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REVIEW FRACTURE |
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PUBLISHER
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LUCASARTS
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DEVELOPER
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DAY 1 STUDIOS
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GENRE
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THIRD-PERSON ACTION
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PLAYERS
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1-12
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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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Fracture supplies the recommended
dose of excitement, and not a drop more.
While its puzzles come close to rescuing
matters, that feeling of half-hearted
exploration and only just adequate
gunplay never quite wears off.
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SCORE
09/OCT/08 |
72% |
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You know, it’s a real shame Fracture
has been unable to rise above
shooter-by-numbers territory. Not
because we had to sit through
many an hour receiving in entertainment
what a bowl of rice and boiled chicken is to
a meal – in short, just enough. No, more for
the lack of opportunity to delve into base
innuendos such as the one above. Oh, we
are evil. Yes, sad as we are to report the fact,
LucasArts’ latest is a master in the art of
proclaiming true innovation before carrying
on in old-school fashion regardless.
It’s a sorry tale that
stretches even as far as
our story; the reason why
Jet Brody, played ably
here by Markus Fenix, has
to delve into adolescent
space marine combat. Quite an intriguing
concept becomes lost in 30-second
updates between levels that sound almost
exactly like how Newsround would report
events, were they really happening, Only
with a slightly more gruff voice, naturally.
For what it’s worth, though, global warming
has quite believably flooded the American
midwest, cleaving the once-great nation
in two, straight down the middle. While
this is terrible news for Canada, we don’t
hear a great deal about that. Instead we’re
told both US coasts grow to get along
less and less thanks not to rap music, but
the Western seaboard’s fascination with
genetically modifying human beings into
awesome fighting machines. Somewhere or
other both sides discover how to raise and
lower the very earth itself and that’s it: war
was declared.
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We’ll begin in obvious territory – with
natural cover so readily available, Jet’s
array of tectonic weaponry becomes a
device to liven up puzzles in a genre where
finding the blue key is about as cerebral
as things get. Whenever enemy firepower
becomes heavy enough to cause major
problems, the rigmarole of firing directly
downwards to move turf one way or the
other is often trumped by soldiers’ abilities
to shoot it all back down again or flank
to more advantageous positions. In fact,
Fracture’s headline gimmick proves inferior
to the rather old-fashioned pursuit of making
yourself a difficult target, more often than
not, and with meaty controls that remind us
quite heavily of Lost Planet, you’ll be more
than happy doing just that. To compensate
for this error of balance, though, the
developer seems all too keen to offer up its
game at its most impressive – when your
foe is entrenched and you’ve a grenade
or two handy. Unlike in more conventional
shooters, these assume the power to
– you’ve guessed it – raise great swathes of
earth underfoot, raising to crush or lowering
to make vulnerable. A third alternative, the
vortex grenade, acts as a self-contained
gravitational field, consuming all around it
from rocks to people, before exploding in the
deadliest firework display since we returned
to find out it wasn’t a dud. Unfortunately,
such eagerness to show off the game in
its best light means the transparency with
which environments have been tweaked to
accommodate one of the three above attacks
is soon exposed. A lot of Jet’s adventure feels
like a rather dull corridor shoot, or a foray into
a large circular arena packed with cannon
fodder enemies, and all of it is unerringly
linear, though the comparisons with Gears Of
War are beginning to grow tiresome.
As for the puzzles themselves, Day 1
Studios’ secondary use for its so-called
tectonic technology, well, here the decision
to base an entire outing around one
gimmick seems a little less insane. There’s a
fair bit of variety on show outside a familiar
crop of mind-teasers asking the player
to break the lid from an access hatch or
indulge in a little bridge building. Physicsbased
teasers are the order of the day,
including a kind of futuristic, infinitely more
enjoyable Subbuteo that comes about every
time Jet needs to break a forcefield. The
only minor gripe here is the way particularly
stupid gamers’ heads are massaged by the
now-standard help system. Our complaint
isn’t the fact that it exist – far from it, more
that the hints given work like a illogical game
of Jeopardy! Rather than point the camera
in the direction of the switch, you have to
push, or even highlight whichever of Jet’s
abilities will bring success, it sees fit to
show you the door you’re trying to open,
which you were of course aware of in the
first place. When you have spent the best
part of an hour memorising every scratch
in the surface of a metallic hallway ten
yards square, this doesn’t come as the
best of news.
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So Fracture remains stuck in that void in
which we’d invite you to find time in your
life for a go, but couldn’t bring ourselves
to demand you make time. It’s perfectly
adequate shooting mechanics that can’t
overcome a mis-placed gimmick. It’s
imaginative puzzles signposted badly. It’s
one big futuristic videogame cliché that’s
epic but never forces a ‘wow’ to leave your
lips. It is, in short, satisfactory enough, and
no more.
Dave Shaw
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