Reviews / previews
While the "us against the machines" storyline for
Zipper Interactive's Recoil isn't anything we haven't
seen before, this tank shooter acquits itself admirably
in terms of challenge and fun.
While the "us against the machines" storyline for
Zipper Interactive's Recoil isn't anything we haven't
seen before, this tank shooter acquits itself admirably
in terms of challenge and fun.
Unfortunately, it
doesn't acquit itself
nearly as well in
terms of actual play
time.
Recoil finds you in
control of a solitary
BFT--good guess,
but it stands for
Battle Force
Tank--bristling with
fancy weaponry and complex technology as it guns
its way through the same basic plot as the
Terminator movies.
By the year 2019, machines and computers designed
by the Mega Corporation have developed enough
artificial intelligence to turn against their human
masters and are now trying to brainwash or eradicate
mankind. An Alliance of Dissidents formed from the
few surviving free-thinkers sends you covert video
transmissions explaining your goals in each of the six
campaigns. As you progress deeper into the game,
the weapons
become
considerably more
potent and your
tank adapts to
changing
environments using
amphibian,
hovercraft, and
submarine
technology looted
from defeated
enemy robot labs.
Gameplay is more involved than simply blasting the
bejeezus out of everything that crosses your path. You might also be called
upon to unearth hidden technologies or use your pulse gun to restructure
some of the game's deformable scenery and structures into convenient
launching ramps that your BFT can use to reach otherwise inaccessible
heights. (This tank, controlled from toggle-able first- and third-person views, is
a remarkably nimble weapon of mass destruction.)
The enemy AI, although unlikely to keep Rommel and Patton types awake at
night, offers decent tactical opposition. Enemies won't simply advance into
your gunsights, as is often the case with
lesser shooters. While they also won't
pursue you beyond the battlefield, they do
remain mobile to avoid your fire and attack
when you give them an opening.
The six campaigns offered for solo play
might seem a generous pool of missions,
but each is little more than an extended
single mission with multiple goals and
objectives. It took me less than a day to
blow through the first three campaigns at the
hardest difficulty level, and that certainly doesn't bode well for a long-term
lease on my hard drive.
On the other hand, Recoil's modem, LAN, and TCP/IP multiplayer
options--along with free, rock-solid Internet support on Westwood Studios'
dedicated server--may stretch this stay a lot further. I had a spirited online
session with three Westwood techs on the server and found that the multiplay
component, although prone to some occasional lag, otherwise worked
flawlessly.
Although not as stunning as cutting-edge
titles like Incoming, the visuals in Recoil are
nevertheless quite attractive and the game
has a silky-smooth frame rate in both
software and Glide modes. The terrain
graphics have a somewhat blocky, angular
look about them, but the vehicle textures are
very well done. Special effects like moving
cloud layers and lava flows provide enough
bonus eye candy to appeal to most
discerning gamers. The audio is also well
done and, while I couldn't test it, includes
support for Aureal A3D sound cards.
But solid gameplay, attractive graphics, and comprehensive multiplayer
support can only go so far toward rescuing a 3D shooter that offers less than
a week of stand-alone play. Recoil does well almost everything one could ask
of it.
It just doesn't do it for long enough.-- Andy Mahood / GamePro
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