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REVIEW HAZE |
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PUBLISHER
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UBISOFT
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DEVELOPER
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FREE RADICAL
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GENRE
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FIRST-PERSON SHOOTER
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PLAYERS
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1-4
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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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Although ambitious, Haze is let down
by generic gameplay, and a rough finish.
However, if you’re an FPS fan and you
don’t mind these
shortcomings, you
may find elements
here to enjoy.
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SCORE
02/JUN/08 |
64% |
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The box art for Haze features a
futuristic super-soldier staring at you
through a crack in his full-face helmet
visor. His design may remind you
of someone else; perhaps another soldier, in
another first-person shooter, maybe even on a
different format. To get to the not-very-subtle
point, ever since Haze was first announced
at E3 in 2006, gamers had it pegged as a
potential Halo killer, and following Sony’s
announcement a year later that the
game would be available exclusively
on PlayStation 3, many expected the
next addition to Free Radical’s CV to go
beyond its TimeSplitters series.
Haze fast forwards you to the year 2048 and
drops you into the shoes of Shane Carpenter,
a foot soldier in the private army of Mantel,
a corporation waging war on a rebel faction
known as the Promise Hand in an unnamed
South American country. Although details
aren’t forthcoming, your fellow marines share
their dim-witted opinions on the conflict in
numerous cut-scenes. The Mantel jocks get
their cockiness from Nectar, a bright yellow
drug they can administer at will to enhance
their combat skills, giving them the edge
over their enemy. Too strong a dose, however,
and the substance will send them into an
uncontrollable fit, firing at anything that moves.
To begin with you’ll engage in a couple of
missions with your muscle-brained Mantel
buddies, and initial impressions of the game
are, for want of a better word, hazy. While
the PlayStation 3 is hardly blessed with an
abundance of excellent first-person shooters,
titles like Half-Life 2 and Call Of Duty 4 have set
the bar pretty high, and next to these games
Haze’s fundamental shortcomings become
apparent straight away. First, combat as a
Mantel soldier is not as satisfying as it should
be for a number of reasons. The selection
of available weaponry is limited, and the
firepower you do have at your disposal, from
assault rifles to shotguns, feels lightweight.
Don’t expect the default difficulty setting to
provide much of a challenge in the earlier
missions either. The large environments make
close-quarters combat a rare occurrence, and
thanks to the powerful zoom available on all
weapons it’s possible to pick off your targets
from a distance, making the action relatively
mundane. It would be great if the enemy AI
snuck around the environment, stealthily trying
to pick you off, but of course they stand in
view, soaking up hits, occasionally ducking and
being generally thick. The AI system, Conspire,
mentioned quite a bit in previews, supposedly
‘allows enemies to dynamically react to other
characters and the environment’, but sadly,
this seems to be marketing speak for ‘enemies
shoot at you and your team and sometimes
partially hide behind objects’.
You may have noticed we mentioned your
‘team’ there. Throughout most of Haze you’ll be
joined by three AI-controlled team-mates, who
are almost as clever as your enemies. We say
almost because, while your enemies at least try
to shoot you and then duck a bit, your buddies
have some bad habits, like running into your line
of fire and not being able to shoot something
two feet away. There’s no real incentive to keep
your team alive, so you just won’t care when a
message pops up to say that ‘Michael Sanchez
has been killed’, or ‘You killed Freddy Hernandez’.
You might feel differently playing with other
people, however, as Haze has been designed to
be played in four-player split-screen or online
co-op mode. While potential laughs could be
had by you and three mates, we don’t see
why we’re forced to baby-sit three computer-
controlled fools the rest of the time.
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Free Radical has also attempted to
incorporate vehicles into Haze, which may have
been another cause of perpetual comparisons
with a certain futuristic Xbox series. Appearing
in specific sections, boarding one of the limited
selection of vehicles changes your view to
chase cam, enabling you to see where you’re
going. Although the driving sections can be
frustrating, they do provide a welcome break
from the repetitive running-and-gunning action,
with some fun to be had steaming through a
canyon while your team shoot at the enemies.
Nectar has been one of the most talked
about aspects of Haze. As a Mantel soldier
you have a supply that you can dip into
– pressing the L1 button gives you a hit,
which causes ‘administering’ to pop up on
your HUD, and a yellow tint at the edge of
the screen. The effects last for a limited
time, and enable you to see your enemies
more clearly, move quicker, sense danger,
and zoom further. Nectar has side effects
too, however. Repeatedly pressing the L
button will result in an overdose, causing
you to have an uncontrollable fit signified by
some psychedelic visuals (the ‘haze’ of the
title), while wildly firing your weapon. Nectar
also acts as a hallucinogen, keeping soldiers
positive by showing them what they want
to see. Therefore, while you’re jacked up on
the fluorescent liquid, enemy corpses will
disappear from view.
