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Black Review

Console First-Person Shooters have come a long way in the last few years. While titles like Resident Evil 4 and FarCry Instincts were moving the genre forward for gamers with joypads, Criterion Games was working on the FPS title simply called Black. Touted as 'gun porn', the game offers a fully destructible world where every bullet's trajectory is a story of its own. While such precision is laudable, the focus on the game's physics and mechanical feel has resulted in mediocrity elsewhere in the title. Read on for my impression of the good and the blah in Criterion's Black.
  • Title: Black
  • Developer: Criterion Games
  • Publisher: EA
  • System:PS2 (Xbox)
If you've seen any ads for this title, you know that the marketers are upfront about the realities of this game. Your purpose in Black is to shoot things. There's no mention of the plot (which is weak) or the graphics (which are only so-so for the current generation); The title offers gunplay as a form of zen experience, a purity of purpose which most games don't attempt. With good reason, I think. Black is essentially a moving shooting range with animated target dummies and scrolling scenery.

Before you get to the shooting, though, you'll need to get past the required plot elements. Live-action segments shot in a smoky briefing room introduce you to the forgettable backstory that punctuates each mission. You're a 'black' operative, pulled from a jail cell where you were awaiting judgment in the wake of some highly questionable actions. A superior officer grills your character under the swinging light of a naked bulb, and the missions you undertake are flashbacks; They are moments remembered by the men in the smoky room rather than ongoing events. Like everything not involving the trajectory of a bullet, this plot feels tacked on after the fact. The live action scenes are an excuse for your movement through the game rather than a force driving your advancement. Given the purpose of the title, I didn't expect much from the plot and so wasn't terribly disappointed. That said, I find it kind of sad that game companies are still willing to okay this thin-mint of a plot; Titles like Half-Life 2 and Halo have more than proven the value of frosting with your wheat.

Gameplay itself is the height of simplicity. Level maps allow for occasional stealth moments, but for the most part you'll know there are enemies about because they start shooting at you. Once you've identified the points in space you need to click on, you'll notice the numerous explosive crates and gasoline-filled vehicles nearby. In an effort to show off their work on the game's physics, the designers provided flammable cover for your enemies. After you've exploded the obvious targets, you can move out among the wreckage and take down the remaining stragglers. Aside from an understandable desire to flee a thrown grenade, the enemy AI is only slightly more advanced than that utilized by some witty mailboxes. Their most confusing move is the 'don't fire at the player' maneuver. While they're more than willing to take badly aimed shots at you from afar, if you do enough juking around up close they seem to get tired and give up. Firing a gun can be confusing when you're that dumb. Maybe they're confused by the boring sameness of the weapons. Despite the concentration on what happens once the trigger is pulled, the weapons themselves are all pretty much the same. You've got your AK, your shotgun, your silenced pistol, etc. None of them feel appreciably different, and the result is that you'll be switching weapons as soon as you find a new one just to keep your ammo levels up. Strategy is hard to come by on pretty much every level of this title.

Beyond that, the game's focus does result in some fairly impressive gunfights. Bullets spatter and spark off of every metal surfaces, throw up clods of dirt as you walk a burst into an enemy combatant, and chew convincingly through the scenery. The term 'fully destructible environment' is not just marketing; The AI never seems to fully grasp that hiding behind stuff isn't that helpful. When you can break up a downed tree into lumber with a few well-aimed bursts, it's easy to get to take out cowering bad guys. It's even easier when the terrorists shoot out their own cover, but that's another story. Other physical elements are just as convincing. Explosions bloom outwards with smoke and fire, and leave noticeable marks on the environment. Bodies fly heavenward when prompted by a grenade or vaporizing vehicle. Criterion chose to make virtually every other element of this game a secondary priority, and it shows. Black's physical environs are one of the most impressive in any shooter I've played.

That physical environment could have looked better, though. In the graphics department, the game looks merely adequate. Screenshots of the Xbox version seem quite polished, but I had to play the PS2 version. I sold my Xbox to offset my purchase of a 360, which won't play this game at all. The PS2 version of Black has the jaggies problem that plagues many titles on that console. Though that distracted from the experience, the quality of the textures throughout the title match up with the best the PS2 has to offer. The game also moved with a very crisp speed. Even when explosions were dominating the screen, there was little to no slowdown. My only real peeve was the monochromatic color pallete used in many of the environments. Urban areas all trend towards a grey sameness, and more naturalistic maps are dominated by simple greens and browns. On the PS2 the drab colors and jagged pixels made navigating through areas like dense jungle somewhat disorienting.

On the other hand, the aural elements of Black are extremely well developed. The detail found in actually firing a weapon is here, with every weapon managing to sound unique. Their watery action prevents a real differentiation, but you can always tell what your opponents are firing merely by the sound their weapons make. All the sound elements are well-crafted, resulting in very satisfying explosions and gunfights that at least sound exciting. Curiously, the occasional musical stings are nowhere near as polished. Ostensibly used to heighten tension, they come across as mostly annoying. After the first few levels I turned them off, and didn't miss them a bit.

