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Published : November 05, 2008 |
Author : James Wallis | |||||||||
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Get our game guide for: Quantum of Solace. This precise WALKTHROUGH GAME STRATEGY GUIDE is now available for you right in your members area and compatable for the Sony Playstation PS3, XBOX 360, Wii, AND PC Platform. GameGuideDog.Com is dedicated to helping gamers through games. We are confident our support and guides are absolutely the best gaming resource anywhere!
Our Online Walkthrough is located here: It's Bond! With Gears of War cover mechanics and the Call of Duty 4 engine! How can it possibly fail? As it turns out, by being dull, repetitive, unchallenging, ruinously linear, and one of the shortest full-priced games ever. Quantum of Solace: The Game (in case we got confused with, I dunno, Quantum of Solace: The Hamper) starts off with solid fundamentals, only to undermine them in depressingly swift fashion. The controls are pleasingly refined and well-implemented, with an intuitive cover system that does a fine job of giving 007 the ability to switch between walls, boxes and cover points with the minimum of fuss. But it's nowhere near enough. All too quickly, the game settles into a tired FPS routine that plays itself. The chief culprits are that twin FPS menace of linearity and predictability. Right from the very start, there's rarely an opportunity to improvise or think for yourself. Just point Mr. Broody in the direction you're told to, crouch behind cover, wait until the obliging enemies pop their heads out and repeat until the area is clear. It would be nice if all the people copying Gears of War actually paid attention to what it was doing, rather than phoning in superficial explanations. Initially, there's a sense that the enemies aren't as clueless as the usual drones that populate mass-market shooters, but it really is just window dressing. Destructible cover allows you to send enemies fleeing in panic, and occasionally it even looks like they're working as a team trying to outflank you and pressure you into making mistakes - but it's little more than a scripted illusion, so the core gameplay degenerates into stop-and-pop. With the now-standard recharging health mechanic reducing the challenge almost to zero, it's actually harder to screw up than not. Assuming you've got motor function, finding cover when you're shot at will be enough to get you through most situations unscathed. We tried to find a less generic screenshot, but failed. And despite the obvious noise, no-one in the vicinity turns a hair if their back's to you (which, thanks to pathetically generous level design, means they will generally always have their backs turned on the source of any potential noise), meaning you can rack up one ridiculously easy stealth takedown after another. Even if you screw up, armed combat is so generous and unthreatening that it's never much of a problem. Sometimes you'll also find yourself battling enemies in Quick-Time Events, but, again, the game gives you such a large window of opportunity to succeed you could steal Mr. White's mansion through it without grazing the sill. The AI's antics are as predictable as the explosives stashed all over every level, waiting to cue the 'mousetrap' moments that blow up any neighbouring henchmen not already dead by stupid. Licensed to brood. A couple of times you get to shimmy along ledges and jump between windows, with a cutaway view giving the player a chance to see the action from a suitably useful perspective. But, yet again, there's almost no tension, because the AI is so completely dense. Almost every step of the way you feel like the game has been designed for complete idiots with zero attention span.
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| It's quiet in here. Can you hear the ECHO? |













