FireBlade

February 19, 2003

Platform: Microsoft XBOX
Developer:
Jack of all Games
Publisher: Midway
Reviewed by: McDank

 

Gameplay: [9] Graphics: [9] Audio: [8] Replay: [6] Overall: [8.0]

 

Every now and again a good game somehow slips through the cracks. Sometimes a game receives so little press that it has no chance of being even a sleeper hit. Fire Blade is one of these games. The fact that this game is a Midway title would be a red flag to the savvy gamer, its $20 price tag would also indicate that the gameplay is somehow fatally flawed. Regardless of the warning signs, I picked up a copy looking for some quick and dirty fun… If the game were REALLY awful, I’d only be $20 poorer.

CHOPPER STRIKE

I loved EA’s Strike series in the glory days of the 16-bit systems. The graphics were great, and the gameplay was simple and addictive. The core gameplay consisted of chopper vs. ground force combat, using a chaingun, dumb-fire rockets and seeking missiles. Weapon, fuel and armor pickups provided a bit of a strategic element, rounding out a very intricate and polished gaming experience. I still occasionally play Desert Strike (the first game in the series) via an emulator on my laptop (not that netjak condones that sort of thing)

After familiarizing myself with the controls, I begin to notice how closely the gameplay in Fire Blade mirrors that of the old Strike series. The auto-targeting chaingun is here, the rockets, the missiles, the power-up crates. A few extras have been thrown into the mix, stuff you’d expect to find on modern choppers: heat vision, jet-assisted boosters, precision sniper weapons, EMP weaponry and stealth capabilities.

So many ‘retro revival’ type games (Spy Hunter, Defender and Frogger, to name a few) are mediocre at best and usually fail to capture the key elements that made the originals fun in the first place. It is refreshing to play a game that actually captures the spirit of a classic game, improves upon the core gameplay, all without ever exploiting its ‘retro’ appeal. 

GRAPHICS

The developers obviously put some effort into making this game shine on the XBOX, a somewhat astounding feat when you consider that this game was released for all three consoles. Not once did I spot a blurry, muddy or pixellated texture. On the ground beneath you is an intricate patchwork of military installations, complete with troops, jeeps, trucks, APCs, tanks and anti-aircraft guns. There are also many different types of buildings: bunkers, guard towers, hangars, communication arrays, you name it. Zooming in on any of the detailed ground forces with a sniper weapon will reveal a remarkable amount of detail (so much so that you couldn’t even see it without a sniper scope).

Water effects are especially well done, with crisp textures and real-time reflection effects. Water may be a murky brown or a clear aqua, and transparency effects are affected accordingly. When hovering close the surface of the water, your chopper blades will cause the water to chop dramatically. Your chopper blades will also kick up a dust cloud when flying close to dry land; trees and foliage will bend and sway under the downward force of your bird.

The heat vision provides some useful contrast to spot distant enemies, and is accompanied by a nauseating motion blur that will effectively keep the player from over-using it. A similar motion-blur effect is used during jet-boost, although it is well done and less disorienting. Smoke trails and explosions are adequate, and the EMP effects are a little cheesy.

SOUND

The sound is as about as good as can be expected from this type of sterile military scenario. The constant sound of your revolving blades is mercifully hushed, more so in stealth mode. Explosions and gunfire are par for the course; nothing to complain about, nothing to go ape over, either. The only notable voice acting comes from your rough-sounding commander, who shouts orders at you when you screw up your mission.

GAMEPLAY

Missions consist of your basic set of objectives: defend key points, destroy key points, escort, time limit and stealth. Sometimes these are mixed and matched, but there is going to be at least one type of mission goal that any one gamer is going to hate. I’m not fond of timed missions or escort missions, but even these missions (while difficult) have me picking the controller back up after multiple frustrating losses until I beat them.

Getting used to controlling an attack chopper in three dimensions can be a daunting task. The right analog stick controls your up-down and strafing motions, while the left stick controls your forward-back and turning motions. After a bit of practice the controls may be tamed, but still require enough effort to make every kill a joyous event. The nature of chopper control makes it nearly impossible to aim your rockets via the third-person reticule; thankfully your chaingun and missiles lock on and your rockets can be fired from the first-person sniper mode.

Certain situations require that you get past enemy positions without being detected. Your attack chopper is equipped with a stealth system (pulling weapons into internal weapons bay, light/heat refraction technology) to achieve this. Getting too close to an enemy will still allow them to hear or spot you, so distance is key. Firing your chaingun or launching rockets will also give your position away.

Your EMP cannon provides an interesting bit of strategy. You can fire your EMP without giving your position away while in stealth mode, and it quietly disables vehicles instead of blowing them up. This gives you the opportunity to secretly immobilize a large portion of the enemy attack force before coming in for a close range attack. Soldiers will notice if a vehicle is hit by an EMP charge and will run to report it, they must be precisely delt with using the sniper cannon.

For the most part gameplay is balanced, but occasionally the difficulty will vary from ‘way too easy’ to ‘blinding rage difficult’.

You may go back to any level after completion, to achieve secondary goals or just get a better score… This helps to add a bit of replay value to a game that already sports a healthy collection of levels over several campaigns.

FINAL DIGS

Fire Blade does not have an engrossing plot, pre-rendered cinematics or a popular license. What it does have is an assload of rock solid gameplay, and an impressive game engine to boot. If you are looking to kill a solid weekend, this game would make a great rental.

Let’s face it: you can’t beat a $20 price tag to have a good game in your collection, either.

 

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