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REVIEW DARK SECTOR |
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PUBLISHER
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D3 PUBLISHER
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DEVELOPER
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DIGITAL EXTREMES
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GENRE
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SHOOT-EM-UP
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PLAYERS
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1
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Dark Sector is plagued not only with
mechanical issues but user-unfriendliness.
Some exciting battles, atmospheric
lighting and mere
intrigue for the
Glaive can’t nearly
make up for that,
but that’s all it has.
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SCORE
31/MAR/08 |
62% |
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All eyes will be on Paula Radcliffe
this year to see whether she can
snatch the marathon gold during
the Olympic Games in Beijing
this summer. Why are we talking about the
Olympics, you ask? Because some things
are actually worth a four-year wait, it just
turns out that Dark Sector isn’t one of
them. In fact, strike that, the two are pretty damn
similar. In all honesty we’d forgotten about
the Olympics, much like how we’d stopped caring
about Dark Sector. Four years will do that
to you. The difference is that the Olympics
are one of those nice surprises, like fi nding
a fi ver in your jeans you didn’t know was
there. Dark Sector, on the other hand, is
more like a polo stuck to the denim you
wish you hadn’t discovered.
In the beginning Dark Sector feels like
a battle against the game’s mechanics.
Hayden Tenno, your character, must have
stepped in something rotten because he
just can’t seem to stand still, gliding a good
few paces even after you’ve let go of the
analogue. Just you wait until you try to pick
up a weapon with him, you’ll be effi n’ and
blindin’ his idiocy to no end. All this aggro
comes before you’ve even tried to take
cover as well, fi nding yourself gambolling
into the wall instead, straight into enemy
fi re. That’ll pop your lid for sure.
The main problem though is that Dark
Sector doesn’t know whether it’s a shooter
or an action game. It sits somewhere
uncomfortably in the middle and as such
doesn’t excel at anything it tries. The
shooting aspects are marred by the fact
that enemy weapons explode in your
hands (nice one Digital Extremes, that’s
great fun that) and a distinct lack of ammo.
As for close combat, the collision detection
is so awful you’ll try your best to avoid it.
All that’s left is a boomerang-type weapon
called the Glaive.
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You’ll either love or hate this thing.
Its accuracy isn’t the best and it’s very
temperamental to get a power throw with,
achieved by holding the trigger for the right
amount of time. With a little practice and
experimentation it’s possible to saw people’s
arms, legs and heads off using it, which,
we have to admit, is pretty sick. Thankfully,
running out of ammo isn’t such a big deal
once you start enjoying the Glaive either, and
we found replenishments weren’t too hard
to fi nd considering the game’s shameless
crates-on-stairs-inspired linearity, even if
breaking open the boxes took ten times as
long as it should.
Speaking of the levels, it’s all rather
drab and a bit samey. Missions fi nish with
a simple message and leave you oddly
unsatisfi ed. They’re incredibly unbalanced
too, ranging from simple ten-minute affairs
to hour-long hauls. The only real standout
environment is a creepy church and
graveyard that’s swarming with zombies.
The best thing about the aesthetics other
than that are the lighting effects, which are
terrifi c in fairness.
As a result it’s not until a way into the
game that Dark Sector starts impressing.
As a virus takes over Hayden’s body (we
won’t bore you with the crappy story) you’ll
start getting some exciting evolutionary
abilities. First up is a shield. It doesn’t
seem very special at fi rst but it allows
you to stop being patient behind cover
and go kick some alien arse up close and
personal. We mentioned how bad the
close combat was, but starting to see new
fi nishers on different enemies makes it
worth the horror. This happens when the
enemy glows red after taking damage
and you press Circle by them. It’s extremely
satisfying to pull off on a foe that just won’t
budge from their safe hiding place. On a
similar high, you then get the invisibility
ability where catching an enemy off guard
immediately lets you do a fi nisher on them.
This speeds up the pace of the game
considerably, even if it does leave you
wondering why it doesn’t always work.
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Asking ourselves that very question
brought us to realise how unfriendly Dark
Sector is to the gamer. It doesn’t explain
anything well at all. Most shockingly,
so-called puzzles are more a matter of
guesswork. You’ll turn a wheel and be
fl abbergasted as to what on Earth it did.
Too often you can be stuck in an area like
this for no reason. Another example is on
a ship; against the clock before you drown
you must use Sixaxis control to guide the
Glaive through tiny gaps, with zombies
giving you hell at the same time. How
bloody annoying. And don’t get us started
on the fi nal boss, which is quite possibly
the worst thing ever constructed. It’s a
shame the game ends on such a low as
previous boss encounters were actually
pretty good, most notably the butch and
heavily armoured soldiers who you must
attack from behind.
All things considered though, Dark
Sector struggles to make any sort of
impression. It’s rarely scary and the action
is a mixed bag of frustration and confusion.
It all just feels very amateur and, although
some aspects will provide a cheap thrill,
the experience as a whole is a letdown.
Javid Sangra
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