| OUR RATING:
7.7
VERY GOOD
|
TANGIBLES:
|
Why you should buy it: You're a thorough gamer who not only wants to beat the game on all difficulty levels, but play online extensively as well.
Why you should rent it: The main campaign is 6 hours or less, and the dossiers which act like hidden packages can all be found in one or two play-throughs. |
UNIQUE RATING:
SUGGESTION:
Rent It |
Written by: Andrew Giese | Tags: BlackSite: Area 51, Xbox 360
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Developer Midway Austin designed gameplay to mostly have you and your squad running and gunning like many FPS’s do. However, they split these streaks up with driving sequences, boss battles, sniper shooting, rail-gun shooting from a helicopter, and manning turrets. The driving is admittedly jerky, but passable enough that it breaks the monotony and mixes up the gameplay despite the fact that no new mechanics to the genre are ever introduced. Not many weapons were implemented, as Midway feel content to leave you with a semi-automatic rifle and a pistol for the most part. However, you’ll get to wield a sniper, rocket launcher, and few unique weapons the enemy use. Weapons feel appropriately heavy and take balanced reload times, but sometimes they are unwieldy, hard to aim, and flat out refuse to switch out to your secondary when you prompt it to. Additionally, the semi-auto and pistol combination re-appears back in your inventory after every level, so that rocket launcher you were saving magically disappears. Midway also threw in some simple squad commands. With a simple click you can send your teammates to open doors, target foes, get on turrets, or move to a point. This one-button technique is easy, intuitive, flexible, and will never get in the way of normal combat.
Using a modified version of Unreal Engine 3, the same that was used in John Woo Presents: Stranglehold, BlackSite: Area 51 runs smoothly and prettily even on standard definition, although the crisp text on the Hi-Def is mostly unreadable on standard. The environments, weapons, vehicles, allies, and weapons all seem to enjoy the shades of black and grey so common in FPS’s these days. The enemy weapons you pick up, a plasma cannon and a scatter gun (a sort of shotgun) are colorful with very unique designs and reload animations. Everything looks gritty and realistic as well, from the broken down streets of a bombed-out Iraq to the eyes of your comrades. One thing that constantly bugged us though was that the people talking to us never actually looked in our direction. Rather it seems they were programmed to look at a certain spot, which you’ll need to move to so that it feels like you, and not that nearby wall, is participating in the conversation. And, while the levels were designed excellently to reduce backtracking, there were the occasional invisible walls that blocked off what looked to be very accessible places. In one boss battle, we needed to jump off a roof to engage the enemy, but the problem was that invisible walls surrounded the entire roof save for a tiny gap that was easy to miss, which was exceedingly frustration. Colorful markers will appear at the next door you need to move to, but if there lacks any HUD for distant targets, and you’ll need to rely on the level design to move you in the right direction without getting lost.
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BlackSite: Area 51 executed well enough to warrant the sequel it alludes to at the end, although Midway still has some work to do. While the game was well paced, there wasn’t much depth to the individual gameplay facets used to break up regular running and gunning, and the lack of variety in weapons was disturbing for a shooter. What is unquantifiable is that we had an absolute blast playing through this game and would be amiss if it got lost in the marketing maelstrom of this quarter so much so that it doesn’t get the attention it deserves.
| The Area 51 arcade game that BlackSite is loosely based off of was released in 1995 and sports a modified Atari Jaguar console. |






