be. But while you have to admire it, and there would be something seriously wrong with you if you didn’t enjoy playing it, it proves to be less satisfying than it originally promised to be.

The facts are thus: BLACK, billed by Criterion as a “Hollywood-style” FPS, features levels in which pretty much anything can be blown up and deformed, unfeasibly powerful weaponry (which nevertheless acts in a startlingly realistic manner), extremely impressive AI (despite what some reviews from a one-third-of-a-level demo may suggest) and
numerous neat touches, such as extreme blurring of the screen when you reload. It is a single-player-only game, disappointingly – although Criterion points out, rightly, that deformable scenery would lead to a frustrating multiplayer experience.

The game’s plot, happily, is kept to a bare minimum – you play Sergeant First-Class Jack Kellar, a black-ops soldier seeking the elusive John Lennox, an ex-CIA operative who now runs an Al Qaeda-style operation. The mercifully short cut-scenes before each mission show an impressionistic interrogation, in which you are debriefed about the missions, which are actually flashbacks. There is little need to pay much attention to them, although they are quite atmospheric.


Gameplay

It becomes instantly apparent that the whole thrust of BLACK is geared to shooting the shit out of anything you come across. Enemies are plentiful – at times, you’ll find yourself wondering whether the waves of bad guys descending on you are infinite. There’s plenty of Half-Life 2 influence, thanks to a fairly rigorous physics engine – but this time it is used not to provide puzzles (occasionally, you will need to blow up the odd fortified bunker and so on to progress, but there are no proper puzzles) but to take out the hordes of enemies as economically as possible.

The levels are littered with gas canisters, abandoned cars and so on, all of which can be induced to explode spectacularly, wiping out anyone in the vicinity, when you pump them full of enough lead. Grenades and RPGs will let you shoot lumps out
of concrete and, for example, cause statues to topple, crushing multiple enemies beneath them. Closed doors can be opened by a few shotgun blasts or a judiciously tossed grenade. You can crouch behind cover – although cover is often swiftly blown away by enemies, and crouching causes you to move very slowly. There is no prone position to adopt, and you can’t jump. This is purist, shooting-centric stuff.

The levels are long and split into three checkpointed chunks – although, annoyingly, if you make it to the second checkpoint, say, in a level and then turn off your console, you will have to start again at the beginning of the level. You do find alternative paths through levels—which are split roughly 50-50 between indoors and outdoors -- but they are pretty linear.
You can usually tell when a checkpoint or the end of a level beckons, because you will find yourself in a big space beset by wave upon wave of enemies. BLACK is not about advancing stealthily through levels (the only, half-hearted, concession to stealth is the occasional availability of silencers for your guns), but about progressing without dying until you get to epic shoot-outs taking place in arenas which, once you have rid them of the bad guys, resemble Kosovo or Baghdad when their respective wars had just finished.
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Companies:
Games: BLACK

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Comments

king skins 20 Feb 2006 16:00
1/5
Nice review, where you running out of time at the end though... just seam to be listing stuff...

Also does this work on the xbox360...? Wouldn't mind having a go on this but I gave my xbox away.
kid_77 20 Feb 2006 19:49
2/5
Yup, the review's about spot-on.

My only query would be in regards to the AI. I'm up to level 5, and so far I certainly wouldn't call it good. The enemies gradually become more aggressive, and they take up good positions from long to mid-distance, but close up they're clueless.
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config 1 Mar 2006 10:08
3/5
kid_77 wrote:
Yup, the review's about spot-on.

My only query would be in regards to the AI. I'm up to level 5, and so far I certainly wouldn't call it good. The enemies gradually become more aggressive, and they take up good positions from long to mid-distance, but close up they're clueless.


Just played to through three levels of BLACK on PS2, and I agree the AI can be a bit s**t. As you say, this is especially evident when the enemy ar at close quarters - they just stand around waiting to be shot or actually run at you when they're getting a belly full of lead.

Visually, it's stunning, but as I've written elsewhere, the key thing that BLACK offers over Killzone is the environmental destruction that can wrought and the very, very big explosions. In both BLACK and Killzone, the narrative is uncompelling, the gameplay linear and repetative and the enemy pretty unvaried. And you can't jump or climb (that that I think this is an issue).

However, I think the score of B is sound.

PreciousRoi 2 Mar 2006 21:19
4/5
lack of jump/clamber ability makes for some truly ludicrous situations...never did figure out the grenade shooty bit for the riot gear squad, just gooned them I guess...
config 3 Mar 2006 11:29
5/5
PreciousRoi wrote:
lack of jump/clamber ability makes for some truly ludicrous situations...never did figure out the grenade shooty bit for the riot gear squad, just gooned them I guess...


I've never really had a problem with the lack of jump. In BLACK, the edge of the game world is often defined by low walls or ridges. You know you can't get past them, but they're not visually otrusive so you get the impression that the area is much more open. With a jump, those delimiters would have to be much more imposing - high walls and cliffs, which leave the area feeling very constricted

The grenade shooting thing - I really don't know how this could be done, as the grenades don't have a timer long enough for me to get a bead on them. Maybe I'm just s**t?

Best way to despatch the shield guys is to lob a grenade over their heads, so they either have to turn and run, so you shoot them in the back, or they get a back full of frag grenade while kepping the shield facing you. Alternatively, if you have the luxury of time, just take cover where they don't try shooting you, ut you can see the top of their shield. They occassionally pop up to look. A few taps to the head, and their helmets fly off. After that, the next head shot does the trick.
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