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Note: While the Gist List is usually devoted to a number
of unrelated topics, this week I've decided to write a longer analysis of
Monolith's latest first person shooter, No One Lives Forever. After playing No One Lives Forever for a few hours, you reach a point where you say to yourself, "Wait a minute, this game is actually good. Shockingly good." No One Lives Forever, a James Bond-ish spy shooter created by Seattle-based Monolith Production and published by Fox Interactive, isn't the kind of game that grabs you in the first five seconds with stunning visuals or a thrashing rock soundtrack that blares out of your speakers as a legion of enemies threaten your very existence within seconds of starting the game. No, this game develops in a much more organic way. It the type of products that unfolds as you play it, as opposed to most games that put all the razzle-dazzle at the get-go and end up feeling like someone did a creative cut-and-paste job on the rest of the content. In other words, No One Lives Forever has a thematic structure; there is a feeling of progression as you move through the game. And no, this isn't just a reference to the story, but rather a discussion of the gameplay experience that, with apologies to the Energizer bunny, seems to keep going and going. I think I reached s threshold with NOLF when I was playing an underwater level half way through the game where you swim through a sunken ship with sharks in the water and try to retrieve the captain's log. While only a few levels in the game take place underwater, they don't feel like they are tacked on for the sake of variety. This underwater level in question was incredibly well designed – note to the Rune developers: underwater levels don't have to mean complete disorienting – and ultimately, I sat back and said, 'You know, this game has given me more variety than I could have ever imagined.' Sure, artistic and thematic variety, but also gameplay variety. In a day and age when action games seem to stop giving after the first level (can you really say you were ever surprised by anything that happened in Quake 3: Arena?), NOLF is best classified as an epic game. It's a game that has a contiguous flow to it in addition to a huge variety in the levels. Just when you think the developers might not have had time to craft a new setting for NOLF, the next level transports you to a new environment that freshens the game. James Bond Archetype That being said, the shell of the story provides ample room for the developers at Monolith to take players around the world to a vast array of locations. The level design is uniformly excellent and best of all, the LithTech game engine finally shows that it's just as capable of producing a quality title as Unreal or Quake technology. In many ways it's hard to believe this is a game from the same company that produced Shogo and the Blood series. Why? This is the first Monolith game that really feels like it has some direction behind it. There's a focus to the design that has never appeared to be part of process for previous efforts from the company. |
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Copyright 2000, Ola Balola LLC. |
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