|

When monsters go troppo....
By William
Barker
 |
|
Ape-dude
wasn't happy with the buses level of service
|
Fans of classic horror
and science fiction rejoice, for this next game on the PS2 is more
than just a lame attempt to cash in on the success of the famous
Rampage series.
To be honest, I found the whole the concept behind War of the Monsters
(WotM) to be utterly engaging, and together with a schlock-horror
feel, the game harks back to a time when horror was just hitting
it's stride: the 40s and 50s.
First came the radio, with the likes of the famous 'War of the
Worlds' scaring the crap out of countless Britons, then with the
advent of the 'television' things quickly got very scary - but looking
back today, they do look kinda crappy...
I guess humans as a species must learn to immunise themselves against
this spooky stuff - the better the CGI, the better our psychological
defenses are. Oh wait, I think I'm ranting... Just imagine the horror
movies we'll be watching in the year 2403... Wow, I can't wait to
be cryogenically frozen for my time-travelling journey...
Ahem. So anyway, the 50s era 'monster attack' phobia is cleverly
utilised in WotM, permeating almost every facet: From the font used
in the title, to the background colours, to the campy music, to
the crisp visual style - Incog Inc. has captured the 50s horror
period with panache.
The intro is great, and has a nice amount of humour to boot, though
the story also involves aliens, so anyone stuck in a bunker since
the mid-1950s will get a real fright from this (yeah, I know there's
a few of you out there).
Simply put, an army of highly-advanced extra terrestrials, getting
about in 1950s style flying saucers (complete with woo-woo sounds),
invade Earth with one objective - putting a stop to Scientology.
Oh yeah, and to destroy all humans as well.
Before long, the alien aggressors are laying waste to Earth's forces,
but when all nations unite and the greatest minds pool their knowledge,
a special pulse emitter is developed. Hope builds, and then the
pulse emitters are activated... The flying saucers are crippled
and much booze is imbibed!!
But the imbibing comes to an abrupt end as another problem surfaces...
The inactive flying saucers start to weep an icky sort of fuel,
which is like nothing ever seeen before - though sources say that
it did taste like maple syrup. Contaminating the air, the water
and everything inbetween (yes, even anti-matter), the toxins start
to affect flora and fauna, and soon mutations were evident.
 |
|
Robot-dude
pulls out his katana blade of justice
|
Before long, colossal monsters starting appearing as the DNA of
many beings was torn asunder. They starting trashing everything
and humankind was again thrust into a state of utter dispair.
But perhaps for the sake of a cohesive plot, the monsters decide
to fight each other, and War of the Monsters is born.
It's inevitable that comparisons will be drawn between this game
and Midway's classic monster brawler Rampage, and in a few ways
it's justifiable.
The way you can climb buildings is very Rampagey, as are the fairly
simple melee attacks and combos, but sadly one cannot reach inside
buildings and chomp on distressed damsels to increase health, as
was the case in the aforementioned C64 classic. Schucks...
On the flip-side however, the game is a marketed improvement over
Rampage, both in terms of graphical acuity and also gameplay, the
only major quibble being the fairly repetitive nature of the game
- though this can be overlooked, thanks in large part to the incredibly
high production values.
There are a number of game modes on offer, from multiplayer free-for-all
fights, to survival mode and the core game mode: Adventure. In this
last mode you'll basically play through a dozen missions, three
of which will be against some rather intense (both figuratively
and literally) boss monsters.
There is good reason to play through the Adventure mode too. On
one side you'll earn points that can be spent on 'goodies' like
unlocking secret characters and costumes, new levels and other play-extending
extras. On the other side you'll get to see how your chosen monster/robotic
fiend/demi-god came into being, kind of like a back story.
An average day in the life of a mutated monster freak involves
kicking the crap out of another monster, 'coz that's what one does
when one's so big and fulfilling challenges are hard to find. A
typical fight starts out with two monsters starting in different
parts of a given level - let's say a sprawling metropolis for arguaments
sake.
The controls are pretty straightforward, with the only exceptional
function being the ability to auto-lock on your foe by holding L1
and R1, which comes in very handy. You can inflict damage and also
evade damage in a number of ways, the most basic to punch and block.
