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REVIEW STRANGLEHOLD |
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PUBLISHER
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MIDWAY
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DEVELOPER
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IN-HOUSE
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GENRE
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ACTION
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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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Balletic it ain’t. There are plenty of
shoot-outs, though, but these see you
jumping about like a loon while you
wish they would just end. If anything
should ever have
‘Rental’ stamped
on it, then
this is it.
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SCORE
02/OCT/07 |
65% |
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What the hell is going on? Everyone seems to be
gushing over videogames these days. Look at the
scores Heavenly Sword managed to get.
Nines! Ninetysomethings! "It’s the PS3’s
killer app!" And look at Halo 3 for crying
out loud, it’s scoring incredibly highly
right up there in the nineties. Nobody
has anything bad to say about it and it’s
being heralded as the greatest videogame
ever. That’s not just by some fanboy
on a message board, either, but by the
specialist and mainstream press! The
highest score Stranglehold has got is also
in the nineties, or ‘nine out of ten’ if you
prefer. Stranglehold is as good as "greatest
game ever" and "the PlayStation 3’s killer
app". Seriously, what the hell is going on?
Now we’ve all played Max Payne – well,
Stranglehold is Max Payne covered in
John Woo goo. If you haven’t played Max
Payne, despite our sweeping statement
in the previous sentence, then look at the
screens, imagine a girning man in a trench
coat instead of Chow Yun Fat and you’re
there. They’ve both got the same ‘diving
about in slow motion’ thing going on, and
in an Alanis Morrissette type of irony Max
Payne was meant to emulate the ‘bullets
and ballet’ action of John Woo’s early films.
Yet here is a game based on John Woo’s
early films using the same mechanic as
Max Payne! Ho, ho, ho!
Only, Stranglehold has combos
– combos mean points, and points make
thrills. No, not really, and gunning down
hundreds of enemies doesn’t either, it just
starts to feel like Dynasty Warriors with
bullets after a while.
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Each level plays out in a similar way – you
shoot everyone until they stop coming.
Sometimes when you think
you’re down, more people
come. Eventually, though, they
do stop and you can move on
to the next section to make
people stop coming there too.
There are various ways to do this, which is
where all the leaping about begins.
Pressing L2 makes Fat dive. Most of the
time anyway; occasionally you press it and
he does nothing and that really messes
with what you were planning. When you
do pull a dive off correctly while there’s
an enemy in sight then it’s Tequila Time.
Everything slows down and turns brown,
letting you shoot people in the head as
you slowly fall to the ground. This is the
bit that’s exactly like Max Payne, except
its developer had the decency not to turn
everything brown.
But Fat can do more than just dive.
He has got expert balance, which means
he can run up banisters and slide down
them too. Get far enough and you can
make him run up and down a dinosaur
skeleton. Again, any enemies in your sight
will activate the Tequila Time and let you
pop off a few shots while you watch their
bullets whiz past. You get style points killing
people while you’re pulling off a trick too,
so it’s better to shoot people from the
skull of a dinosaur, or as you’re rolling
along on a trolley, or doing a nifty wall
jump. Comboing them together means a
higher score, so as you rack up the kills,
you rack up the points. It’s odd, though,
because if you kill a wave of baddies, you
then have to wait around for the next lot.
Your combo meter quickly depletes while
you’re doing this, which means you’ll have
to start it up all over again.
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The trouble is, this gets repetitive very
quickly. You leap from one headshot
to another trying to get your sight in
the general direction of the enemies
spawning randomly from whatever door
they like in a level. It’s tricky to tell where
their bullets are coming from and if you
don’t keep leaping about and slowing
time down then you’ll get shot to ribbons.
The Tequila Bombs aren’t a great help
either and you’ll find yourself just using
the health boost rather than the Spin
Attack which, while it kills everyone
on screen (we got six at most), drains
your Bomb meter. This then leaves you
without enough to replenish the health,
so you instantly lose when more enemies
spawn behind you.
You could try to run away and position
yourself better, but Fat is pretty slow, so
don’t think you can rely on the ‘running
up the banister’ trick. The banisters are
bugged to buggery. They light up when
you can jump on them, but you have to
be in the right place. The ‘right place’ isn’t
a sensible place like up close to them,
instead it’s more like a few steps back
and slightly off to the right. It makes no
sense and sees you getting killed as you
try to find the correct position.
So how is this frankly mediocre
shoot-’em-up achieving such high scores
and gushing praise? We’re not too sure.
This could be some sort of paranoid
delusion, but is the mainstream idea
of videogames entering the specialist
press? Is that what’s going on?
Tim Empey
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