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Without Warning

Score: 51%
ESRB: Mature
Publisher: Capcom
Developer: Circle Studio
Media: CD/1
Players: 1
Genre: Third Person Shooter

Graphics & Sound:

The visuals are about the only things that Without Warning has going for it. While not spectacular, the graphics certainly are better than your average action game’s. Character models are highly detailed and, for the most part, move fluidly around the well-modeled chemical factory in which the game takes place. The scenery hasn’t been neglected either. Crates blow apart, barrels explode, and scrap heaps can be shot away to reveal the terrorists hiding behind them.

Any hope I had of Without Warning being a great game was immediately lost once I heard it in action. I shudder as I write about the horrid voice acting that is prevalent, nay, rampant throughout the game. The dialogue is by far the most poorly written clichéd garbage that has ever graced the speakers on my TV. Whatever character development or plot exposition that was trying to be conveyed during these audible bits of torture were utterly mangled in the attempt. The sound effects and music are, for the most part, run-of-the-mill, but when compared to the dialogue, they deserve awards.


Gameplay:

Without Warning is a sad piece of software not because of what it is, but because of what it could have been. The story is tear-jerkingly bland, but the way it was attempted to be told is commendable. Terrorists have attacked a chemical plant and are planning to do not-so-nice-things with the contents therein. A task force has been sent in to stop them from completing their plans, but were bushwhacked and are now scattered. On top of all that, the deeds of people working within the chemical plant take part in the action as well.

This is where the commendable part comes in. The way the game is laid out is similar to the show 24. The entire game takes place within 12 hours of events at this chemical plant. Each level is a different period of time, and you take control of one of six people in each period. Three are part of the aforementioned assault team sent in to stop the terrorists, and the other three are innocent bystanders who were caught up in the mess while working inside the chemical factory.

The problem with the game is that all effort to make something cool was wasted on the concept, leaving nothing left to work on the execution. As I mentioned before, the characters are as interesting as pieces of balsa wood, and the plot is limited to idealistically driven terrorists trying to do something nasty. As each part of the story unfolds, the same types of incidents occur, just with you in control of a different character.

Further dousing the flames of what could have been a thrilling storyline is the lack of any emotional connection between you and the game. Throughout the entirety of this fiasco, you are not only trying to kill robot-like terrorists, but also trying to save hostages. When you find a hostage and free them, they say nothing and then simply disappear into the ether.


Difficulty:

Since each part of the story in Without Warning is essentially the same (i.e. get from one side of the map to the other and kill all the terrorists in between), the gameplay never changes and the challenge is gone within the first few minutes. It is relatively easy to find and shoot enemies due to the lock-on targeting system that has been implemented, which means that after you have gotten the hang of the first few parts of the game, the rest is a mindless breeze.

Game Mechanics:

There are two parts of Without Warning: action and mini-games. In regards to action, you have a third person perspective with each character you control. All you need to do to kill a terrorist is to hold down the ‘lock-on’ button whenever they are anywhere on the screen and your crosshairs will automatically center on your target. After that, you press the fire button and they die. Sure you have grenades and you can shoot explosive barrels, but the majority of the time you will be using this guidance system in order to kill your targets.

Somehow, the mini-games are a sadder story. Occasionally on your missions, you will have to defuse a bomb, pick a lock, or wire a fuse to progress to the next area. These mini-games never happen under pressure, leaving all the suspense in the hands of the mechanics of each. You will have to undertake such daunting tasks like ‘Simon Sez’ to rewire fuses. You will have to identify the shortest pin in a lock to open locked doors. Such mini-games are more of a nuisance than a boon to the gameplay.

Taking into account that the developers ripped off 24, I’m surprised that they didn’t rip off games from the genre they were shooting for. None of the mechanics are anywhere near entertaining, and the gameplay is the exact same thing every single level. Though in theory the game should be great, there is no substance to back it up. However, since Without Warning is the first of its kind (in the execution of the story anyway), it may have laid down its life to open the door for other companies to walk through, and hopefully one of them will get it right.


-Snow Chainz, GameVortex Communications
AKA Andrew Horwitz

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