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Too much of the same thing?
By Martin
Kingsley
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Looks like someone hit a fuel
canister,
or there was a box of matches sitting on
top of a fuel canister that then fell into
the canister and set off the explosion
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The best way I can think
to describe Call of Duty: Finest Hour, (and, oh, how I have racked
my brains over this trying to be witty) is 'lost in translation',
and even then there's no Bill Murray, so here the description lacks
a certain something.
But I digress.
What's important to note here, apart from a lack of
the amazing Mr Murray, is that this is a game with enormous potential,
potential squandered by too-much-of-the-same-for-too-much-of-the-game
in a market far too competitive for this kind of thing to go unnoticed.
The Call of Duty series' first foray into the home console market,
'Finest Hour' has a lot going for it from the start, not least a
stunning pedigree carried over from the PC version, which garnered
something in the region of eighty separate Game of the Year awards
from across the world, and more praise than would ordinarily seem
possible.
And things look quite reasonable to start with, what with the three
entirely new campaigns designed specifically for console gamers,
the rather spiffy (though, it must be said, slightly aged) graphics,
and, again, potential for Nazi-killing fun.
Starting with the Russian campaign of '43 to take back Stalingrad
by crossing the Volga (admittedly, the opening sequence is almost
a clone of the one featured in the PC game, but bear with me here),
things get furious fast, and once you grab a gun from one of your
dead countrymen, there is no lack of moving targets simply begging
for your attention.
Things start to go awry for Finest Hour at about this point, though
most gamers won't really notice for at the very least the first
campaign. Everything starts feeling samey and - more importantly
- soulless, quite, quite quickly, and, being at heart a PC gamer,
I'm forced to compare the (to be blunt) mediocrity of the experience
with the pulse-pounding, highly immersive sweat bath that is CoD
vanilla.
Take, for instance, the idiosyncratic (not to mention slightly
bewildering) design choice to have the player linearly jumping between
characters every few missions (for instance, from a lowly grunt
to a female Russian sniper during the abovementioned campaign).
It doesn't do anything bar advance the story in a very makeshift,
rickety fashion, and it certainly doesn't help you gain any sense
of attachment to your character because you know they're mincemeat
bound for the metaphorical impellers of the script writers come
the end of that next loading screen.
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"Drat and dash it! Those
planes
are being attacked by giant gnats."
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The only way Finest Hour could feel any more linear is if someone
slapped some rails on this thing and called it a long-distance prequel
to the bone-creakingly painful Cyberia (may you forever rot in corporate
Hell, Cryo Interactive, yea, verily).
Also not helping Finest Hour are the visuals, which, while serviceable,
are definitely sub-par, even on the Xbox, while the PS2 suffers
blatantly from its extreme old age (and Sony's once-behemoth has
not gotten old gracefully, evidenced fully by the heavy lag one
experiences when you get any kind of reasonable explosion happening
on-screen).
In the design department, too, sounds are weak and do not shine
in any way, shape or form, and your 5.1 Dolby Digital system will
merely laugh heartily at the low-rent audio presented to it, before
doing its own rendition of 'blow this for a game of soldiers', scored
for tinny gunfire and piss-weak explosions.
It's not all bad, though. At its best, during the second campaign
as the British fighting through North Africa in '44 and towards
the third American series of missions, things improve drastically,
and, while over-the-top antics-wise (this is World War II done Rambo-style),
Finest Hour puts up a good front gameplay-wise when inevitably compared
with the PC CoD, yet in the face of games like Brothers in Arms:
Road to Hill 30, it taps out faster than a hobo boxer on Ritalin.
Enemy AI sits somewhere between good and awful, and where players
will suffer most is actually in the animations department. How,
you ask? Well, the Finest Hour animators went a tad overboard, and
so, in length and polygonal overacting, it's hard to tell a gunshot-reaction
animation from a death animation, and you're going to end up wasting
a fair bit of ammo on enemies just making sure they're going to
stay down.
Offering online play, as most half-decent shooters do these days,
Finest Hour suffers as it does in single-player mode, from mediocrity.
It's reasonable, but it all feels very redundant, for why bother
with multiplayer when there are so many better dedicated online
shooters available?
Add to that some very strange frame-dropping problems that lead
to everybody sliding about the map instead of having anything approaching
a normal walk-cycle, and you've pretty much driven the final nail
in the Finest Hour coffin.
If you really can't get Call of Duty on PC, and are desperate for
some of that World War II action
I'd tell you to go get a copy
of Brothers in Arms, though if that doesn't ice your muffin, consider
Finest Hour.
Game: Call of Duty: Finest Hour
System: Xbox
Players: 1-multi
Online: Yes
Developer: Spark
Unlimited
Distributor: Activision
Rating: 70%

(Ratings
Key/Explanation)
Call of Duty: Finest Hour is on the shelves now.


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