The final credits begin their slow crawl up the screen, and we’re overcome by the strong urge to let it all out and have a little cry. What is this feeling? Is it sorrow? Rage, perhaps? A surge of relief tinged with exquisite joy? Maybe we’re hungry. Perhaps this is a new emotion, one that no stimulus yet made available to mankind has been able to elicit. If so, we’ll have to think of a name, but all that enters the mind is an unbroken string of expletives. We have reached our very own turning point.
If reality is entirely defined by perception and experience – as many philosophers have claimed – then Turning Point: Fall Of Liberty is as close to time travel as the human race has come so far. Wandering around this universe of endless corridors, with tanks neatly arranged to form strictly defined paths, and scaffolding that mysteriously crumbles away whenever you attempt to take the less obvious route, the sensation of being back in the year 2000 is simply uncanny. We took to keeping the BBC website open on the UK singles chart for reassurance – the first and hopefully last occasion we will ever take comfort from the existence of Leona Lewis.
Every major innovation made by a first-person shooter in the last few years seems to have been roundly ignored by Spark Unlimited. Doors remain inexplicably locked until a set number of enemies have been dispatched. Your ability to interact with the environment is limited to ladders and a handful of crates and bins, which flash to render it impossible for even an infant to mistake their importance. Fire escapes wreath the exteriors of buildings, yet the entrance to every staircase is cluttered with a stack of conveniently placed boxes. You might assume that the ability to dispatch hundreds of Nazi storm troopers would make a cardboard box the least of your worries, but Turning Point isn’t concerned with all that ‘coherent physical reality’ nonsense that everyone’s banging on about these days. It’s as if Half-Life 2 never happened.