Haze relies on frequent game engine cut-scenes
to get its narrative across, and while
some are a little tedious and can’t be skipped,
the story itself is a pretty decent attempt by
Free Radical to incorporate a more serious,
adult tone into its game. Unfortunately, the
voice acting is poor in places, especially
Carpenter, who sounds whinier than Luke
‘pick up some power converters’ Skywalker,
and you’ll soon tire of your team spouting the
same old phrases during battle.
Shortly into Haze’s campaign the story
takes a significant turn, and the game gets a
little more interesting as a result. It’s been well
documented that Carpenter joins up with the
Promise Hand rebels; while we won’t go into
the details here, suffice to say that when he
does switch sides you get the opportunity to
use what you’ve learnt about Nectar against
Mantel’s troops. This has been marketed as
one of the game’s major selling points, but the
vulnerability of your enemy ensures that there
still isn’t much of a challenge to be had. You’re
able to tape fallen Mantel soldier’s Nectar
administrators to your grenades – if Mantel
troops are caught in the resulting gas cloud you
can sit back as the yellow mist descends, and
they thrash about, shooting their colleagues,
and then drop helplessly to the deck. Promise
Hand Carpenter is no longer dependent on
Nectar, and to compensate for this he is slightly
more agile, and has a couple of new abilities.
He can bury grenades in the ground to create
booby traps, roll around to avoid getting hit,
and play dead to avoid being seen by your
dosed-up enemies.
Like the special Mantel enhancements,
these aspects of the game feel tagged on. As
a rebel you’re encouraged to use your booby
traps during only one set piece, while playing
dead and dodging are less effective than just
hiding behind cover, so you’ll find yourself
approaching new situations in much the same
way you would any other FPS. Using Nectar
grenades can be pretty good fun, but there
always seems to be plenty of ammo around,
so it’s often easier to pick enemies off using
conventional methods. The game also doesn’t
address each faction’s shortcomings in the
campaign mode – when you’re with Mantel,
the rebels are easily beaten, and don’t attempt
to exploit your Nectar dependency, but as a
rebel, Mantel troops feel like the weaker side.
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Graphically, Haze has its moments. At
certain points the game produces some
impressive visuals, with dense jungles and lush
beaches littered with moveable objects, and
effects such as HDR lighting and depth of field
blurring add to the overall look. Sadly, these
moments are rare, and the game is littered
with ugly textures, visual artefacts, and other
graphical glitches that will mar your enjoyment.
Haze’s environments range from bland and
unimaginative to borderline tactical, but
despite the occasional expansive area, make no
mistake: Haze is a linear shooter. So much so,
in fact, that you’ll come to accept that your next
objective is likely to be finding a lever to open
a door, or pressing a button to activate some
machine – elements that feel hugely dated in
this supposed ‘next generation’ of gaming.
Haze is built around Free Radical’s own
proprietary engine, which
seems to have a hard time
doing justice to all the
ideas in the game, some
of which aren’t bad. The
game’s unique selling point,
Nectar, is integral to the
intelligent storyline, but
never feels integral to the gameplay, unlike say,
the use of the gravity gun in Half-Life 2 to solve
puzzles. Because you can play through Haze
in a generic way, the Mantel and Promise Hand
special abilities feel gimmicky, and when you
do occasionally get your hands on vehicles you
just find yourself driving a set route, rather than
deciding how best to approach a situation.
Haze underwent a couple of development
delays, which makes it more difficult to explain
why the game feels unfinished. Issues with
textures not loading properly and AI glitches are
one thing, but when one of your team-mates
disappears in front of your eyes regularly at
a certain point in the game, something’s not
quite right. Other problems just seem to be lack
of attention to detail – Mantel troops aren’t
affected by Nectar overdoses when in vehicles,
cut-scenes tend to fade to black a lot when
they could be seamless, and in one instance
the game decided to bleep swearing from our
previously potty-mouthed marine chums.
The biggest and most frustrating glitch we
found was on the very last stage. Over an hour
in, the game decided to automatically save a
checkpoint, and kill us off at the same time,
meaning that upon reloading, Carpenter was
helplessly falling through the air to his death.
Nice. Free Radical should be commended
for attempting to weave a mature, politically
charged narrative, with new gameplay
concepts (although shaking the Sixaxis to stop
yourself from burning doesn’t quite work). The
ability to play the game co-operatively with up
to three other players either split-screen or
online may entice some, but on the strength
of the campaign, and the limited appeal of the
multiplayer game you may want to wait for a
more polished shooter.
Tom Hopkins
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