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Printable Version   HOME » GAMES 
Perfect Dark review

How do you set out to best something like Goldeneye 007? The game's been delayed for two years, it's out nearly late enough to coincide with the following Bond cinema outing, but yet it's a revelation, and nothing short of. It's a monster hit, that just goes to show that with the right group of guys behind the wheel, it is possible with dedication, skill, and possibly a mere dash of luck, to steer a movie-franchise based title to greatness.

But now, it's the year 2000. Expectations and anticipation is high, and you must deliver. What do you release? If you're Rare, you release Perfect Dark.

Perfect Dark has a lengthy back story that occurs prior to the events depicted within the singleplayer adventure itself, which involves a living spaceship crashing through Earth's atmosphere, and laying dormant for many ages on the Ocean floor, an interplanetary war between two alien races, and the reconnaissance ship of the more docile of these two races having noticed a developing human race, and deciding that we were worth keeping an eye on, as we evolved, and the result for one man (Daniel Carrington) of first-contact being initiated between the peace-loving breed (The Maians), and himself, on behalf of humanity, when the aliens felt the time was right, and they in friendship gifted him and his Carrington Institute with technological advances to aid the public.

The Skedar, being the name of the more aggressive race, also formed an alliance, but this time with Carrington's rival, Cassandra de Vries, and the shadowy Datadyne Corporation. The Skedar sought to raise the submerged spacecraft, and in return would grant Datadyne technology advancements...However, the plan goes awry, as although De Vries gains the support of the Head of the NSA, Trent Easton, they need the President's permission to bring the craft to the surface. He refuses their request. The determination of the Skedar was underestimated, as they set out to create a clone of the Pres, that would have no qualms about granting their request, and then they'd promptly assassinate the real President. Unfortunately, there's a code lock on the access door to the craft, though Datadyne possess the manpower and expertise to create the advanced AI that would be needed to crack the combination. They set about this, and create Dr. Carroll, that is indeed very smart. Too smart it turns out, as he breaks his protocols, and reaches the conclusion that what Datadyne is doing is wrong. So he contacts the Carrington Institute to arrange his extraction from Datadyne's laboratories, as he suspects that Datadyne is on to his change in demeanour.

He's right. He's scheduled for reconditioning to iron out any "faults" in his programming that same night. Oh, and to add a further twist to this tale, did I forget to mention that the Skedar plan to use Earth as a test site for a weapon that tears molecules themselves apart, once they've gained access to the submerged craft...

Fortunately, for such a crucial mission, on which the fate of the entire world literally hinges, Carrington has just the operative. Fresh from the Academy rookie, Agent Joanna Dark, or Perfect as she's sometimes known, by legacy of being the sole participant to achieve a flawless score on the final Academy test.

So with a brief flyby camera pan of a city-scape, the Datadyne logo visible in the distance, and a slide down a line from the helicopter to land on the roof of Datadyne, the first mission "Datadyne Central: Extraction" begins.

Perfect Dark, is a first-person shooter, in which your goal is to neutralise the alien threat to Earth, as well as bring to a halt the plans of the Datadyne Corporation.

You'll do this by tackling 17 individual missions whilst playing through the main story, that are broken up conveniently into usually two or three sub-objectives, and each of these missions can be tackled individually, by accessing your laptop computer at the Carrington Institute, which serves as your menu, giving you access to Single player, Multiplayer, and Challenge modes of play, in addition to the options. But back to single player, for now. There are three tiers of difficulty, available, being Agent, Special Agent and Perfect Agent, on each of the sub-missions (if you like) within the game. Besting one difficulty will allow access to the next setting for that level.

In the later difficulties, obviously the ante is upped, either by smarter AI, less time allowed, more objectives, or whatever it may be. However, these risks and displays of skill won't go unnoticed, if you're speedy enough. Since, if you beat a level, with all objectives met, within a given time limit, then a number of useful, fun, or just plain odd, cheats will be made available to you. Be your want invisibility, all weapons, or just a dash of colour to the screen, all tastes are no doubt catered for.

During the game, Joanna will visit a multitude of varied and interesting locations, including Area 51, snow-covered wastes, the Pelagic II (undersea sub), as well as the Presidential transport plane "Air Force One".

All the while, you'll play through a plot-twist-riddled story, that remains interesting, and engaging, through to its conclusion,and enjoy some stylish and effective cut-scenes that add a further spice, and in some cases a dash of humour, to proceedings.

Some have said that Perfect Dark is a sequel to Rare's earlier achievement, Goldeneye: 007, and there's some truth in this, as the two share similarities in the gameplay, although PD does deviate from its predecessor enough, to craft its own identity, especially in the vehicles that can be controlled, and a few other nuances, such as movable furniture, and the improvement in enemy AI, in addition to just the detail that's evident in the worlds you'll visit. There's bare-bones GE, there, certainly, but Rare improved and moulded the existing core gameplay into something that I believe surpasses amicably, what came before.

