Review: Darkwatch
- Title: Darkwatch
- Developer: High Moon Studios
- Publisher: Capcom
- System: Xbox (PS2)
- Reviewer: Zonk
- Score: 6/10
There is a lot to like about the setting of this game. Darkwatch combines some of the best elements of Vampire Hunter D and Brisco Country Jr.; riding a horse quickly through the night pursued by a vampire lord, driving an armored buggy over ranks of skeletal undead, leaping onto a moving train just to hitch a ride. The two worlds are well blended, with the fantastical elements melded to the western in an interesting style.
You'll be seeing that world through the eyes of Jericho Cross, a former bandit turned vampire through his own bad luck and poor preparation. Cross is short on words, but rubs up against some interesting characters who do plenty of talking for him. The game follows Jericho's pursuit of the vampire lord named Lazarus, who kicks off the plot by slaying the protagonist within the first ten minutes of the game. In your afterlife you pursue Lazarus with the help of a pair of western beauties voiced by Jennifer Hale and Rose McGowan. These characters make up the bulk of the NPC interaction you'll encounter during the game. Representatives of the Darkwatch, an undead hunting organization, and the slavering undead they slay fill out most of the other NPC roles. Despite the subject matter, the voice work comes across as respectful to the roles. The voice actors gave their all to give these characters life. The dialogue is regrettably less respectful, with some corny eye rollers spread throughout the game. The storyline itself is interesting enough, moving with a frenetic pace and throwing a few twists and turns at you. Unfortunately, the game is over too quickly to really settle into the plot. Gameplay and story are somewhat interconnected. Throughout the game, you're presented with 'good' and 'evil' options. Choosing either path nets you new vampiric powers, but disappointingly does not affect the storyline or the game's outcome. Controls are the typical console based FPS, with one thumbstick controlling movement and the other orientation. Even with the sensitivity turned up as high as it went, I found the movement a little gummy. The problem lies in the pace of the game. Enemies spawn quickly and in many locations around the gamespace, forcing you to react quickly to incoming opponents. While this makes for exciting gameplay, the mushiness of the controls leads to frustration. Even if you see an opponent coming you may not be able to line up your attacks quickly enough to defend yourself. Thankfully, your vampiric powers give you an edge. In addition to a 'blood shield' (ala Master Chief in the original Halo), Jericho can execute great leaps, speed himself up, and enter a vision mode where his opponents are clearly highlighted against a red background. Other abilities manifest themselves as you consume the souls of the damned, or release them into blissful oblivion, based on your chosen alignment path.The vision ability is very useful, because as you might expect from a title with a touch of horror there are a lot of dark spaces to explore. The game maps tend to be well laid out. Regrettably the sameness of the visual elements, the darkness and textures, begin to blend together fairly quickly. Creature designs, too, run together into sameness before the short title ends its run. They certainly look good, but after you've worked through a few levels you'll have already encountered most of the critters the game can throw at you. Refreshingly despite their sameness they can be crafty opponents. The skeleton foot soldiers are dumb as hammers, but the gunfighters do a good job of seeking cover in a long-range fight. Throwing a stick of dynamite in the direction of a group of foes will send them scattering, and they even react appropriately when one of their number is hit with an exploding arrow. There won't be any moments of eerie intelligence, but it's gratifying to know they'll at least put up a fight.
Visually, Darkwatch does a good job of placing you into the moment. While the graphical capabilities of the console of your choice won't be pushed to the limit, characters are attractively animated and opponents convey a sometimes surprising sense of speed. Both the undead and story characters share a somewhat exaggerated style, with large facial features and angular body shapes. Jericho's vampiric powers are stylishly realized, as are the explosions and weapon effects in the game. The audio landscape of Darkwatch is not as attractive. Generic-sounding monster screams and underwhelming weapon effects will be your constant companions. The game is slightly less forgettable music-wise, with some nice musical stings and twangy background tunes. But then, I like spaghetti westerns.High Moon offers up a game with an interesting setting and memorable characters, muddied by sluggish controls and repetitive gameplay. Though Darkwatch will likely not be remembered as one of the pinnacle releases of 2005, it does stand out from the crowd of generic shooters thanks to the obvious attention paid to the game's background. Despite that the too-quick story doesn't allow for time to fully appreciate the environment, and the sameness of the game levels and monstrous opponents drains the player's interest in the gameworld long before the plot concludes. Darkwatch is another game that could have been great, but ended up only worthy of a rental. While I think there are elements to enjoy here, I can only recommend it to someone specifically looking for a shooter with a western or horror theme.
