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Last week I had a
chance to download the “technology demo” of No One Lives Forever, the
new we-couldn’t-get-the-Bond license spy thriller from Monolith and Fox
Interactive. Set in a number
of exciting locations around the world, No One Lives Forever has its
strong points, including a great theme and good mission objectives (one
takes you on-board a spy plane). But
we could do without the Sean-Connery knock-off character -- complete with
a mock turtle-neck -- and the cheesy synthesized music that cancels all
emotion in the dramatic scenes Still, there’s a lot to
like in what’s been shown of No One Lives Forever. Unfortunately,
the game's greatest weakness at this point is the lack of interactive
gameplay.
Sure, there are a few neat contraptions such as a code breaker and
lock pick, but the environment is very static.
You can’t break the glass in mirrors and the TV screens don’t
explode. Heck, when I
actually was able to destroy a plant pot, I fell backwards in my chair,
shocked that part of the environment is interactive.
Some would argue that destroying little items in the environment
doesn’t add much to the gameplay, but you can’t tell me that a Coke
machine and pay phones shouldn’t work in a game.
Memo to the developers: If
these items aren’t going to work, why are they even in the game? So far I like the variety in
No One Lives Forever’s levels, and based on what I've heard about the
full version, we can expect a number of exotic locations such as the
Arctic and Carribean. The only
problem? The levels don't look very good. Considering
this game "premieres the advanced LithTech 2.5 3D operating sys The goods news is that with a few months of spit and polish, No One Lives Forever could end up being a rock-solid game. The concept is there – it’s only the execution that Monolith needs to flesh out in the coming months. |
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Copyright 2000, Ola Balola LLC. |
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