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Infernal Impressions
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March 13,2007 - Very few industry efforts ooze as much diabolic passion as the latest we’ve seen out of Playlogic, a fact of which the guys over at Metropolis Software are quite proud. We have no choice but to agree with the dogma pushed forth by their latest product either, after playing a polished segment of Infernal away from the deafening floor of the Electronic Entertainment Expo where we first saw it in action. The studio’s confidence is well-founded, and their talent is undeniable. The technology behind Infernal, which includes the full hardware support of the unproven PhysX card, may just serve as the third-person action showcase Ageia needed nine months ago and still hungers for to this very day.

Even though software-based PhysX proves a wholly viable option, every technical prowess manifests itself like Infernal’s business card, its modus operandi. Even if Metropolis, by some folly, flushes the important play mechanics down a forgotten tube, the gaming public will remember Infernal for its brooding aesthetics and gorgeous special effects. There’s nary an issue with this graphics engine, one which creates fine character models and stellar environments, both outdoor and indoor. Dungeons never looked so chilling with light and shadows twisting into each other, daintily followed by the feeling of fear. Flames—which are quite abundant—dance as they immolate their foes and illuminate dark halls like firecrackers. Visually, it’s almost too smooth, as if Playlogic tapped into the very ethereal power by which protagonist Ryan Lennox is possessed. But looks fade with time. Infernal will grab the attention of salivating PC enthusiasts. We can confirm that much, but what of the actual game behind the lightshow?

If the recently-debuted demo hints at anything, it will be good. Maybe not great, but good, if only for the ample number of enemies to slaughter, the thrill of unleashing satanic magic, and the heavy rock soundtrack that blankets action’s first notice. Any smidgen of context for the ensuing murderous rampage is conveyed by the Devil that has taken residence inside Ryan’s soul, as the Horned One regularly whispers sweet nothings into his ear. The unlikely duo will struggle to restore balance to the eternal battle between benevolence and evil. They’ll do it in the most subversive of ways, too – when a religious order attempts to banish evil (and free will, as a byproduct) from this world, Ryan and the Devil decide to take them down, feasting on the soul of every being that stands in opposition. You’re thrown into the boots of Ryan just as he is “recruited” to the dark side. So much for just shooting up the place.

But as luck would have it, you’ll get plenty of opportunity to use weapons as you guide Ryan through mostly linear levels. The requisite pistol, assault rifle, grenades, and some he-man flaming fisticuffs fit the bill nicely. A handheld flamethrower is undoubtedly the standout of the show at this point, spewing bubbly fire accompanied by screams of absolute death. And the steel shuriken is good for a few laughs, yet makes nary a dent against some of your tougher foes.

The most compelling aspects of Infernal, though, deal with Ryan’s devilish powers. A simple click of the right mouse button sets Ryan’s arm ablaze. Aim and shoot, and whatever poor sap lies within your crosshair will likely find himself on the floor, if not reduced to precious minerals. Teleportation, or what the game’s community likes to call “temporary astral projection,” can whisk Ryan to some distant on-screen location. He’ll materialize in the new locale with just enough time to flick a switch or two. This ability is used a couple of times in the demo: once to disable a security camera and once more to activate the control panel of a crane carrying some liquefied metal substance. There’s no reason players can’t invent their own uses as well, such as for making the stealthiest of kills. A utilitarian roll move grants Ryan temporary invisibility, while boosting him out of harm’s way. You won’t get much use out of his telekinetic powers or second-sight (which signifies unobvious sources of souls and mana) in this demo, unfortunately, as they’re potentially the ones with the most innovative angles.

However unique those demonic powers may seem, Infernal’s general feel is one of third-person action convention. We’re disappointed to say that side-strafing gunfights are the norm rather than the exception, as you run from corridor to corridor in search of the almighty key—the one that unlocks whatever door bars your path. Metropolis Software has made a half-hearted attempt at incorporating a system of cover, similar to the one employed (and made famous by) Gears of War. But it’s nowhere near as refined as the one in Epic’s landmark 360 title. There’s always the question of what can and cannot be used for cover, and popping out to gun down a foe takes much longer than practicality calls for. It also exposes your entire body to harm, lest you decide to fire blind, which requires the press of another key. Why even bother when Doom’s highly abnormal and superficial circle-strafe techniques work so handily, and health boosts (in the form of your enemies’ souls) are littered all over the pavement?

Play quirks aside, Infernal does much to impress. Reloading a weapon is handled realistically – throwing in a new clip wastes any bullets not used from the previous one. And nearly every firearm recoils heftily, lending a bit of weight to them. Mana, which governs the use of Ryan’s dark-side powers, replenishes quickly when he’s surrounded by beings of dubious morality, and degenerates if holy light is swathed upon him. There are also the environments – the beautiful, lush, and fantastically detailed environments, which scream of significant artistic inspiration with their dusty chambers and snow-flaked landscapes. The over-the-shoulder perspective highlights each of these along with every forceful sensation, making blood and sweat all the more real and dropping you in the thick of tense battles like few games we’ve played.

An artificial intelligence engine on par with Infernal’s stellar visuals, however, isn’t to be found. Not yet, at least. Every enemy we faced (yes, even the shuriken-toting futuristic monks) is governed by a brain-dead whim. Simply, they don’t work together in any attempt to bring you down, and it’s rare to see them use their surroundings in any fitting accord. Halo’s Grunts and Half-Life’s Marines, these enemies are not; instead, prepare to lay waste to nondescript baddies one after the other, all of which have little survival instinct in their heads. Fortunately, time still remains until Infernal’s North American release, and we’re hoping Metropolis can polish up these nagging AI weaknesses.

Dare we call Infernal a beauty without a brain? Nope; to do so would discount the maniacal joy of offing religious fanatics, flamethrower-wielding psychopaths, and hard-nosed construction workers by the Devil’s wish. However, we will call it a firebrand of a title, one that may offer a worthwhile, perhaps even underappreciated thrill ride. Keep your eyes peeled for the reckless and alluring Infernal, which is due in the States by the end of May 2007.
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Published by: Playlogic
Developed by: Metropolis
Genre: Action
# of Players: 1
ESRB Rating: Mature
Release Date: US: May 8th, 2007
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