Reviews / previews
Review: SiN
At its best, Ritual
Entertainment's
much-anticipated SiN is
a creative, intelligent,
and beautiful first-person
action/adventure. At its
worst, it's a buggy Duke
Nukem 3D knock-off.
Content is stronger than
execution. Similar to
Quake add-on Scourge
of Armagon's levels, the
levels Col. John Blade
crosses in nonromantic
pursuit of
buttock-breasted
SiNTek CEO Elexis
Sinclaire are grounded
in the familiar: a bank,
abandoned buildings, a
construction site, an old
subway system, a dam,
and so on.
It's nice to have
nonsplattering
interactions with
characters-hostages,
hobos, or lesser lights
in the SiNTek plot-and
to be encouraged to
draw distinctions
between operatives and
innocents. The little
interactive gadgets like pay phones and ATMs are pleasant distractions,
though they seem to have been designed more as attention-getters than as an
integral part of the game. It's nice to be able to jump into a bulldozer or
recreational vehicle-though the handling via mouse is mite dicey-and to see
the game through different eyes.
The level design starts out just so-so but gets better-reaching its peak in
those involving water. (A rigorous undersea level is as good as anything I've
played in a first-person shooter.) Multiplay is every bit as slick as you'd
expect it to be in a game based on the Quake II engine.
However, the story is threadbare, the radio patter between Blade and sidekick
J.C. just irritating, Blade's own running commentary a very pale Duke
imitation, and the Frederick's of Hollywood model at SiN's center a dull
enemy.
And the game, while impressive in places, only rarely feels special. Then
again, it's hard to gauge what it might feel like if it performed more reliably. In
technical terms, SiN is a mess. It took as long as 80 seconds to load a saved
game on a 450MHz Pentium II with a fast SCSI 3 hard disk. Given the fact
that you'll die frequently and constantly operate at less than full health, these
seconds add up quickly, and it wasn't long before I started to look for more
productive use of my time.
Restored games on one level started with the
whole screen either used as a graphic "brush"
or bouncing wildly. The sound cut out with an
error report while opening a door on another.
The game crashed repeatedly on the
Containment Area 57 level. Enemies and even
bullets occasionally appeared through walls.
The intro sequences to certain levels didn't
display properly. Other levels appeared to load
twice.
Scripted events sometimes meshed poorly
with reality. At the start of one later level,
enemy rockets destroyed a hummer. Trouble is, I'd already shot down the guy
manning the rocket-firer: thus, the rockets were fired from nowhere. My scuba
gear simply disappeared from Inventory in one underwater level-apparently
because it didn't fit in with the level's concept-only to return in the next. And
my character frequently got stuck on scenery.
And even when SiN does something right-as it
does with artificial intelligence (the scores of
enemies routinely flee and take cover)-it
doesn't do it consistently. The bosses don't
seem to have any AI at all. Some of these
problems will be fixed in a patch that will likely
be out when you read this.
Eventually, I did what I should've done a dozen
levels earlier: written it off as another
promiSiNg game that was apparently rushed out the door to hit a holiday
deadline.
That's the real SiN.-- Peter Olafson / GamePro
Got an opinion about SiN? Or maybe know a good cheat or strategy? Share it with the world!