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Reviews: PC Games - The Thing



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The Thing

(continued)




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But it is fun cannon fodder with enemies retreating, trying to flank you and generally making your life difficult. All the while making suitable snarls, hisses, gurgles and squelchy noises as required. Audio-wise, while the game doesn't make a lot of use of fancy audio processing, the actual sound itself has been captured well and is very suitable to the on screen action. It is accompanied by a perfunctory graphics engine that while not a technology demo certainly does the job very well. Although it does have a curious quirk of occasionally failing to texture everything and rendering chunks of the scene as untextured models in a bright primary colour. It rectifies itself within a few seconds and isn't a showstopper bug but can be disconcerting. Fire in particular is handled well although steam and fog effects are very nice too. Perhaps the most stunning feature of the engine is the torchlight which is finally a useful implementation of a torch (can other game designers please take note of this?). Enemies tend to be where the best effort has been made though and the characters you meet and Things you fight are all rendered pretty well.


Click for enlargement

Burn, Hollywood, burn!
Taking down Tinsletown!

The infrequent large 'boss' enemies are a particular treat - they really have gone to town with these, turning them into large squelchy horrors that match pretty closely some of the images from the film. Boss monsters are a staple of console gaming so belie the cross platform design of the game. Usually, the boss has one gimmick vulnerability that requires several attempts to find and then exploit. While that is the case partially with the Thing, there are a satisfying number of times that just plain slugging it out with the Thing will suffice. Assuming you have been careful with your ammunition and can afford to do so that is...

There is a second frustration with the game design that detracts a bit and that is the fairly high turn over rate of party members between levels. Having done the hard work to make the squad mates believable characters who can and will freak out, throw up or try to kill you they then diminish that aspect by too frequently stripping all the squadmates away and leaving you on your own. Twice this is done fairly enough as part of the story but there are very irritating sequences where activating a trigger point forces a teammate to become a Thing and attack. It has two major effects, firstly the bloodtest kit becomes that bit more useless as it can report someone to be fully human only for them a scant few seconds later to breakout into a Thing and attack. Secondly it promotes some cheap tactics where slaughtering a teammate while they are still human becomes a useful tactic because they are easier to kill that way.


Click for enlargement

In game cinematics advance the story nicely.

Other games do use trigger activated scripting to advance their story, Half Life for example but, given the careful work done to make the squad AIs be so reactive to their environment and to you, it is such a shame that the more intrusive scripting had to be used. With a little more design work it should have been possible to not need those triggers and that would have pushed the game into classic status. As it is the game is very fun but thanks to slightly too intrusive scripting has diminished replay value. Well, diminished conventional replay value - already a few people have been exploring the various ways the AIs can commit suicide when you push them too far.


Click for enlargement

Barrels simply must die!

If you like survival horror games or are a fan of the film, this game is well worth your time to check out. It stands as an example of movie to game conversion that does justice to the film while taking the survival horror genre in a new direction with fully AI controlled teammates that are genuinely useful, not frustrating and are much more realised characters than the stock automatons we have been used to. But for the two glaring defects in the game design this game would have been an instant classic, instead we have to settle with a really good game.

Here's hoping for the sequel, eh?




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    Agree or disagree? Have your say: 6 comments
  • Details
    Developer:

       Universal Interactive

    Publisher/Manufacturer:

       Vivendi

    Links:

       Official Web Site



    System Requirements:

      •  Windows 95/98/NT4/2000
      •  400 MHz CPU
      •  64 MB RAM
      •  600 MB available hard drive space
      •  4x CD-ROM
      •  Direct3D-compatible 3-D accelerator

    Review System:

      •  Windows 98
      •  AMD Athlon 1800+ MHz
      •  256 MB RAM
      •  32x CD-ROM
      •  GeForce 3
      •  Creative Sound Blaster Audigy

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