Most of Fracture’s bad points are
overshadowed by how much fun
changing the terrain can be. Masses of
action, huge explosions and a competent
shooter with a fantastic gimmick.
SCORE
10/OCT/08
CLICK ON A THUMBNAIL TO PREVIEW
Isn’t it great to see that LucasArts
is pushing forward the technology
we use in videogames. After all, it
was only last month that we witnessed
the flawed but technically impressive
Star Wars: The Force Unleashed and this
month sees the release of the lesserknown
Fracture. Set 150 years in the
future you enter a world where global
warming has divided the United States
into two factions. On the east we have
the normal and more recognisable
Atlantic Alliance, and on the west the
Pacificans who have been dabbling with
genetic enhancements to become superhuman
(and a little bit something else).
So far so sci-fi, in fact a cursory glance
at Fracture reveals a pretty bog-standard
action shooter with very decent sci-fi
visuals that have come out of the Epic
school of design, all big shoulders and
blinking armour. That’s not to say the
story isn’t fun, it does enough to set
up the reasons behind why you have
a big gun that can raise and lower the
terrain because after all, that’s what
we’re all interested in. Fracture’s key
selling point and the reason we should
all be thankful to LucasArts and its
technical wizardry is the ability to use
the ground itself as a weapon. You’re
able to create huge hills or holes for
cover and it is definitely something that
would never have been possible on past
consoles, in that sense Fracture is the
very definition of a next-gen title.
Using the main character, Jet’s ability
to change the terrain is kept very simple.
The right bumper raises it and the left
lowers. But when you are presented
with the usual shooter setup (a gun
turret and a handful of guys trying to
pick you off), you realise that there
are a whole host of tactics to be taken
advantage of. Raise the ground to create
cover, boost yourself up to get a height
advantage or even just mess around
with the enemies by flinging them into
the air. Once you familiarise yourself
with the idea of terrain deformation
(TD) it becomes essential to the way
you tackle situations. Literally every
encounter can be overcome with the
use of TD, you could just try and shoot
your way through, but why make more
work for yourself? (Plus the later levels
really do up the difficulty level.)
Like any good shooter you’ll find a
whole host of weapons to blow the crap
out of those gene-tampering Pacificans.
Some can be used tactically and will
take advantage of TD, but most will
just cause huge devastation. As well
as being able to raise and lower the
terrain with your gun, you’ll also have
grenades that do the same when they
explode. One grenade forces a huge
molten pillar upwards (aka the early
trailer) which can be used to reach
heights and solve puzzles. Fracture has
an impressive arsenal but you’ll never
feel completely overpowered as battles
can quickly descend into carnage if
you’re not careful of your surroundings.
If a grenade sends out a shockwave you
have to look out for the repercussions,
particularly in the tight indoor sections
where all manner of hell can be let loose
with one stray explosion.
Eventually the running and gunning
action is broken up by the standard
vehicle section. While not the worst in
the world, the buggy at least allows
you to continue to use TD to aid your
journey. You can create your own
ramps and lower the landscape for
easier navigation. It’s not an unwelcome
diversion and is at least too short to be
really intrusive. Throughout the game
you’ll be asked to figure out some simple
puzzles but it’s worth bearing in mind
that the game won’t help you out in
the later levels, which can lead to some
moments of hair pulling and frustration.
The answers become obvious when you
realise that you should be using TD to
solve the problems – well, they wouldn’t
be called puzzles if they were easy.
Over the years we’ve been presented
with games that rely on a gimmick to
hide boring or lacklustre gameplay.
Being the sharp-minded people that we
are, their technical limitations become
quickly apparent as the game doesn’t
allow you to do something or forces
you down a certain path. While it’s true
that Fracture is linear, each encounter
is incredibly frantic. The ground ripples
like water, crates and men go flying and
the battlefield is left in a bit of mess by
the end, and the prospect of using TD in
multiplayer matches is really exciting.
If The Force Unleashed was more of a
tech demo with poorly realised combat
then Fracture is the fleshed out and fully
realised game LucasArts was aiming
for. If you removed the TD you would
still find a very solid third-person action
shooter underneath the tech, but with
it we have a hugely enjoyable chaotic
shooter experience.