When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
Turok: Evolution was one of the first games I got hyped for. It was released soon after I started paying attention to video games and to the teenager that I was, it seemed too cool. A first-person shooter set in a dinosaur world? How could I have not been interested? Looking back now, I remember the campaign’s diversity and different environments the most. The multiplayer saw more than its share at my house too, although it played second fiddle to the likes of TimeSplitters 2 and Super Smash Bros. Melee. This was a favorite of mine back then and I have nothing but good memories of it.
Turok: Evolution was developed by Acclaim Studios Austin (formerly known as Iguana Entertainment) and published in North America by Acclaim for the PlayStation 2, Xbox, and GameCube on August 31, 2002. A PC port was released exclusively in Europe on October 24, 2003. Lastly, a Game Boy Advance version was developed by RFX Interactive and published on August 26, 2002.
Kudos to Eurogamer! I read this article over Free Radical earlier today and I wanted to share it on my blog. It chronicles Free Radical Design, the UK-based developer most known for the TimeSplitters series. Last generation, they were one of my absolute favorite developers and I played the crap out of TimeSplitters 2 and TimeSplitters: Future Perfect.
Although it was later revealed they had multiple games under wraps for the now-current generation of consoles, Hazeeventually put them under, or so it was assumed. What I learned from this lengthy article, was it wasn’t just Haze that forced them into administration (bankruptcy). This article also shed a great deal of light on how an independent developer works, and how hard it can be at times. A very informative read that I highly recommend.
My first impressions of Haze were disappointing: after the initial setup for the game I get thrown into the main menu which looked like something from a last-gen game and once I’m into the actual game, I’m introduced to some stereotypical characters. Thinking about these and other lows early on upset me; I grew up with loving TimeSplitters 2 and TimeSplitters: Future Perfect and to think that Free Radical (the developers) had fallen this far since then was depressing. However, as I got farther into game, I enjoyed it more.
I’m not sure why I began enjoying it more though. An hour or so in you defect to the rebels, but the mechanics didn’t change very much, at least enough for me to think “wow, now it’s better.” I think I just lowered my expectations by then. I think a big problem with the game were the expectations for it prior to its release; they were out of proportion. When it was announced that it was a PlayStation 3 exclusive, people began to latch onto it and want it to be great, like with most console exclusive games. Once I lost the mentality that this game had to be great because it was a console exclusive, I enjoyed it more, but that’s a backhanded compliment and not to say the game isn’t good.
The gameplay, like the game overall, is decent. I thought the controls were too stiff, especially for vehicles. I do like that the game doesn’t feel super arcadey like TimeSplitters games do; even something as minor as that adds weight to the story, after all, it seems like Free Radical wanted to make a more serious game, but that’s part of why I think this game is just decent. It seems like Free Radical wanted to make a game that told a story, but the characters weren’t believable and the majority of them feel like cheap jokes on played out stereotypes. Even the main character is hard to like; Shane Carpenter rarely seems like someone who should be in the position he’s in. Throughout the game he consults everybody but himself on what to do next, all the while asking himself who he should be fighting for.
I interpreted the game as being about the Iraq War. You initially fight for Mantel, a large corporation that produces Nectar, a drug that enhances their soldiers’ abilities in battle. Through some errors you begin seeing that Nectar might not be so great while learning later on that you’re in this country because the natives have begun harvesting a key ingredient in Nectar and this would be bad for Mantel’s bottom line. Taking into account that some believe the Iraq War started in part over oil, we can replace all instances of Nectar with oil and it seems close, or perhaps I’m looking too deep into it. The game does touch on some other topics: free will in a very small way, anti-drug sentiments and that people, no matter their differences, are alike.
I found Haze very enjoyable a few hours in, whether this is due to me lowering my expectations or just playing for another side I’m not sure. I only played a few minutes of the multiplayer and thought it was great that they melded it into the fiction but at this point, there aren’t enough people to make the game exciting for me to put any serious time into. Haze was a disappointment compared to the TimeSplitters games, but as an FPS, it gets the job done.