Started playing WANTED: Weapons of Fate tonight. I heard it was short. Apparently, it's really short: I played for an hour and a half and am up to Chapter 4. I think there are 7 total.
The writing is at least interesting; the game takes place on the heels of the movie's events, with Wesley trained up, and the Chicago Loom in a post-explodo state. The story alternates chapters between Wesley dealing with a new Fraternity trying to destroy him for heresy, and flashback missions playing as Wesley's father, Cross, making his escape to America when Wesley is still a baby.
The game has tutorials which walk you through all the stages of the interesting things you can do: walk, aim shoot (ho-hum), use indirect fire to create an opportunity for discreet movement to flank enemies (WOOOO!), curve a bullet's flight (rawk!), and slo-mo traversal firing (meh; every shooty game since Max Payne 1 seems to have this).
Then it drops you in a turret for no good reason, and fails to explain that whenever you're not actively aiming or firing you've got perfect cover. Yeah, that makes no sense: put a guy in a turret and expect him not to be firing constantly? What about that indirect fire, about which you just taught me, that forces everyone to take cover? Me, blazing away with a 50 caliber emplaced weapon, actively aiming at them and mowing down legions of the bad guys doesn't make them defensive or distracted in the same way blind firing a pistol does?
So, yeah. The game's pretty inconsistent, but there are some badass Time Crisis-styled sequences that make up for it. These play like Quick Time Events, in that player input is kept to a minimum, but only successful input allows continuation of a scripted cinematic sequence. For instance, a scene where a jumbo jet is plummeting near vertically toward the ground, Cross has to climb up from the cockpit toward the rear cargo hatch to escape. Along the way he has to face many survival-instinct-challenged enemies. ( additional rambling )
The writing is at least interesting; the game takes place on the heels of the movie's events, with Wesley trained up, and the Chicago Loom in a post-explodo state. The story alternates chapters between Wesley dealing with a new Fraternity trying to destroy him for heresy, and flashback missions playing as Wesley's father, Cross, making his escape to America when Wesley is still a baby.
The game has tutorials which walk you through all the stages of the interesting things you can do: walk, aim shoot (ho-hum), use indirect fire to create an opportunity for discreet movement to flank enemies (WOOOO!), curve a bullet's flight (rawk!), and slo-mo traversal firing (meh; every shooty game since Max Payne 1 seems to have this).
Then it drops you in a turret for no good reason, and fails to explain that whenever you're not actively aiming or firing you've got perfect cover. Yeah, that makes no sense: put a guy in a turret and expect him not to be firing constantly? What about that indirect fire, about which you just taught me, that forces everyone to take cover? Me, blazing away with a 50 caliber emplaced weapon, actively aiming at them and mowing down legions of the bad guys doesn't make them defensive or distracted in the same way blind firing a pistol does?
So, yeah. The game's pretty inconsistent, but there are some badass Time Crisis-styled sequences that make up for it. These play like Quick Time Events, in that player input is kept to a minimum, but only successful input allows continuation of a scripted cinematic sequence. For instance, a scene where a jumbo jet is plummeting near vertically toward the ground, Cross has to climb up from the cockpit toward the rear cargo hatch to escape. Along the way he has to face many survival-instinct-challenged enemies. ( additional rambling )