Black is a title that could have captured some of the core of gaming fun. There is absolutely nothing wrong with a stripped down shooter that focuses on the gunplay element of the genre. I reviewed two games that captured that quite well at the end of last year, in fact. What makes me dislike this title over those is the immaturity of the game's language. Whereas Quake IV was a military game, focused on the business of shooting, Black feels more like some cynical kids playing at war. The 'bad guys' do dumb things because they're bad. The good guy always has a ton of ammo at hand, and there are copious explosions. Occasional radio chatter with HQ is so loud I can literally hear the sound of the radio's feedback echoing off of the surrounding terrain. The impression I get from the game is that this secret, stealthy agent is working way through the jungle when suddenly you hear "KSHHHHH AGENT BE AWARE OF POSSIBLE TARGETS INCOMING!!!" The fact that your opponents don't react to this loud and obvious element of their surroundings may indicate that you are listening to your radio through earbuds or headphones. I just think it means their AI wasn't programmed to react to that part of the game. The most interesting and telling element of the game's language, though, is that there is no 'use' button. You want to open a door? You shoot it. You want to destroy information on a laptop? You shoot it. Compared to the nuance of another 'black ops' title such as Splinter Cell, the childlike stupidity of the gameworld is almost embarrassing.

To me, that's what makes Black ultimately unappealing. I could tolerate the sameness of the weapons and the flimsy plot. A lack of sophistication can be appealing sometimes, but even Full Auto is a more grown-up game than this particular title. In focusing on one singular aspect of the game, Black's developers have created a title that falls short of its audience. Criterion's other well known franchise, Burnout, manages to bring the zen experience they were aiming for here to the racing genre. I applaud their effort to distill the FPS down to its most basic elements as well, but the result is an uninteresting mess that I have to work to enjoy. If you're an Xbox owner and just need something to take the edge off of the Halo 3 wait, Black will be a great rental for you. Otherwise, you can feel free to give this one a pass.

8 of 154 comments (clear)

  1. There needs to be a "Fun" score in every review. by Ectospheno · · Score: 5, Insightful

    I have to disagree with this review as well as the other reviews on gaming sites. This game is fun. Period.

    I don't give a rats ass about how the graphics compare to other shooters, whether or not every region of my brain is being properly stimulated, or if the plot is "weak". It's just a fun game. Why don't reviews talk about that anymore?

    This game is fun in much the same way Mercenaries is fun and if you let reviews like this keep you from buying it then you are an even bigger idiot than the reviewers.

  2. What Do You mean? by Anonymous Coward · · Score: 1, Insightful

    People are chewing his ass for posting a game review, stating this is not the place? But in the last posted article "How to Clear/Find bottlenecks" in a gaming system is fine... You cant have one without the other... Geeks Play games... whats the problem?

  3. Fun != ... uh... anything standard. by torchdragon · · Score: 5, Insightful

    Your scale of fun doesn't relate to my scale of fun. Some of us require cortex stimulation for fun. Blowing stuff up was cool in Mercenaries, Serious Sam 2, Serious Sam, Grand Thef Auto, Half-Life 2, Half-Life, Quake, Quake 2, Doom, Wolfenstein 3D, etc, etc. There are some of us now who would like to have a little more to our games than a spoon and a jar of frosting. Some of us actually want the cake.

    --
    "Don't feel bad for me child; I'm the monster that hides under your bed."
    1. Re:Fun != ... uh... anything standard. by NitsujTPU · · Score: 3, Insightful

      I eat unfrosted cake all day. I like it that way, it's called work. When I get home, gun porn sounds cool, and fully destructible terrain makes the game that much more interesting, since, believe it or not, the real world is fully destructible.

  4. Plot nazis by Cereal+Box · · Score: 5, Insightful

    I can't get over the fact that guys like the reviewer will condemn games for not having an intricate, engrossing plot on one hand and on the other hand cry about the lack of "fun" games. As far as I can remember, games like Pacman and Super Mario Brothers didn't really have much of a plot at all (far less than Black, I'm sure), but nobody cared then, and nobody cares now. They're fun games. If you're looking for mental stimulation in video games, you're not doing enough thinking in your day-to-day life. Graduate high school and enter the real world and maybe you'll come to appreciate mindless entertertainment.

  5. Re:There needs to be a "Fun" score in every review by Lisandro · · Score: 3, Insightful

    I don't give a rats ass about how the graphics compare to other shooters, whether or not every region of my brain is being properly stimulated, or if the plot is "weak". It's just a fun game. Why don't reviews talk about that anymore?

        Much agreed. I have the same issue with movie reviews - i mean, i can enjoy a well crafted, meaningful movie as much as i can enjoy turning my brain off to watch a B-action movie on TV or the latest summer blockbuster. Some reviewers seem to be insulted by the idea that simple entertainment can be, well, entertaining. I have no idea why it is so damn hard to find reviews that can ignore the cheezynees and focus on the fun value. Roger Ebert has been getting better at it though.

        Never mind. Commando will always be sitting next to Citizen Kane and Dr. Strangelove in my DVD collection.

  6. Re:You shoot it by Josiah_Bradley · · Score: 1, Insightful

    You want to open a door? You shoot it. You want to destroy information on a laptop? You shoot it.

    That's how it is in real life. When a cop needs to open a locked door he blows the handle off with a shotgun.

    I've Always hated running up to a locked door in a game and it means, oh no you can't go this way please follow the linear game play. Even in games like gta that are supposed to be open ended, you can not simply open a wooden door because it was locked. I think opening doors this way should be included into every new game. It opens a whole new level of game play and options. Like shooting down a big metaphorical door with a shotgun.

  7. saves a two-edged sword by GunFodder · · Score: 2, Insightful

    I basically agree with you, but unlimited saves is a two-edged sword. Unlimited saves adds a non-fun element to gaming - saved-game management. If you save frequently enough then you get to the point where the UI hiccups when displaying your save game snapshots. So then you have to pick savegames to delete. And unlimited saves also opens the door to perfectionism, where you feel compelled to repeat a section until you feel you've done it well enough to make it worth saving. It can be quite frustrating to make it through a particularly harrowing section of an FPS, only to realize that you are low on health and ammo, so you feel compelled to try it again.