Publisher - Acclaim
Developer - Probe
Platform - N64
Type - Action
Score - 6/10
The story of Forsaken is a sad one. Some silly dick played around with the
fabric of time and matter and, well, destroyed life on earth. You are sent in to
evict some bad guys who are after the same thing as you. The spoils of war. A
basic story admittedly, however the game-play of the N64 version is mission
objective dependent. In mission one, all you have to do is clear the level of any
bad guys. In mission three, you have to seek and destroy a boss along with all
the other enemies. Basically, each mission objective comes down to find,
defeat, protect, rescue, infiltrate, etc., although things are not so simple. In one
of the missions, after you complete the primary objective, you have to return to
the beam in point. The only problem with this is that all of the enemies
reincarnate and you have one minute to get your butt out of there!
Did I mention that Forsaken is hard? I have chosen easy (with the other
choices being medium and hard), and quite frankly, it isn’t! This game is truly
for people who want a challenge. When you go down the easy path, you can
only save after four missions. This makes for some hair raising scare the shit
out of you addictive game play. The first eight missions went by with little
resistance, but as I write this review, I am still having trouble on mission
eleven. It is one of those protect levels. So to give my ego a boost, I thought I
would give the multiplay mode a go.
In multiplay mode, you can either go one on one against three of your friends
(plus yourself to make four in total), and/or choose up to three CPU controlled
opponents. One big tick to Iguana for including this feature. Only two scenarios
exist whereby the last man standing wins glory, or the player who accumulates
the greatest number of kills is victor. After choosing one of the eight bikes
(yeah they are the hover types), and then selecting from eight different levels, I
set the adversaries to easy. Ai-currumba! They kicked my sorry little butt! If
you find the opponents all too easy, then there is several other settings up to
‘nails’. Although the multiplay mode seems to lack the variety of scenarios that
GoldenEye did, it does have several ups on the 64 classic.
The first as I have already stated is the CPU controlled opponents with the
added benefit of being able to add one to three CPU’s to make up for any lack
of friends. The second is the ability to hide or show the CPU’s. So if you don’t
want to confine yourself to a quarter screen, then this option will extend your
playing dollar. Thirdly, the frame rate and graphic detail doesn’t drop an inch.
During some furious frenzy’s with my CPU buddies, the room would be ablaze
with ‘Transpulse’ cross fire and ‘titan’ missiles, and seldom did it drop in frame
rate. Impressive indeed. And last but not least, as you have probably
deciphered from my comments so far, the CPU AI in multiplay is incredibly
realistic. It's just like having your best friend playing with you. Not only will the
opponents seek you out and try to destroy you, but they will also go for the
other CPU’s. Added to this, if their energy is low, they will retreat and try and
find shield power ups or suicide (to your detriment) when all is lost.
As you may have already gathered from the screen shots on the internet or in
magazines, the visuals in Forsaken are pure eye candy. The real time lighting
of weapon fire is so dazzling that sometimes I would waste a round or two just
to watch in bewilderment. The most striking primary weapon which brings me
joy, is the ‘transpulse’. When fired it looks like a boomerang, omits a hot
red/orange glow which fills a narrow corridor, and then bounces off any wall it
may hit. If you happen to pick up a ‘Golden Pod’ (a primary weapon power-up),
the transpulse is accompanied by several small balls of fire. Yummi! In your
arsenal, you have a secondary weapon which can take out enemies in one well
directed hit. The 'Titan' is most impressive as far as visual splendour is
concerned. When you fire this baby off, it tracks the enemy (no matter where
they go) and explodes in bright burst of yellowish white. I can’t begin to do any
justice in explaining how these look, so I will simply state that this game truly
shows off the 64's potential.
The atmosphere in each level exudes a post-apoplectic dreariness, however
this is no ‘doomed’ marine soldier game. The walls glisten with lighting and
texture effects all with the trusty help of the 64’s gouraud shading.
Subsequently, when you fire off a dozen multi-coloured shots across a
greenish/blue room, the mixture of colours may have you thinking that you are
in playing some sort of Christmas game. But hey, it works and it *will* make
your jaw drop.
The control of your biker in Forsaken took a little learning, however after playing
around with the four preset control types, I found the Turok method worked
best. This game exhausts almost every single button on the 64’s controller.
The type four (Turok style) set up is as follows: D pad = select
primary/secondary weapon; Analogue = direction; C buttons = forward/back,
strafe left/right; A & B buttons = ascent and descent; R button = secondary
weapon fire; Z button = primary weapon fire. I often found it hard to move my
fingers to the A and B buttons to dodge oncoming fire, but on the whole this
set up works well. I couldn’t imagine those poor PSX or PC gamers however.
;-)
The sound on Forsaken is a mixed bag of good to, "oh not again"! Several
techno tracks make their presence felt with some ample pumping on my
surround sound amp. However, I soon found myself tiring of them as they are
only about a minute or two in length and repeat. You can change the track
during gameplay (this includes multi-play), as well as the ability to alter music
and sound effect volumes. I have found that only the weaponry works in
Pro-logic surround, and the music not so convincing. On a more positive note
though, when played really loud, this game really gets the juices going with a
satisfying low spectrum rumble on a willing sub-woofer.
Well with such a glowing report, it is time once again to visit Chris’ problem
section. My main concern with Forsaken is the lack of detail in the instruction
manual about how the game branches out. From what I have read on the
internet, (and of course everything is always correct on the internet isn’t it boys
and girls?), a branching system exists like Star Fox (a.k.a. Lylat Wars in PAL
land). To my knowledge, if you complete a given level in a specific time, you
are then able to branch out on to other levels. However, when you see the level
select screen, it is very bare and dark and in no way does it give any indication
as to the full extent of travel available. If anyone out there knows more than I,
please e-mail me.
My second gripe is the difficulty coupled with the inability to save on a regular
basis. From what I have gathered so far, (and again this draws back to a poor
instruction manual), on the easy setting, you are only able to save after four
complete missions. Perhaps on medium you can only save after five or six
missions, and hell, why not have no saves on hard! It is just too much to ask of
any gamer. I wonder if the PC community has this problem, or are they smugly
sitting back in their freedom to save at any stage during a mission? Life is not
fair!
Other than these gripes, this game is truly a ‘AAA’ title from Acclaim/Iguana. It
is rumble pack compatible, and don’t forget to pick up a controller pack so you
can save your progress. With over 15 missions, 25 weapons, a bonus battle
stage or two, and a well thought out multi-player mode, I would highly
recommend this game to any experienced gamer. I am certain that those kids
who are more prone to seek out cheat codes instead of persisting with such
formidable game play will not enjoy Forsaken. But in my books, Forsaken
would have to be the best game so far in '98. Buy it now!