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Platform: Xbox Genre: First Person Action Adventure Number of Players: 1 (2-10 players via System Link) First person games have offered little in the way of new experiences in gaming over the years. Until recently, with the release of excellent titles like Counter Strike, Medal of Honor and Halo, the genre seemed to grow stagnant, offering only rehashes of the same “pick up the weapon, flip the switch, shoot everything in site” kind of gameplay. Yet even these titles still followed a pretty rigid set of standards. It has worked well enough for what it set out to do, but now, Namco has attempted to evolve the genre with the release of Breakdown.
You begin Breakdown when you wake up in a government facility with no recollection of who you are. Very soon, the voice of an unseen person instructs you to get your ass out of bed and go do this and that. Now, I don’t know about most people, but if this were me in real life, I would have a few questions- like, who am I, who are you, where is this place, ect. I guess I’m just a pain in the butt that way. But the hero of our story, Derrick, seems strangely uninterested in these apparently mundane subjects, and so off you go, happily following the orders of the nice disembodied voice. This first scene is a training level, of course. You will quickly learn how to fire a gun and punch and kick and flip about like a ninja. Keep in mind, all of this is from a first person perspective. You will never actually see the character you play unless you stand in front of a mirror, and when you do side or back flips, the screen spins around all quick and crazy, slightly disorienting the player for a brief period. Considering that the spinning and flipping (and yes, getting knocked repeatedly to the floor) is a major part of the game, players with weak stomachs take note- this game will make you dizzy. After your training, you return to your room, and there find a cheeseburger and a can of juice. Food and juice restore health in the game. As with the other items in the game, like weapons, ammo, and clipboards, you use them by hitting the X button to reveal your hand, hitting the X button again to grab the object (unless you are standing and facing the desired object in exactly the right manner- in which case, you skip one press of the X button), and then hitting the X button to use the item. Many other actions, such as climbing ladders or opening doors, use the X button as well. Overall, the control scheme is kept simple and intuitive.
From time to time, there will be instances where someone will ask Derrick a question- you will be given two choices of answers, or questions of your own to ask. However, there are not many of these, so the player inevitably feels a disconnection from the character. Breakdown is more of an adventure title than action, so there should have been more story revealed through these types of interactions, rather than through simply being told bits and pieces as the game moved along. One of the more interesting features of storytelling is when Derrick experiences hallucinations. This is a lot of fun. In one instance, as you and Alex are making your way through the facility, Derrick suddenly acquires X-Ray vision. You’re staring at your boney hand as you run for your life, thinking, “What the HELL is this all about?” Later, you will exit the burning floor of the building through a door and run right out into a surreal desert landscape, filled with wrecked out cars and funky little creatures that try to kill you as you run over the burning sand to another doorway. These tripped out interludes a certainly a high point of the game- too bad there are not more of them.
The hand to hand is how most of the fighting takes place. I don’t want to reveal too much of the story, but suffice it to say, Derrick comes to be all that and pair of sap gloves when it comes to fisticuffs as the game progresses. Punching and kicking are handled with the left and right triggers and the left thumbstick- pulling a trigger while moving the thumbstick in various directions will produce different combos and kinds of attacks. This combat is a mixed bag. While first person hand to hand fighting has been tried before, it has always roundly sucked. In Breakdown, it is pulled off very well, and it is a real blast knocking bad guys to the floor with a well-timed combo of punches and kicks. On the down side, if you encounter more than one enemy at a time (and you often will), this combat breaks down to a rather tedious game of run and punch, as trying to stand toe to toe with two or three enemies at once will quickly send you to the retry screen. And if your enemies’ attacks are synched right after knocking you down, you will find yourself getting pummeled to death before you can even get up off the floor. Though these things can be frustrating, I need to reiterate that Breakdown manages to make hand to hand fighting from the first person perspective workable and fun- I have never played another game that had this feature that even came close to pulling it off, and Namco deserves a tip of the hat for getting it right. Hopefully, we will see this put to use in future games.
In the end, Breakdown is a game that reaches for a brilliance that seems just outside its grasp. Having said that, I do definitely recommend this game to those who are great fans of the FPS type games. It can challenge, frustrate, and intrigue you, and that’s what we play games for. It is different in its approach to the genre, and does pull off some of its innovations very well, and had it featured more of what makes it unique, it would have been a stellar achievement. Still, FPS heads will find a good deal to like about Breakdown, so go pick it up. There is no reason not to add it to your collection. For the more casual gamer, or those who have little experience or interest in FPS games, I recommend you rent it before you buy. You might find the slower pace and different combat system not what you were expecting, but I’m sure you will have fun with it, nonetheless. It is great to see a company like Namco rise to the challenge to innovate in a genre that far too often suffers from the “me too” syndrome. -Ed- |
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