Game: BlackSite: Area 51
System: X-BOX 360, PS3,PC
Type: FPS
BlackSite: Area 51- ‘Who let the Devil Dogs out?’
What?! Do you mean to tell me that there are still aliens left in Area 51?! I thought they shipped them all off to Canada! Each time I find myself holding a game like this I simply sigh and think of what could have been. The last time I had to be subjected to a formula like this was back in Calculus 101 and I got a “C” in that course!
Developers are going to have to step it up. It is no longer good enough for the game to look pretty and it is inexcusable for the game flow to be interrupted by either numerous loading sequences or a moronic game AI. Also, is it really that difficult to develop a plausible alternative to the old ‘breakout from the clandestine government laboratory’ scenario?
Come on I’m sure you know how this story goes by now “…super secret government project…something has gone wrong…now the captives have gotten loose and are wreaking untold havoc on an unsuspecting…” yeah, yeah, you fill in the blanks.
Even though BlackSite: Area 51 introduced very little in the way of innovation to the genre, there were a few things that were done quite well.
The creature modeling is actually very good. In particular the worms and the augmented stalkers were well designed. The voice acting is a par above average and the controls are fairly decent (although they take a little getting used to), you do feel like you are able to get your character to do what you want him to do, when you want him to do it. Unfortunately BlackSite falls short in too many other ways that brings down the total gaming experience.
Midway chose the Unreal physics engine to power BSA51 with which they were able to create fantastic effects (the worms bursting through the ground were spectacular), but these were at the cost of game fluidity. It seemed that almost for every minor transition was accompanied by a loading sequence. The true power of the physics engine was not fully utilized since much of the in-game environment was not destructible. BlackSite also uses the tired technique of using impassable, indestructible obstacles to ‘funnel, the player towards the checkpoints, creating a ‘connect-the-dots’ gaming experience.
In an attempt to add a level of realism, Midway adopted a simple point and click command structure for your computer controlled squad mates and combined it with a ‘morale’ component. If their morale is high they are supposed to do a better job of killing the enemy and providing you with cover fire. That would be a nice touch if they actually made a difference in a fire fight’s outcome. All too often the gamer will find his squad mates missing badly with their grenade tosses, or shooting already dead enemies while the player is getting mauled.
As for the enemy AI, in one moment they can clairvoyantly direct their fire from blocks away at your hidden position and the very next moment, they will walk right past your character as though he was invisible.
All in all, BlackSite: Area 51 might hold the player’s attention for about an hour or so, but in the end they will find themselves getting bored rather quickly and wanting to put this puppy down for the count.