It's intense and fun for brief spells but
Perfect Dark Zero is no Halo. Problems
with poor AI and generic scripting
prevent this from being the killer app
we had been promised.
SCORE
15/JAN/06
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After years of hype, Perfect
Dark Zero is finally with us.
The prequel to Perfect Dark,
this takes us back to the days when
she was a mere trainee, following in
her father Jack’s footsteps. Originally
planned for the GameCube, then the
Xbox and finally the Xbox 360, we’re
glad we’ve had to wait, because we
can’t imagine how it would have looked
without the X360’s power behind it.
PDZ puts you in the shoes of Joanna
three years before the original game’s
story, as you work your way up the
ladder in training to become the next
great secret agent. At times you find
yourself sucked into a world of intrigue,
espionage and danger from every angle.
There are forces at work intent on world
domination. As usual for these criminal
types, only you (and your dad) stand
in the way of these shady schemes. As
the game evolves, you delve deeper into
the mystery, and your goal is to save the
world – and yourselves in the process.
If this sounds like just another spy
story, then that's because it is. PDZ
follows your normal spy-game ideals,
but with a thick coating of X360 gloss.
Thankfully it also offers addictive, solid
gameplay that though hardly new, is
done with the usual Rare flourishes.
For example, there are no FMV cutscenes.
Instead, everything that you
see in the game is rendered in realtime
using the game’s engine. We’d
been looking forward to playing final
code of this game with ever increasing
anticipation, but a whole new level
of excitement took us over when
we picked up the pad and armed
ourselves, Dark style.
Wanting to get into Joanna’s past,
we opted for the single-player story
and things started off easily enough,
as the Agent mode got under way.
First impressions weren’t favourable
though, as arrows popped up all over
the screen, pointing out where we
needed to go at every turn. Is this really
next-gen gaming? After all, chances
are if you’re picking up a copy of PDZ
at launch, then you know the basics of
First Person Shooters. Dumbing down
the gameplay and being led through
the levels like this isn’t a good starting
point for a new console. That said, the
odd subtle arrow pointing out where
you need to go does beat getting lost
and wasting your time searching for an
exit in the wrong area. Anyway, as you
move up the difficulty modes, things
like this become less intrusive, though
the arrows will still pop up.
After a couple of the levels, we
reach one of the first standout parts
of the game on the rooftops, where
the mission aim is to protect Jack from
the masses of gunmen and snipers inbetween
him and his goal. This gave us
a great chance to try out some of the
firepower, including the fully auto RCP-
90, a handy pistol and of course, the
sniper rifle itself. As the game unfolds,
you get to play with a number of
different weapons and gadgets both
old and new; for example, there is a
prototype of the Laptop gun found in the
original game. There are also a variety of
vehicles to get to grips with, including a
hovercraft and a jetpack. The problem is,
weapon-wise you have a limited amount
of slots to fill. Four slots wide, a pistol
takes one slot, whereas the RCP or a rifle
may take two or three. Also, the weight
of the weapon drawn will affect your
movement speed. Pistols will give you
minimal slow down, but rocket launchers
will make you look like you’re out for a
Sunday stroll through quicksand. All this
means you have to consider what guns
you’ll need, and how you plan to take
on each level. This is more like it, further
depth to familiar gameplay – those
kindergarten arrows are drifting from
memory already.
When you see gun-wielding villains
dressed head-to-toe in shiny spandex
hiding round the corner of the nearby
rooftop, the game's Cover mode allows
you to stand prone to the wall and aim
at your assailants without taking a hit.
This is a very useful move, which will save
your ass on many an occasion. However,
it’s also worth noting that while a slab
of concrete protects Joanna, you can’t
necessarily see everything happening
around the corner. Basically, if Joanna
can’t see it, then you can’t see it. A
rhythm of popping from behind the wall,
blazing away at the enemy and swinging
back to reload and recoup soon became
the norm.
However, on the lower difficulty
settings we did notice that the AI wasn’t
too clever when using this cover-fire
tactic. They wouldn’t try and flank us,
rush us or even duck for cover when
coming under fire. Even on the lower
settings you'd expect some more realistic
responses, especially from a flagship
game on the next-generation of consoles
– even Halo managed this much.
Speaking of Halo, a review of a flagship
launch game from Microsoft and an FPS
to boot wouldn’t be complete without
a few nods to Bungie’s classic. As with
Halo, there are no health packs lying
around the levels. Instead, you will need
to use cover to give yourself time to
regain what health you can. There are
two types of damage: permanent and
shock, but both can be regained when
out of combat situations. The end result
is a game that offers moments of frantic
gunplay followed by short silences, as
you and the enemy back off to recoup
health and take a breather.
