One
Review from the Net
When I first popped "One" into my Playstation and started playing, I was stunned. I couldn't believe such gorgeous graphics were possible on my humble PSX! The explosions, textures, glow effects around the shots, the modelling and animation of the main character -- it's all top-notch mind-blowing stuff. The sounds are equally impressive; from gut-rumbling explosions to static-y radio chatter to the grunts and screams of your victims, it's a seriously immersive experience. I wanted so desperately to like this game. For those who don't know -- One is based on a pseudo-3D engine like Crash Bandicoot, in that everything is modelled in 3D and most of the time you have some freedom to run around in a 3D space, but in general you're being pushed along a fairly linear track, be it a hallway, ascending a vertical shaft, or whatever. Within this engine, it's a platform shooter, and I do mean SHOOTER. You run around with a gun strapped to your arm, blasting holy hell out of everything that moves and leaping over bottomless pits and between platforms in a Blade Runner-esque dark future world. The more stuff you shoot, the higher your "Rage" meter climbs, and the more powerful you get, allowing you to shoot even more stuff...you get the idea. Sound fun? It is, it really is. But... Then came the trouble in paradise. I found myself dying, over and over and over, not because the game was too challenging -- but because the crazy camera angles made it almost impossible to execute an accurate jump. This is the kind of frustration that makes gamers break controllers against walls. To compound the problem, every time you run out of lives, you're sent all the way back to the beginning of the level -- and since there are only five levels in the game, they're very, very long. When you lose your hard-earned progress (and in this game, it's VERY hard earned) because you wasted your last life falling off the edge of a platform because the jiggly camera prevented you from even seeing your character, you'll feel the pain. It's really not the control, as some reviews seem to imply; control is spot-on responsive, and with the analog controller it's even better. It really IS the camera angles. Sometimes the camera will zoom back so far that your character looks like a fly crawling on a windowsill; sometimes it will swing wildly around to a new angle while you're in the middle of running somewhere, forcing you to suddenly adjust the direction you're pushing the pad just to maintain a straight line. In many situations this can be fatal, sending you plummeting off a platform or into a bottomless pit. You don't feel what a good "hard" game makes you feel -- the urge of "argh, I gotta practice this section more and I'll BEAT it". You just feel cheated. I kept telling myself -- "Okay, it's frustrating, but this game is so beautiful and so violent, it's worth it." Well, after a while...it became less and less worth it. I started to realize that, after all, I've jumped platforms and shot things oh-so-many times before. Too many times to put up with this kind of maddening frustration. Why do game companies do this? Don't they have beta-testers? It's obvious that an enormous amount of craft was put into this game; it's too bad more of it didn't go into the gameplay, which is, under all the icing, your usual "run from here to here, jump over things, blast the bad guys" Contra sort of game. So if you're thinking of picking up One, be ready for what you're getting into. If you can handle the frustration factor of playing the same small segment over and over and over, hoping not to fall to your death when the camera swings around for no obvious reason -- and if you're willing to put up with it for the reward of what amounts to, in the end, some pretty derivative gameplay -- One could be a game you'll love. The sheer joy of the graphics, animation, and sound, and the thrill of mindless blasting violence, could make it worth your while. ---- review submitted by Dan Burford gilmore@netacc.net
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