Reviews / previews
Some old-hand Trek
fans remember fondly
the original Klingons-the
likes of Kang and Kor.
They were proud, brave,
and quite devious in
their pursuit of empire.
The single-minded
preoccupation with
honor and
one-dimensional
strategizing came later
when The Next
Generation (TNG) series
started to build out the
Worf character. Klingon
Honor Guard is a child
of that latter-day
Empire.
A largely successful
assassination attempt
has been perpetrated on
the Klingon High
Council. Chancellor
Gowron has barely
survived. An elite
division of warriors
known as the Honor
Guard are tasked with
protecting him and
seeking out the
perpetrators. Players
come into the game as initiates to the guard, who are then ordered into a
cat-and-mouse succession of missions-uncovering information and suspects,
as well as slaughtering countless accomplices.
This plot is thematically true to the Klingon Civil War cliffhanger episodes that
were a highlight of TNG. The Honor Guard itself is a new creation for the
purposes of the game.
While the cut-scene intro quite nicely embellishes Klingon tradition and
history, there is little to involve players in the concept of being a Klingon once
the game starts. Sure, there is an evil-laugh sound-bite that plays when a D'k
Tahg knife is selected; and throwaway one-liners that'd make Schwarzenegger
proud abound. But KHG is just a slightly different take on a first-person
shooter, with little to set it apart from the rest.
The Unreal engine powers KHG, but little of what you see will make you ooh
and ahh. In fact, quite a few maps are overly straightedged and angular
without the unique level design that saved Jedi Knight. The same goes for
NPC models. Many seem too simple and unarticulated compared to what we
saw was possible in Unreal.
Some things are done very well: prison
levels that throw you into a chaotic
melee and force you to run from one
ward to the next hacking and slicing
Klingons, Andorians, and Nausicans;
warriors running to the bodies of dead
comrades and letting out a funeral howl;
the spirit of a dead Klingon rushing past
you moments after you've killed him; the
emphasis on melee weapons; and the
enemy AI that circles you in-close effectively and makes it damn hard to get a
kill.
But play it for a while and what you
come away with is a feeling that this
game needed more time. Often the AI is
stupid. Far off adversaries never close
the distance once you start plinking
them from afar. Guard Beasts (dogs)
make every effort to attack you, deep
canyons or deathly frigid rivers
notwithstanding. Targs look like
supremely ludicrous hog dogs. Sound
was muddy on high-end Cambridge SoundWorks and standard Altec Lansing
speaker systems. Preanimated cut-scenes just as often crash your 450MHz
Pentium II as run at all. There's no joystick toggle in the options list. The
manual says all direct-input compatible sticks will work, but KHG failed to
recognize both a SideWinder 3D Pro and a Gamestick 14, let alone support
FP Gaming's Assassin 3D trackball-all of which are supported in Unreal.
KHG provides some good moments, and
multiplayer games over LANs can be a
lot of fun Bat'telh to Bat'telh (let's not go
near Unreal's wonky Internet code, which
wasn't changed a bit for KHG)-but this
game won't fully satisfy either TNG fans
or first-person shooter fans. There's just
not enough personality or unique
gameplay to make it the winner it
could've been with more time.-- George Chronis / GamePro
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