Much slower and less action-packed
than we’d hoped – plus, it doesn’t even
look that much like a next-gen game.
The online mode needs to be awesome
if there’s any hope for this one...
SCORE
30/JUN/06
CLICK ON A THUMBNAIL TO PREVIEW
It’s hard to be a man interested in
videogames and not have some
kind of appreciation for robots.
Robots are cool. True, they’re better
when they do ‘stuff’ such as turn
into other things (see: Transformers),
dance while claiming to be ‘alive!’ (see:
Johnny Five) or hunt things to the end
of the earth in an unstoppable orgy of
violence (see: The Terminator) but on
the whole, robots are awesome. It’s
also hard as a male gamer not to have
a general appreciation for guns – not
necessarily the real thing (we’ve fired
real guns in the past at a rifle range and
really didn’t enjoy the experience one
bit), but certainly the fact that a large
majority of games see you using them
in one way or another, and that they
make loud noises when fired. And then
there are explosions… yes, explosions
are very good too, especially when
they’re large and flamey. As such then,
you’d think that the equation would
be obvious: Big Robots + Massive
Guns x Huge Explosions = A Great
Combination. Right? Right?
Well, no – not necessarily. It’s
true that as a pure sum of its parts,
Chromehounds should rule our lives
with an iron fist (and legs, arms and
head too). But the sad fact is that
where we were expecting a game
packed with gun-toting mechs
racing around a bustling landscape
blowing each other to pieces in the
name of war, the reality is somewhat
different. Chromehounds is bland.
Chromehounds is linear. And boy, is
Chromehounds slow… in fact, it’s slow
to the point where we’re tempted to
write the word with either lots of ‘o’s
or with ellipses in between every letter,
just for effect. So, the question we’ve
got to ask is this: between the game
being announced and the game being
released, what the hell happened?
Unsurprisingly, the answer is not that
much. Rather than there being a
breakdown in communication, some
kind of developmental cock-up or
just plain bad luck, FROM Software
has simply gone about creating what
it knows best – an overly serious
mech-based game. That the game’s
lead producer was also the man
responsible for overseeing the creation
of several Armored Core games
(FROM’s million-selling robot franchise
on the PlayStation2) is incredibly telling,
because many of the underpinning
concepts behind the series are present
in Chromehounds too. The only real
differences lie in how FROM has
expanded the game from being a single
man in a single mech to having a more
squad-based slant to it, with multiple
classes of mechs (or Hounds, as they’re
known) being available to the player at
any one time. That, and the enhanced
visuals that appearing on a nextgeneration
console like the Xbox 360
afford, anyway.
Or at least, that’s the idea. However,
having stomped around many of
Chromehounds’ numerous landscapes,
we’re a little concerned… exactly where
is this evidence of next-gen quality?
Yes, some things stand out as being
rather lovely – the pinpoint detail of
each Hound that you get to control,
for instance, complete with pumping
pistons, whirring cogs, recoiling barrels
and other precision elements proves
that FROM really does love its mechs,
the attention to detail on each one is so
high. And spot effects, from the fiery
explosions that issue forth from each
Hound you destroy to the resulting
voluminous smoke, really are quite nice,
despite being fairly commonplace. Sadly
however, the same can’t be said for
the actual environments that you have
to explore in order to win each battle.
But then, what word would we use to
describe them? ‘Barren’ would be a
good one, except that’s exactly what
you’d expect a battlefield to be and so
it doesn’t quite do our disappointment
justice; ‘bland’, on the other hand, is a
little too harsh, but then only a little.
That these landscapes are bereft of
anything genuinely interesting, however,
save for various flat-textured mountains,
even flatter-textured grass, sand and
rock, and only the occasional village,
enemy base or cluster of trees for you
to flatten, is the real point we’re trying
to get at here. It feels like you’re walking
across empty ground for much of your
time, which, considering how damn
slowly each Hound moves, grows tiring
very quickly. It wouldn’t be quite so bad
if the enemies were numerous enough
to draw your attention away from it
all… but they’re not (and remember,
this is on the Xbox 360 – a console that
prides itself in being able to handle large
numbers of on-screen characters at
any one time). You’ll be lucky if you’re
fighting six, maybe seven enemies – be
they bigger Hounds or smaller tanks
– at a time, which may be practical
from a sense of the odds being unfairly
stacked against you, but doesn’t do
much to hide the shortcomings in terms
of the game’s environmental visuals.
Perhaps if FROM had put as much effort
into making the levels you fight in as
interesting to look at as it did creating
the story behind Chromehounds, we
wouldn’t have cause to complain...
Yes, the story. If there’s one thing
that FROM has decided to put a lot of
effort into, it’s Chromehounds’ plot – an
extensive tale of a nation at war that
starts back as far as 1945, twists real-life
events to fit (so the disaster at Chernobyl
was now the result of a terrorist attack,
not just an accident) and sees the
formation of three distinct factions:
the Democratic Republic of Tarakia,
the kingdom of Sal Kar and a group of
mercenaries known as Rafzakael who
fight for whoever pays them the most.
It’s the conflicts between these factions,
leading up to the great Neroimus War,
that forms the basis for Chromehounds’
single-player mode, with the player
jumping between sides to experience a
slice of every nation’s grief. Apparently,
it’s been done like that so that you can
make a conscious decision about which
nation you want to fight for when you
go online… and that’s a good thing,
to be honest, because there’s nothing
like a bit of empathy to help keep a
game interesting. Well, it would be if
it made any difference, but the fact is,
there are no differences between the
three sides. In fact, there’s very little
point behind any of the single-player
mode, something that Sega has already
all but admitted in its press releases. It’s
merely a series of mission-based training
exercises that allow you to practise with
each available Hound class (or Role
Type, as they’re known in the game)
before going online, as well as unlocking
Hound parts that can be used to create
a unique Hound that you can use – yep,
you've guessed it – online. Does the
game focus too much on its online
components, leaving the single-player
mode floundering as little more than an
afterthought? Well, yes – that’s exactly
what it feels like to us and, to be frank,
we’re massively disappointed.
Yes, we’re disappointed that
Chromehounds is so slow; we’d hoped
for something along the lines of Zone
Of The Enders or Phantom Crash in
terms of speed, but it’s not even close.
We’re disappointed that a game with
such a heavy emphasis on online play
isn’t being marketed as such, leaving no
doubt to many people feeling let down
when they realise the offline mode is, in
fact, boring filler rather than being an
experience in its own right. We’re even
disappointed at how the game fails to
take any real advantage of the nextgen
hardware, merely adding a little bit
of extra detail to the robots instead of
really doing something groundbreaking
with a genre that has been stuck in
the same rut for ages. But most of all,
we’re disappointed that Chromehounds
just isn’t what we hoped it would be.
Clearly, we’ve fallen victim of our own
hype machine and when that happens,
you know it’s time to turn around and
just walk away.
We’re still secretly hoping therefore,
that deep inside of Chromehounds’
online mode – the very thing that all
the focus appears to have been placed
on – there's something that manages
to change our minds or, in the very
least, make us rediscover our love for
big stompy robots. But as it stands right
now, we’re feeling somewhat empty
inside. We used to think robots were
awesome, really we did. Now we're
not so sure. What have you done to us,
FROM... seriously, what have you done?
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson