Medal of Honor: Frontline

January 21, 2002

Platform: Microsoft XBOX
Developer:
EA
Publisher: EA
Reviewed by: McDank

 

Gameplay: [8] Graphics: [7] Audio: [10] Replay: [6] Overall: [7.75]

 

 

Killing Nazis.
It’s been a staple of video gaming since the stick-figure mayhem in the awful Escape From Castle Wolfenstein series of Commodore 64 fame. Why is killing Nazis so damned fun? Simple – Nazis deserve to die. You can feel GOOD about killing them. At the end of the day there is nothing quite like a cold beer, a good game, and a pile of dead German socialists.

Last year’s Medal of Honor: Allied Assault for the PC was a shining example of how a historically grounded shooter could be fun and historic at the same time. The gameplay mechanics were in no way original, but so compelling that I gladly died and re-started at Omaha Beach at least 20 times before I made it to the seawall. It was for the good of the free world, and I’d do it again. Plus, I got to kill an assload of Nazis.  

Enter Frontline, the third installment of the MoH series, and now on XBOX. How does MoH:F stack up against its PC counterpart? Maybe it’s the battle fatigue talking, but the experiences are really too different to pick a favorite.

The Sounds of WAR
The very first thing that really blew me away about this game was the audio. When I watch a war movie, I turn the sound up until each gunshot rings in my ears and the explosions confuse and disorient my dog… I also firmly believe that this is how video games should be played, and I practice this belief whenever the wife allows it.

At the title screen (twenty seconds after loading the disc) I knew I was in for an aural feast, as the distinct chatter of a Browning Automatic Rifle swept across my living room. The Medal of Honor logo spilled tiny chunks of debris onto my living room floor, in front and behind my game-playing chair. When the surround-sound effects are this good on the title screen, you know damned well from the start that the developers put some serious effort into this aspect of the game.

The audio during actual gameplay doesn’t disappoint. Each weapon has a distinct, realistic sound when fired. A bolt action rifle will give off a loud crack, followed by a rumbling echo that lessens as you move away from the shooter. Pistols and submachine guns give off a flat, low pitched crack and no echo. When being fired upon, the player can often tell where the shooter is just by listening for his position. Every single bullet passes from the shooter and across to the rear channels (or the front if it comes from behind), giving the player a real feeling that he is right there in the fray – a la Saving Private Ryan.

The voice acting is well done and the NPC voices in the game are high quality audio. The directional effects are laid on thick as airplanes scream by, strafing the ground with heavy caliber fire. Most gamers don’t care about audio as much as I do (if at all), but if you’ve got a stereo system that can do it justice, this game will blow you away.

Looks Good, Less Filling
While it looks great for a multi-platform release, MoH:F is yet another XBOX title that falls short of the graphical capabilities of the system. It would have been nice to see this game developed on the XBOX first and improved upon from its PC brother, but XBOX owners will have to settle for improved graphics (albeit slightly) over the PS2 version, minimal multiplayer support and a more solid framerate. With the exception of these minor improvements, this is the same game as the PS2 version - so don’t bother picking this one up if you’ve already had your fill of Frontline on the PS2.

The texture quality is generally low, with the exception of the other soldiers. Muddy concrete textures abound and blurry splotches of green and yellow represent grass. Glass a dull and milky look to it, with little or no hint of any reflection effects. The ocean at Omaha Beach is covered by a single layer of animated water texture and does not roll or chop (even as dozens of boats travel through it) until you get near the shore, where the tiled flatness is broken up by unimpressive wave effects.

Explosions and particle effects are adequately done, but nothing that any gamer hasn’t seen in any other FPS in the last half-decade. Lighting effects are pretty much non-existent and I failed to notice any real-time shadows.

The exceptions to the graphical mediocrity are few. The player’s hand and gun models are very detailed and well animated. The faces of the character models are equally detailed and well animated, although the soldiers in the game tend to look a lot like multiple sets of very unattractive brothers. The lip-synching to the dialogue is believable for the most part, although the head of the speaker sometimes looks right at you regardless of the position of the neck and body. The effect gives the creepy impression that a bobbing, two-dimensional talking head has been pasted onto the bodies of others soldiers.

For the complete lack of individually polished visuals, this game does not look bad overall. The visuals tend to blend well, creating a fairly convincing WWII battlefield. Overall the graphics lay a serviceable groundwork for a solid shooter, and that is good enough in this case.

It’s No Wonder They Lost the War
The Germans in this game are possibly the dumbest opponents I have ever faced. Dead bodies clipping through walls after falling down doesn’t seem to happen, but this comes at a cost: enemies will run into a dead comrade and stop cold while still in the running animation. Similar problems occur when the AI encounters a corner of a table or box on the ground; they keep on running without ever actually moving. If a German sees the player they will instantly give chase and start shooting, if the player ducks behind cover they will stop and wait. This seems like a good idea in theory, (as they will not rush into a bottleneck to be slaughtered) but a grenade tossed around the corner will kill everyone as they stand around waiting for you.

To sum up the German AI: they will stand around and do nothing until they see or hear you, at which point they will individually attack you until they no longer see you. That’s it. No group tactics, no avoiding grenades, no searching around corners – nothing.

War is Ugly. Ugly and Linear.
The level design in MoH:F is a mixed bag. Some levels are large and open; some consist of a narrow corridor that must be navigated front to back. All of the levels have a series of goals, which are met by basically making your way through a level:

Kill this guy – I was gonna kill him anyway.

Find this guy – I’d have to go there anyway.

Find this thing It was sitting on a table next to the health and ammo.

The “goals” just end up being things that you come across, making every level just a Point A to Point B killing spree.

The upside to this type of linear gameplay is that it allows for many scripted battles, and MoH:F shines in this way. Many people will remember the Omaha Beach level of MOH:AA – The developers seemed to have learned a valuable lesson from this, as every gun battle will provide cover that can be strategically used to exploit flaws in the enemy AI. This is essential in the later levels, as the difficulty is ramped up simply by giving the player fewer health power-ups. The pacing of these memorable moments (including a slightly different Omaha Beach level, the very first level in this game) serve as a promise to the player that continued play will reward him/her with several such encounters.

The control system has been redesigned for Frontline; the result is (in this reviewer’s humble opinion) the best mouse-keyboard to console-controller conversion so far. The standard (WASD) left stick and (mouse) right stick, Halo style control style provides the basic setup, although you get no crosshair. Pressing the left trigger to aim, the camera will zoom towards the target (the more accurate the weapon, the farther the zoom) and a reticle will appear. While aiming, the left stick ceases to move the player, but instead allows for leaning and peeking control. The total control package can be utilized to great effect once mastered.

The combat experience is pleasing overall, although more extreme tactics soon become impossible, as the complete lack of an in-game save feature means one mistake will send you to the beginning of the level. At the very least a checkpoint system should have been implemented.

Final Digs:
Frontline has slight edge over its PC counterpart in level design and cinematic style, though the graphics are not as sharp and the enemy AI is a lot dumber. The control setup is so different that the core combat mechanics are drastically changed (for the better, I think). The stripped-down multiplayer won’t keep you interested for long, but there is still a good amount of great single player action here.

As much as the technical shortcomings and weak mission objectives annoyed me, I felt compelled to fire up that mean, green machine and get one more level in before bedtime – and that counts for something. This game would make a great rental and a solid buy for someone looking for a quality run-and-gun FPS.

Comments were removed because I couldn't deal.

 

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