Reviews / previews
Let's indulge Xatrix president Drew Markham's
overblown pop-up disclaimer at the installation of
Kingpin. Let's say that all the first-person shooters in
the world are wiped out by indignant parents and
repressive government censors. As a eulogy, how
would we remember each game's contribution to the
genre?
Half-Life gave us a vivid and consistent world. Jedi
Knight gave us Force powers. Aliens vs. Predator
gave us three distinct races. Rainbow Six gave us
realism. Descent gave us vertigo. Sin gave us
half-hour load times. And Kingpinwell, Kingpin gave
us the F-word.
Don't get me wrong.
I love the F-word. I
use it all the time
when I'm upgrading
my computer or
reinstalling my video
drivers after DirectX
screws them up.
But it's not much of
a legacy. And, in
Kingpin, it smacks
of a bunch of white
game developers trying to sound streetwise. "We're
street! Really! C'mon guys, we are!" Even the
repetitive Cypress Hill beats have the tone of a
desperate attempt to sound authentically inner city.
But the game's mishmash of drab levels, conventional
weapons, and neckless thugs never really comes together as anything but a
competent and unspectacular shooter in search of a style.
In fact, most of the game suffers from an oppressive sameness--a kind of dim
homogeneity that, even in the later levels, never really breaks out of its forced
urban squalor. Kingpin is as consistently dark and grimy as Quake was
brown. The endgame makes a valiant stab
at polished settings--like something from
Fritz Lang's Metropolis--but it's not quite up
to the scope of its inspiration. Although it
can handle some impressively large rooms,
this modified Quake II engine just doesn't do
justice to outdoor settings. The city streets
feel like wide, sparsely detailed corridors.
Buildings are more like walls with corridors
drilled into their sides. The surface textures
are top-notch. But running past mile after
mile of stunningly textured dirty walls loses its charm after about an hour.
Kingpin's potentially biggest gameplay innovations, character interaction and
weapon purchases, ultimately fall shy of their potential. The character
interaction is no better than what Valve gave us in Half-Life. Whereas
Half-Life's conversations were amusing little vignettes between bewildered
scientists and security guards, Kingpin
gives us absurd and profanity-laced hip-hop
non-sequiturs. You can hire bodyguards to
fight with you, but their main occupation
seems to be standing between you and your
target. The Pawn-O-Matic, which appears in
each of the game's sections, supposedly
sells weapons, but no matter how much
money you save, guns are only doled out as
the game sees fit. Instead, this is little more
than a place to heal yourself and stock up on ammo.
Although the weapons are robust, nothing new or different crops up here. The
character animations are pretty good--particularly the way Xatrix gets so
much mileage out of the same models by using different skins. And the
multiplayer game, which, sadly, is missing a
cooperative mode, is surprisingly laggy,
given that it's based on Quake II's solid
networking code.
But this isn't the sort of game you're liable to
still be playing a few months from now. It's a
competent and mildly interesting example of
a first-person shooter that would probably
have slipped quickly and quietly out of sight
if it weren't for the bogus controversy about
its violence. (Kingpin is no more violent than
a dozen or so other games that come to
mind.) It isn't quite a dud, but it is a flash in the pan.-- Tom Chick / GamePro
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