Though we have some gripes with the
lower difficulty settings when playing the
single-player campaign, there are some
interesting ideas being implemented
to level out the experience. Each level
is expected to take you half an hour
to complete in Agent mode. However,
this rises when blasting through Secret
Agent, and Perfect Agent, with the
hardest level (Dark Agent) expected to
take you up to two hours to complete.
That’s two hours of solid gunplay for
every single level. This is a result of the
level design changing with each setting.
Dependent on your difficulty setting,
different routes with more objectives,
puzzles and AI to contend with will
present themselves. With such variety
you could play through each difficulty
without getting bored, and with 14 levels
per mode, this could add up to 70 hours
gameplay in total.
Of course, we couldn’t go any further
without mentioning the amazing
graphics and how it adds to the game.
As you’re no doubt starting to figure out,
X360 screenshots do not do the games
anywhere near enough justice. Until you
see the game in action for yourself, you
are only getting a glimpse of the detail,
and just how beautiful it looks in-game.
In the subway level, after destroying
a team of deadly assassins in a murky
indoor parking lot, we spent the next five
minutes checking out the walls, flooring,
lights… everything.
On first glance the graphics are
jaw dropping. Graphically, games
usually tend to use a technique called
Bump Mapping, however, PDZ uses
an advanced technique called Parallax
Mapping alongside Normal Mapping,
which makes a flat object appear to be a
3D one. So instead of a wall with a brick
image layered on, it will have a wall with
bricks that look like they physically stand
out. In fact, they stand out so much, that
your brain thinks that if you touch them,
you’ll be able to feel the bumps and
textures. The trick is that there are no
extra polygons involved, but instead the
lighting develops the effect by adding
how much light should be on a brick
from a certain direction in real life. The
only downfall to this technique is that
dull objects sometimes appear shiny; like
a tree, for example. The end result is an
impressively smooth game that can seem
a little fake at times, a little too plastic.
However, as a stylish, unique-looking and
solid game world, PDZ definitely hits all
the markers.
The extra memory in the X360 also
enables stylish advances in presentation.
One example of this is the in-game
animation. Movement of arms, legs and
falling animations are all fluidly merged
– a character’s movement will flow
from one animation to another without
jumping from one frame to the next.
Again, the overall feeling is of a highly
stylised, solid and believable world. The
increased animation and fluidity adds a
greater depth to the action. A headshot
now feels like it’s really hitting home
hard. Also, PDZ’s engine allows them
a high level of detail. Get in close for a
bit of melee action and you will see eye
patches on suited enemies and others
will frown as they take the hits. Taking
its cues from old coin-ops, as you blast
away at enemies, their body armour will
splinter off, flicker and disappear.
Rare has gone into the same amount
of detail with the sound. As well as 5.1
channel surround, and a ‘rawking’ Bondesque
soundtrack, each object you hit
makes a specific noise. Bullets hitting
metal will sound different from bullets
hitting concrete or wood, for example.
The same if you hit a light; you’ll hear
the glass shatter and hit the ground in a
realistic manner.
Talking of environments, from birds
on the rooftops to heat hazes, intricate
detail and random events will have you
pausing just to gawp at the scenery. Also
worth noting is the use of Z buffering
when it comes to using your sniper
rifle. Squeeze that L trigger, don't just
hit it, as the zoom is sensitive to your
touch. Once you’ve mastered that, you’ll
be able to notice that the Z buffering
enables you to look at anything far away
in unrivalled quality and detail.
We’ve only really given you an insight
into the single-player experience, but
there's more. Perfect Dark was a great
multiplayer game, yet it wasn't online.
PDZ brings that great gameplay up to
date, so the whole game is available
online via co-op and multiplayer.
Deathmatch maps is where PDZ will
shine. The cover-fire technique works
better than expected, while the size of
the maps can be adjusted to suit the
number of players and game type. With
the X360’s always-online capabilities,
we expect to see PDZ become the mostplayed
game on Live this Christmas, and
we don’t doubt that it’s likely to stay on
or near the top for much of 2006.
Perfect Dark Zero is intense and
stylish, providing a unique world and at
times, a sense of atmosphere. We do
have quibbles over the dumb AI and
generic plotting, but there’s still plenty
of replay value thanks to the extra
sections and objectives between levels.
While it's no next-gen Halo, PDZ is still
a thoroughly charming, though flawed,
title in its own right.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson