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Strategic opus or clichéd rehash?
By Martin
Kingsley
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This
is a prog - polar bear DNA spliced with a frogs
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They came in the night,
those Microsoft cronies, dressed in snakeskin suits with shark smiles,
and whispered how they would make me rich, offering me a fortune
in pennies, every one with strings attached, so they could yank
them back at any moment.
I told them that I don't work for the money, that I wasn't interested.
They smiled nastily; at least, I think they were smiling, if you
consider 3 dozen teeth poking out of a crack in an old suitcase
a smile.
Oh, well, they said, in that case, you can have Impossible Creatures,
before disappearing in a cloud of raffle tickets and cheque stubs.
More 1930s style comic games? Egads! Quick, Brinkley, to the Reviewermobile!
We haven't a minute to lose! Where did you put my suitably crumpled
fedora? What do you mean, "You left it on the hat rack"?
Are you suggesting that I forgot it? No? Good!
Impossible Creatures has been a long-awaited arrival, preceded
by a journey that involved name changes, much buggerizing around
and political intrigue.
Well, okay, maybe not so much political intrigue, but still, it
makes for a good story.
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"Yes,
yeeees! They'll all burn, buuuuurn!!"
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Originally called Sigma, it's been in development for a little
over 3 years. Being the brainchild of Relic, those masterminds behind
Homeworld, everyone had high hopes for Impossible Creatures.
Have those hopes been justified, or have we been let down?
Will Impossible Creatures rise to the throne of greatness, or descend
to the pits along with Messiah, Daikatana and many others?
Let's examine this from a simple point of view: You are Rex Chance,
typically-buff-adventurer-and-all-round-good-guy, looking for your
typically-long-lost-scientist-father. The stuff of all good comic
adventures, yes?
You receive a letter that leads you to believe that your father
is on an uncharted island, where he was developing some kind of
new technology, codenamed Sigma.
Upon flying out there, things quickly go pear-shaped, with you
discovering that your father's colleague has harnessed the Sigma
technology to breed genetic nightmares and is making a general mess
of the place.
Along with the typically-tough-female-assistant, you contrive to
stop the madman and save the day.
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The Island
of Dr. Moreau, anyone?
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To do this, you must yourself use Sigma to build an army, using
whatever DNA you happen to come across.
The concept isn't new. It's been used before; most notably in Bullfrog's
little-known strategy/action cross-breed Genewars.
The comic presentation isn't all that fresh either, seen in games
as diverse as Shadow Watch, Hero X and Rise of the Dragon, although
it's unlikely that the Relic team ever played that one.
So it is that the responsibility to provide a fresh experience
lands squarely upon the gameplay's metaphorical shoulders. Sadly,
it falls just short of innovative, standing somewhere between enjoyable
and slightly repetitive.
There are three resources you need to build creatures. Firstly,
you need power, provided by power stations. Secondly, you need coal.
Thirdly, you need to go out and shoot some fuzzy animals with your
dart gun, harvesting their DNA in the process.
With all of this accomplished, you can then start to build some
creatures.
This is where the fun is. You have a bank of accessible DNA, which
you can combine with any other creature, creating a hybrid.
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"Them's
the funkiest looking gerbils I ever seen!"
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There are 6 body parts to each creature, specifically head, back
legs, fore legs/arms, tail, torso and wings, depending on the creatures
involved.
Each body part has specific advantages and disadvantages, and the
game allows you to mix and match to your heart's content until you
have the perfect lemming-shark, which you can then save as a viable
part of your army.
While there are roughly 80 creatures you can use and hundreds of
variables, you can only have 9 different units in the unit-selection
screen at any one time, meaning that you have to be very picky about
managing your menagerie.
This seems like a good idea at the start of the game, when you
only have about five different animals to mix, but when you're attempting
to manage 80+
let's just say it becomes confusing.
Ah, but Brinkley wants to know about the graphics. The graphics,
the graphics, how could I forget the graphics?
Well, the IC engine seems to be a derivative of Relic's Homeworld
engine, in that most cut scenes are handled by the internal engine
itself, which, while not Freelancer quality (see Will Barker's preview
for more information), still does a pretty good job of rendering
motion and expression.
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Awwww,
aren't those, ummm, things cute?
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IC takes advantage of a few advances in graphic card technology,
with shiny surfaces and terrain bump mapping, but if you don't own
the newest Hercules Geforce Ti4600 8X AGP then don't fret, because
you won't be missing much.
Indeed, system requirements are somewhat lower than would be expected
from the latest 3D real-time strategy blockbuster, even at higher
resolutions.
Battles aren't that impressive visually and occasionally border
on the ridiculous, as the animals seem oversized compared to the
rest of the scenery. Heck, even my skunk/wolf towered over poor
Rex, and he's a strapping lad, I tell ya.
IC seems capable of handling large scale scraps, but you never
really need that many units to win a scenario, so it's seldom put
to the test.
Some of the abilities feel ripped off from other staples of the
RTS genre, such as Starcraft and C&C, but when you come right
down to it, everything is a cliché, so why worry?
The voice acting is suitably cheesy, but never overdone, so I cannot
level at Impossible Creatures the same criticism I used on Hero
X. Relic seem to understand that cheese is good, but too much cheese
gives you indigestion...
The script is tongue-in-cheek, occasionally satirical and generally
well written, and while it may not have you rolling on the floor,
it will elicit a wry chuckle every now and then, which is always
good.
Musically, there isn't much to report. Some nice dramatic symphonic
stuff is intermixed with bouncy action tunes and other miscellaneous
rhythms.
Impossible Creatures may not be the second coming of strategy,
but it's a good game. It may not be a revolution, but it's definitely
fun. It isn't perfect, but what is? Don't expect it to change your
life, do your washing or cook your meals, and you'll get along just
fine.
Game:
Impossible Creatures
System: PC
Players: 1-multi
Online: Yes
Developer: Relic
Distributor: Microsoft
Rating: 80%

(Ratings
Key/Explantion)


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