Graphically, Perfect Dark shines, amongst its contemporaries. Metallic grey features heavily in the colour palette, and appears just as you'd like. All of the game is visually pleasing, and clean texturing is used to bring the worlds to life. The levels are certainly large and complex, and there are even sections included just to convince players that this world exists (it would not be possible to post guards everywhere) Water, sky, urban wall, underground garage all appears as you'd like, and the world does seem real, despite things like enemies with the ability to render themselves invisible. (aside from an impressive-looking warping effect of the world around their form)Rest assured, that in the end, PD is no visual slouch, though there are times when even with the pre-requisite Expansion Pak installed in your N64 (If you want to enjoy 100% of what the game has to offer) the framerate will drop somewhat, though this usually happens only during heavy, multiple participant fire-fights carried out in large arenas,for example. Rest assured, this unfortunate occurrence is an isolated one, that should not make a noticeable appearance within the single player portion. (It surprises me that Rare were able to fit everything PD brings to the table, in that little cart, so the odd slowdown does not concern me, so much.)

But graphics are only part of the package, as the greatest graphics in the world will not necessarily carry a game to greatness. Fortunately here they don't have to. The extensive weapons set (sourced as it is from examples of each of the three races in the game) really work well, and bring a whole lot of depth to the gameplay. They are even suited to their individual, original owners. Most of the Skedar weapons, are about pure, hearty, attrition. They mainly consist of weapons that hit harder and faster than those of other races. The Maians weapons are mainly high-damage, but specific, lacking the lethal (but sometimes, imprecise at distance) spread evident in those that make up the Skedar's armory. The Earth-originated firepower contains a wide-range of weapons that can excel individually, given the right situation. In addition, for the nostalgist, a number of weapons return, unchanged from Goldeneye's roster for a cameo appearance, but mostly for novelty value.

Even if you opt to ignore the singleplayer for a short time, the area in which Jo starts the game, once she logs off of her laptop, is not simply for show. Within the walls of the Carrington Institute, which you can explore at your leisure, you'll find the man, Daniel Carrington himself, a short training course, to ensure you know how to make best use of the advanced gadgets that Jo can utilise in Singleplayer (that further distinguish PD from GE, incidentally) In addition, you'll find a firing range. This firing range will gradually fill with weapons until you have access to the entire games salvo, as you progress through the singleplayer. For completing goals through demonstrations of skill and accuracy, will earn you bronze, silver, or gold awards dependant on merit. The enemy here, then is yourself. This strikes me as a well thought out, and welcome addition, as here you really do learn to become very skillful in using each weapon effectively.

But, as if that wasn't enough, there's also a Challenge mode. In this,(which is accessible from Jo's laptop) you are set the task of defeating bots called Simulants, named because each one of their settings is meant to reflect a particular level of skill in a human player. Their difficulties and tactics do noticeably differ, but they won't indulge in cheap tactics, but will provide a worthy challenge to even the most advanced player. As with many things in Perfect Dark, the peons of their ladder are readily available at the start, but more tactically sound and advanced opposition must be unlocked through progression in single player. Unlike nowadays, at least till very recently, it is feasible to simply play the challenges, or set up a you vs them multiplayer game, against bots, and still have the best time.

Onto Multi. Firstly, it has a number of game types, including some not-so-familiar ones, and PD takes on deathmatch and team play mainstays, such as Capture the Fl...erm bag. These more specialist disciplines however, in keeping with a readily established theme also need to be unlocked before they're made available. (I'll leave you to guess how). The teams can be fully configured, and the game set up however you'd prefer. Simulants can assist a human player, and teams can generally be set up in any configuration of human/sim (each sim member can also be altered in terms of setting) You can also choose from a large number of fixed weapon sets, to ensure that the game you'll play is one that you're going to enjoy (and you've only got yourself to blame, if you don't.) There are a good number of arenas, including a few sourced from the single player games, of both Perfect Dark, and a few examples of reinterpretations of the most appreciated of Goldeneye's lineup.

Everything's configurable, the controls are tight, and responsive, and this game is simply a pleasure even to watch, pure ecstasy to play. You'll be hooked. The sound works well, to create the "feel" that the game's looking for, and achieves with aplomb. There is little there to pull you from the world that the game creates while you're playing, no nagging tap on the shoulder to haul you back to reality. I bought, I played, I surpassed. And, most importantly, I loved every minute of the time I spent with the game. There's purpose to everything, an underlying balance, as well as neat touches like remote-controlled rockets, and weapons that can fire razor sharp shards of metal, remote mines, the N-bomb, farsight. Innovation goes a long way, and it’s implemented well here.

In the end, though it has some flaws, these do not undo the work of the talented team behind this endeavour.

I award Perfect Dark a resounding 9.7

Further, as if you need me to even say this, but I highly recommend that if you've any interest in FPS titles, if you have a pulse, and an N64, you need to check this one out. Highly recommended.

By DisTractional_entity
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