Vanquish – Review

Stylish, fast, and fun, I loved Vanquish.

When Clover Studio shut down, I was sad. I loved the games the studio developed for Capcom. Nearly everything they did was critically successful, but not always commercially successful. A little while after they shut down, many of the former employees went on to form Platinum Games, who have made a name for themselves in the past couple of years. Heck, one of the first games I wrote about here (MadWorld) was developed by them. With Vanquish, released in 2010 and published by Sega, they created a spectacular action game. Packed with an unraveling plot, fast gameplay, and variations on the genre, Vanquish is a game I highly recommend.

One of the more interesting weapons was the lock-on laser.

There’s a lot going on with the plot of Vanquish. On the surface, I was just playing as Sam Gideon, DARPA researcher ordered to rescue a kidnapped scientist. But the deeper I got into Vanquish, the more I learned about the true intentions of everyone and their interconnectedness.

Set in the future, Vanquish takes place on a massive space station, the United States’ 51st state. Seeing it’s cityscape in the background of missions was remarkable. It was fantastic to look at and did a great job of giving scale to my surroundings. The Order of the Russian Star has invaded the space station and taken over. After gaining control they attacked San Francisco with a laser and stated that unless the United States surrenders, New York City is next. Not wanting to do that, the President sends in the Marines to quell the threat, along with Sam Gideon.

Sam is a researcher at DARPA, or the Defense Advanced Research Projects Agency. Interestingly enough, DARPA is a real agency in the United States’ Department of Defense that has made many notable developments, such as the foundations of the Internet. DARPA sees this as the perfect opportunity to test out their Augmented Reaction Suit, or ARS. This suit is quite awesome, less so is the Battlefield Logic Adaptable Electronic Weapons System, or BLADE; I‘ll talk about those acronyms and their features shortly.

The ability to boost made Vanquish feel different from other third-person shooters.

I really liked Sam. He had a very casual attitude; even with the multitude of near death experiences he had he usually remained calm. He also showed signs of altruism, frequently rescuing his ally Marines when they needed rescued. Contrasting him was Robert Burns, the leader of the Marines. He was more concerned on finishing the mission he was assigned, no matter the cost. Throughout the game the two had much back and forth banter and it was fun listening to them.

So Vanquish is a third-person cover-based shooter. But because Sam is equipped with the ARS, the game is fast-paced, something most of the games in this genre can’t cop to. You might think I’m a little masochistic when I say I liked the game the most when the odds were stacked against me, but the gameplay really excelled in these situations. In battles I was either facing a lot of normal enemies, or a few really big ones. Using the features of the ARS made these shootouts challenging and entertaining.

The first cool feature of the ARS is the boosters attached to it. At the push of a button I had Sam boosting around the battlefield at a fast clip. I could quickly flank enemies or boost into cover when need be. I was limited on how much I could do this however; overdoing it would overheat the ARS. Boosting was easy to do and thrilling in the heat of battle.

Robert Burns acts as the commanding officer of the Marines for the mission they've been assigned. Him and Sam butt heads often.

The most notable feature of the ARS however is the AR Mode, aka Augmented Reaction Mode. With a simple button combo I entered this slow motion mode, allowing me greater control of my actions and more precision. Like boosting, I was limited by the same overheating gauge on the ARS. Regulating the AR Mode and boost was necessary to overcoming the enemy threat. By the end, I had become very accustomed to triggering the AR Mode, popping off headshots, and getting back into cover without overheating the ARS.

The last acronym at Sam’s disposal was BLADE, but it’s not that great actually. I basically had one weapon, but by scanning weapons I’d find on the battlefield, Sam’s BLADE would replicate them. He can only hold three weapons at a time (plus grenades) so it’s not like I could scan everything willy-nilly and have a stacked arsenal. Personally, I preferred sticking with a machine gun and the heavy machine gun, rotating my third spot out to experiment with the other weapons. The usual suspects were present but there were plenty of weapons that had interesting effects.

An interesting mechanic involving the weapons was the ability to upgrade them. Every now and then an enemy would drop an upgrade that I could pick up. But the most frequent way I leveled up my weapons was picking up ammunition. If a specific weapon had full ammo, and I picked up ammo for that weapon, a bar would appear next to that weapon. After doing this a few times the weapon would increase a level, eventually maxing out at ten. This had an interesting effect on my strategy. I really liked the machine gun, but I would refrain from using, hoping to find ammo to level it up. As weapons leveled up, they could hold more ammo and did more damage.

I was hooked on Vanquish from the start. Watching the plot unravel kept me motivated to play. As did the chemistry between Sam and Burns; they always bickered, but worked together; it was like a buddy film. Boosting around the battlefield was a blast and differentiated the game from its peers. The AR Mode was vital to success, as was managing the ARS’ temperature, which became second nature. Weapons felt good and upgrading them also set Vanquish apart from other games. Vanquish feels like a complete package; it’s well designed and a blast that I’m going to replay as soon as I’m done writing.

6 thoughts on “Vanquish – Review”

  1. Nice review. I had a blast with Vanquish but I really wish the game had a co-op mode, even just for split-screen. I feel like that would have helped in terms of replay value, but it’s still a fun ride all the same.

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