The first level of this game feels like an absolute masterclass of the linear first-person shooter. At the time, I loved it, but after 13 years, it feels even better because games (with rare exceptions like Doom Eternal) just aren’t doing it this well.
In the course of just one level, you already see many different enemy types, all of …
Read more
The first level of this game feels like an absolute masterclass of the linear first-person shooter. At the time, I loved it, but after 13 years, it feels even better because games (with rare exceptions like Doom Eternal) just aren’t doing it this well.
In the course of just one level, you already see many different enemy types, all of which are a credible threat on Heroic or Legendary difficulty and force different tactics and weapon usage. You are introduced to a full range of power-ups and weapons, including different options like sniping, dual wielding, and several types of alien weaponry that you can pick up right off the dead enemies. They’re presented in several completely different types of combat encounters, like a long bridge, a multi-layer forest with snipers and obstacles, holding down a house against incoming gunships and foot soldiers, close-up encounters with powerful enemies who make smart use of the grenades and shield and health power-ups, and more.
Enemies and AI-controlled allies constantly spout relevant and engaging dialogue. Whether it’s a grunt begging to be spared, a brute calling for the head of the traitorous elite that’s working with you, an ally shouting out your good aim or warning you of a specific enemy around the corner—everything feels so alive and organic, and it’s aided by how organic the actual gameplay is. Thanks to great varied AI behavior, open-endedness of the level layout, and the flexibility of your combat options, it feels so much more engaging to me than most other contemporary and modern FPS / TPS campaigns. Many games today would lock you into cover and say, “Press X to eavesdrop”—not in this game, the opportunity is there but it’s up to you to recognize it and execute it to learn more about your enemy. It’s all very much mechanical behind the scenes but it doesn’t feel like it at all in the moment and it serves world-building above all else rather than just checking off objectives.
Anyway, that’s all. Glad to be revisiting this after so long.
Read less