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Shogo: Mobile Armor Division (Win98)By: The J Man
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I've never been a fan of anime, so a videogame trying to replicate the style of one isn't going to goo my pants. I actually can't even remember why I grabbed this off Ebay - perhaps reviews saying how uncommonly strong the story and characters were. And while I would reflexively snub my nose at the Japanese fetish for giant robots, I do have to remind myself that that's basically what the Transformers were. And the Transformers were pretty cool. Shogo has you controlling Sanjuro, a mech pilot for the military. An extremely valuable substance called Kato has been found on a particular planet, leading to a three-way battle royale between the military alliance, the planet's rebel government, and a powerful terrorist group out to gain a Kato monopoly. You serve under a cold and distant admiral. You and his daughter used to be an item, until you lost her, your brother, and your best friend to a previous mission gone bad. So, in between feeling sorry for yourself and being outcast by your fellow soldiers, you find solace inside the admiral's other daughter. Deeeeeep inside. I swear I'm not making this up.
In-game, the story results in a few non-interactive cutscenes and a shit-ton of radio messages from command and various deus ex machinas (everyone on the planet apparently has your frequency). Terse mission objectives point you around to where you will find an exit, or interact with certain consoles. Pretty basic stuff, and it follows the new standard for "story-based gameplay" since Quake II. I commend them for trying harder to tell a story than the laissez faire attitude of a Doom or Duke, but a couple of cutscenes and a lot of dialogue doesn't make this close to a book or movie. Instead it feels tacked on, as unobtrusively as possible, to a standard FPS blast-a-thon. As promised, you will switch between infiltrating bases on foot and stomping through cities in your mech as you make your way down the list of levels. Fighting on foot is no-frills FPS action. Offices, military bases, and various parts of the city are your targets, and you'll shoot your way past faceless guards and soldiers with a variety of weapons. There are no key hunts, but objective-based barriers will have you searching around for the right computer, the right item, or the right power box to blow to open up a new area. Despite all the mech hype and packaging promises, these on-foot levels are the bulk of the game. Every one mech level leads to three or four foot levels, and usually that mech level is just based on getting you around the city and to the next docking station.
It looks just as cheesy as early Godzilla films, where a man in a rubber suit stomped around a shrunken city set. In theory, you shouldn't be able to tell a difference because the camera never gives you an object to throw off your scale reference - but for whatever reason, you can still tell what's really going on. Same thing here. Furthermore, the on-foot levels give a built-in comparison. It's pretty easy to see the that the game, and the feel of the game, are identical in both sections. The controls don't change either, and you are just as agile in the bot as you are on the ground. True, there is precident in anime for robots that move as lithely as humans do, but running around exactly as you just did on foot doesn't help the illusion of controlling a giant robot. Like the story, the mech sections seem gimmicky and tacked-on. Missions are fairly straightforward, and again, all the serious intrigue happens on the ground. Mech missions are simple A to B affairs or basic boss fights. Foot missions at least throw in a C or a D, with occasional reroutes and bits of variety. You'll have to storm through a hotel, across rooftops, and through a few apartments as you rush to outrun security checkpoints. There's a shootout at a disco, with appropriate textures and lighting. One infamous sidetrack has you coming to a closed gate. The woman who controls it insists that you must first help her rescue her cat. You'll backtrack to a warehouse, shoot through some armed hobos, find a squeaky toy, shoot through more hobos planning to eat the cat, use the squeaky toy on the cat to coax it out, and return to the questgiver. You could also just shoot the woman (nice touch, and I did), but you'll miss out on an ultra health and a lame reference to eating pussy.
Weapons break out into rocket launchers, energy pulse weapons, and instant-hit guns like lasers - the only reason you'll need to switch around is variety. Both sides of the game have their single all-purpose gun (the assault rifle on foot, the pulse rifle on bot) and they're both perfectly capable of taking you all the way through the game. Many of the others are also simply redundant copies. While I like the scatter-launching Bullgut, I couldn't find a real difference between the other three rocket launchers. There's absolutely no reason to use the submachine gun when the silencer doesn't actually work, and it hits just as hard as the assault rifle. Same for the laser gun or giant machine gun on the mech side. Enemy AI is exactly as expected. Basic charging, shooting; no dodging, no fear. However, enemies do enjoy lighting reactions as you enter the room, flawless aim, and high-damage attacks, just like in Blood II. One particular time that I was paying attention, I notice I jumped from 1000 health to 200 in only a few shots, and this was not against any kind of special mech or tricky weapon. Your health will rollercoaster unbelievably throughout the levels. The situation actually gets worse as you go along (nuke launchers instant-kill mechs, most explosives instant-kill you on foot). You most definitely will take damage in every fight. Luckily, this is offset by a ridiculous abundance of health and armor powerups, both laying around, and hidden inside ubiquitous objects like boxes or cars. You're also helped by the critical hit system. Seemingly at random, you'll score a "critical hit" against man and mech alike. A critical hit creates a little purple explosion on your enemy (complete with a "zowwiee!" brand of sound effect) and gives you a moderate health boost each time. I never got good enough to trigger them on purpose (it's not headshots or pinpoint aim), but they happen frequently enough to keep you going and make the game playable. The downside is that enemies can randomly, but far less frequently, score crits on you.
Characters are all fully voiced, and I think they missed a step here. First of all, no big names. While that isn't critical, this is a game that would have significantly benefitted from some classic anime actors - especially if that's the audience they're playing to (even, God help me, Cam Clarke would have been appropriate). Instead, the actors here are relative newcomers with little work under their belt; and it's probably no coincidence that the majority have more than one Monolith game on their resume. I freely admitted that I'm no fan of anime, but I have seen a few, and my thoughts playing through was that the dialogue didn't feel like an anime. The actors don't sound like classic anime (dubbed) heroes, don't express much emotional involvement, and the lines they're provided rarely impress. Oh, there's a good one or two in there, but most are direct "videogame" dialogue telling you where to go or tersely what's at stake. It's a shame because the intro's great, complete with a perfectly goofy bubblegum pop song (and in Japanese, no less). The game itself just doesn't match. If I had to put my finger on it (and it's the last paragraph, so I do) I would say that Shogo feels like a game for anime fans made by people who really didn't think much of anime. "Anime" here seems more like a license for goofy camp. There's very little emotional impact to the story, and so many plot twists that you wonder if it's supposed to be farce. Even Monolith themselves blow off the story in the ending credits (by way of a flippant summary of its events for street cred - watch the credits, you'll see). Whatever the reason, it doesn't tell a story well, and while I appreciate that it does at least try, it still falls deep into classic game conventions. The game powering this plot is further flawed, with short mech areas that fail to impress, and on-foot corridor shooting that could have come from any other FPS on the market. Tries to be different, ends up being exactly the same. -reviewed 11/07/08 - game copyright 1998 Monolith Productions
Kathryn - "They know you're coming." |
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