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By: Siou Choy |
| Developer: |
Sony |
| Publisher: |
Sony |
| Genre: |
Survival
Horror |
| #
of Players: |
1 |
| ESRB: |
TBA |
| Estimated
Release: |
TBA |
| Posted: |
3-26-01 |
Having
duly noted the phenomenal success and longevity of the
Resident Evil series and its various progeny (Parasite Eve,
Silent Hill, Dino Crisis, etc.), and never one to pass up on a
shot at making a quick buck, Sony has decided to leap
headfirst into the survival horror genre with their
forthcoming PS2 release, Extermination. Of course, given the
inescapable predilection of the Sony P.R. machine towards
unwarranted bombasticity, the company could never have
produced what could be considered an everyday survival horror
game. No, their entry would have to be something completely different.
To that end, Sony is claiming that Extermination is somehow so
beyond being a mere survival horror, that it merits its own
genre: to wit, Extermination is being touted as the first "panic
action" game (excuse me while I stifle a guffaw
here).
Developed
by Deep Space, a little company consisting of several Capcom
defectors (including a few of the creators of the Resident
Evil series itself) and produced by Tokuro Fujiwara (producer
of Resident Evil, Ghosts 'N' Goblins, and Mega Man), the game
has some admitted credentials to back up its somewhat
preposterous marketing. As you may have been able to figure
out from the title, the premise of the game is to make like
Raid © and dispose of swarms and swarms of giant bugs (as
well as assorted other sci-fi beasties along the way). You
play as Dennis Riley, sergeant of the Red Light team assigned
to investigate Fort Stewart, a secret US military base located
at the South Pole, where an emergency alarm has been sounded 3
days ago.and there hasn't been any contact since.
Unfortunately, the ship explodes en route: the other members
of the team have disappeared and your supplies have been
scattered allover the base (shades of D2!).
The much
touted "panic action" is described rather obliquely
in the literature. In the interests of producing the feel of
"an interactive action movie", at given points in
the narrative, the gamer is asked to "respond to a
requested button sequence within a time limit to successfully
complete the objective", the intent being to force the
gamer to act quickly "while in a state of considerable
fear". As you can see, the information on this supposed
dramatic innovation is vague, at best; but having experienced
mountains worth of advance P.R. and similarly overenthusiastic
(though seldom as jumbled) rhetoric in the past, my impression
is that this is hardly as new, unique, or engaging a plot
device as the corporate heads over at Sony would have you
believe.
Graphically,
the game appears to be a cross between Dino Crisis, Parasite
Eve 1 & 2 and Resident Evil 3 and 4 (Code Veronica). One
of the promotional screenshots was marred by significant
blurring (possibly some sort of zoom in by the camera), which
I imagine is intended to impress the viewer -in point of fact,
it elicited the exact opposite effect from this
hardened survival horror gamer. The pointed marketing of this
programming flaw as some sort of selling point is undoubtedly
intended to gloss over, if not spin doctor, one of the biggest
problems with the PS2 (beyond the obvious pricing issue and
lack of any significant content to date): the blurring and
lack of clarity in motion sequences caused by Sony's failure
to include anti-alaising capabilities in the PS2 hardware.
While all published literature would suggest that the
corporate heads involved in producing the system deliberately
cut corners in this regard, in the mistaken belief that the
machine's frame rate was so powerful that such cleanup tools
were thereby rendered "unnecessary", the facts of
the matter are in plain view, each time a prospective gamer
turns on the machine. Even accepting the colossal arrogance of
such a misguided business decision, the mind boggles that such
a blatant flaw would be touted as somehow breaking new ground,
particularly in comparison with the to date at least equal (if
not generally superior) performance of similar games (and
indeed, direct ports of games) on the ostensibly less powerful
Sega Dreamcast.
One press
release notes that the backgrounds and environments in the
game are rendered in real time with 3D polygons, going on to
exposit what an improvement such a motif is over the more
traditional pre-rendered backgrounds of other survival horror
games. In point of fact, poorly rendered, obviously polygonal-based
games are a large part of why the N64 remains generally
considered a child's system (as opposed to the more
"adult" oriented Playstation or Dreamcast). Which
would you rather see, the clunky blockiness of, say, Donkey
Kong Country or Mario Tennis, or the smooth stylings of
Parasite Eve, House of the Dead 2 or DOA2? I feel the answer
here is obvious. Extermination may very well come out facing
the same barriers to acceptance as the Dreamcast's few
attempts at survival horror (the interesting, but poorly
received Carrier, the misguided D2 and Ring, the pathetic Blue
Stinger): i.e., bad graphics on a system that could and should
be producing much, much more. Another early reviewer agrees on
this point, calling the in-game engine "early, leaving
much to be desired, looks like a third generation Playstation
game, character models and environments are extremely
crude". Hardly a ringing endorsement for a game that is
supposed to be launching a genre all its own.
Overall,
Extermination comes across as an amalgam of Resident Evil,
Syphon Filter, and Carrier, utilizing elements of plot,
setting, style, and of course, their standard third-person,
over the shoulder perspective. Its sole "innovation"
in terms of somehow setting it apart from the survival horror
genre as a whole is that according to one of their press
releases, "instead of slowly lumbering forward and
rotating in place, you will bolt in any direction you press on
the analog stick" . Wow. Pardon me while I hold my breath
over this dramatic improvement (guess they never heard of
Urban Chaos). And while the overall proceedings sound
entertaining enough, and sufficiently pique the curiosity of
this diehard survival horror fan, they remain nonetheless
derivative (particularly notable in light of the marketing)
not to mention more than a bit reminiscent of John Carpenter's
version of the Thing - enjoyable, certainly. Unique, hardly. A
little less ambition and a little more emphasis on quality
control would seem to be in order if Sony's Playstation is to
survive, much less thrive, in the wake of the upcoming console
wars. Good luck, guys.
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