Different characters have different combos too, which is always
nice for the fans, and combatants also have grapple/throw moves,
and you can even simply pick up your foe and throw them into a building,
which results in all sorts of extracurricular destruction.
 |
|
New TV
show: "When Buildings Strike Back"
|
Indeed, the cause and effect idea works well in WotM: the gameworld
is deliciously destructible. Okay, pretend we're still in the huge
metropolis, and a big ape is fighting a very big praying mantis.
Mantis flies over a couple of sky-scrapers (some characters can
fly/hover) and is about to thwok ape on head, but ape picks up school
bus and quickly lobs it at mantis, which expodes on impact, sending
him sprawling into another building, half destroying it and causing
more damage to said insectoid.
You can climb buildings, which I reckon should be an Olympic event,
and there's even a few special items you can pick up, like massive
radio antennae.
Rip 'em from their concrete foundations, and if you can hit your
enemy with one of these, it will impale them and then they have
to button mash wildly to remove it - which is visually hilarious
and tactically brilliant, as they're usually stunned for a few seconds.
Apart from the kick/punch/block/grab moves and combos, all characters
have ranged attacks, which will drain an energy bar. This energy
bar refills with the collection of powerups and also when you dole
out the hurt. Some ranged attacks have homing properties, while
others are just dumb-fired, but are usually much more devastating.
And then there's the omnipresent special attacks, likely to induce
much grinning among the meek. When your 'special' meter is full,
you can execute one of two attacks - close and long range. These
attacks not only inflict large amounts of damage, they also look
amazing, and some of the characters' specials are eye-poppingly
good.
And while I'm popping oculars, how about them pretty pictures,
eh? What's that, you haven't played the game, hence your attempt
to read the review? Oh yeah. Right.
The graphics are really cool, and while at first it was more of
a nostalgic buzz to see how faithful to the classic era the game
is, turns out that WotM is actually an intricate and very detailed
meshing of polygon artistry.
It's not pushing the envelope or likely to overheat the PS2's GPU
- just a good looking game. I guess a lot of the wonderment comes
from the environments, which are just teeming with tiny terrans.
You'll see cars scoot past, have your vision obscured by massive
buildings and get to pluck battleships from the oceans and piff
them at rivals.
Not all levels are city-based, but the majority are. This shouldn't
be viewed as a bad thing, as the massive cityscapes offer a lot
in terms of basic strategic ploys. First there is the climbing option:
Simply climb a building and get a bird's eye view of your surrounds.
Such a high vantage point also bodes well for projectile-based attacks,
whether thrown items or your character's special/long-range attacks.
 |
|
Someone's
been watching too much pro wrestling...
|
When battling it out in the concrete jungle, close combat also
becomes much more intense.
There's less room to move and big combos will often result in your
foes being forcibly slammed into buildings - which causes more damage
and sometimes brings said building crashing down on your foe. Pretty
tasty stuff, really.
Motion capture is pretty good (one imagines it would be hard to
mo-cap a massive electricity-based entity, though) and all the characters
move with fluid, generally realistic motions.
Collision detection is impeccable, and this makes every impact
- whether from a fist or a flying cannonball - look all the more
satisfying, and perhaps it is that which lies at the heart of this
game: satisfaction.
While the gameplay can get a little monotonous after extra-long
sessions, the crisp graphics, authentic sound samples and olde-skool
play mechanics make this game a keeper.
While there are all sorts of extras to unlock and the adventure
game and multiplayer mini-games and so on and so forth, the simple
act of a picking up a giant lizard and hurling him into a peak hour
traffic-jam is hard to top. That said, this is one of the better
party games going round, and multiplayer frolics will be a firm
favourite amongst social gamers.
Its weird mix of massive explorable levels and 'lite' one-on-one
fighting will ensure it appeals to many tastes, and with fairly
solid controls, well balanced and highly animated characters and
a plethora of game modes, War of the Monsters is quite the surprise
package.
Game: War of the Monsters
System: PS2
Players: 1-2
Memory Card: Yes
Developer: SCEE
Distributor: Sony
Rating: 80%

(Ratings
Key/Explantion)
War of the Monsters is on the shelves now.



|