Update: 09/21 19:24 GMT by Z : Clarified that High Moon was the former U.S. publisher, not developer, of the Guilty Gear series.
"With the increasing price of oil, I can't help wondering what the face of computing is going to look like five or ten years down the line. The average computer uses as much as 1¾ Titanics worth of coal to run on any given day."
Coal is cheap, and produced locally.
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
Controls are sluggish.
Levels and enemies are repetitive.
Game is short, so plot is ineffective.
Dialogue is sub-par.
Graphics are ok, but don't push any limits.
Levels and enemies are repetitive.
The characters are pretty good.
The setting is different from other FPSs.
6 out of 10? "Cool! Six-shooters and skeletons!" Almost every other part of the review was negative. What does this game offer that makes it better than average?
If you say that you "can only recommend it to someone specifically looking for a shooter with a western or horror theme," doesn't it deserve a rating of 3/10? Or is an "average" game worth 8/10?
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
I do not have to play it, I do not have to buy it. This is yet another Doom/Wolfenstein type game that anyone over the age of 12 has been bored to death by since the early 90's.
Bet next review is another Command and Conquer, or another Wing Commander, remember when they actually made NEW games? Don't give me that MMORPG tripe, I was playing MUDS in the early 90's also, all they did was add pictures. There has not been a major advance in the actual GAMES since I last booted my Amiga 500.
What about:
The Ghost... Goes WEST!
http://www.phillyburbs.com/edwood/wood2.shtml
Long live Ed Wood.
There is plenty of space to innovate on current hardware, but developers insist on pushing polygons over promoting plot.
;-)
It's often not even polygons new PC games are pushing - rather, intensive shader operations are used for surfaces like plain walls when a bog-standard texture would do.
I thought about this a lot when I played the demo for F.E.A.R. a few weeks ago. Despite crushing my not-cutting-edge Geforce 6600 under its boot, it still didn't exactly look pretty, and didn't manage environments beyond horrendously cliched, incredibly simple alleys and corridors. I think there was also a small warehouse in there too.
Deus Ex: Invisible War did something similar. Where the first game had some pretty huge, nonlinear maps, its sequel had tiny, cramped levels with a couple of characters wandering round. But it had completely real-time lighting, so that makes things okay! Apparently.
I've got a fairly powerful PC. It can run older games at ridiculous framerates and resolutions. I'd much rather developers made better use of the resources available, and presented gamers with good design rather than graphical buzzwords. I wouldn't be surprised if you didn't bother with stencil lighting, expensive shader operations or whatever, a typical, generic PC of today could manage some gigantic maps - a whole city block instead of a few alleys, crowds instead of two or three characters, a decent-sized island instead of a Rockall-with-trees.
Or whatever. I still reckon today's incredible hardware is wasted on rendering corridors and crates...
Tedious Bloggy Stuff - hooray?
That was actually a pretty good series. However, this genre is actually a lot less "untapped" than you might imagine.
The Deadlands RPG put out by Pinacle Etertainment Group was set in 1800's America in the "Weird West". The game features demons (manitou), werewolves, zombies, mad scientists, wizards in the form of magicla card sharks, and yes, undead gun fighters. Granted, it was a tabletop RPG, akin to D&D, but it's worth mentioning here.
That would be SnarfQuest by Larry Elmore. Very funny series.
I've seen a few good suggestions posted, but the king of this "relatively untapped genre" would have to be Sundown: The Vampire in Retreat, starring David Carridine (from Kung Fu) as Dracula and Bruce Campbell (from Evil Dead) as Van Helsing.
Not that it's a good movie or anything (it's not), but if you've ever seen it, it does define the "Vampire Cowboy" genre more than most things out there.
The average computer uses as much as 1¾ Titanics worth of coal to run on any given day.
How did you come at this number? It is totally absurd. Someone recently claimed something similar, so I did some calculations as to how much coal is actually needed to run a computer for a day, which is about 8 kilograms worth.
As it turns out, 1.25 Titanics worth of coal would run your computer for millions of years.
'For we walk by faith, not by sight.' II Corinthians 5:7