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ESPIONAGE
TRIAL AND ERROR
ROGUE
OPS
Written By Shaun McCracken
Tactical action games seem to be the rage these days since Metal Gear
Solid, MGS 2 and Tom Clancy's Splinter Cell. Rogue Ops tries to fit in
with that said crowd, and attempt to do some things they haven't. But
there's a few faults that make this game fall short of the premiere
espionage titles, but that doesn't make it neccessairly a bad game.
Rogue Ops does have a lot going for it, provided if you can tolerate
its annoyances.
Rogue Ops puts you in control of Nikki Connors, an ex-member of the
Green Barret that has suffered the loss of her husband and daughter by
a terrorist organization known as Omega 19. Vowing only revenge, she
joins Phoenix, a covert agency dedicated to counter-terrorism. The game
will place you through 8 large and varied levels from all over the
globe, pitting you right in the center of danger. You'll need to use
all of your covert skills and specialties you learn through training if
you wish to succeed at completing your mission, and saving the world.
All of this must sound exciting and tempting, but when it comes to the
actual game itself, some issues arise that lead to frustration. First
of all, you'll need to get used to the controls. The main analog stick
will move Nikki forward and back, and strafe side to side. You'll need
to use the C-Stick to look up and down, or shift the view if you want
to turn. That in itself isn't too troubling, I'm pretty used to it by
now, and it's fairly intuitive. Then there are your "functions". "A"
button will open doors and search people and documents , "B" button
will enable you to crouch. "X" button will arm your selected weapon
(weapon selection is don by cycling up or down with the D-pad). "Y"
will enable you to use your secondary item (which can be cycled by
using left or right on the D-pad). "Z" button enlarges your map and "L"
button is used for aiming. So far, this isn't very confusing. Until we
get to how the weapon was mapped. How you use your weapon is by far one
of the stupidest executions ever done in a game, and has resulted in
quite a few missed shots. You see, the developers decided to use the
pressure sensitivity of the "R" button for two functions. If you
lightly press on R, you'll draw your weapon. If you press R until it
clicks, you fire a shot. The problem is that if you try to rapidly
shoot something, you may end up putting the gun back in your holster.
Not good if you are in danger.
Then there's the design of the game itself. Each level has set
missions, but how you achieve them is up to you. Unfortunately, you
need a push to know exactally what to do and where. For example, on the
first stage, you need to find a person. One of the team members tell
you he's upstairs, but doesn't go into detail how you get there. I go
up the stairs, but the door is locked. Oh, yeah, you only have about 2
minutes to find him. I had to look around on the Internet to find where
this guy was. Apparently, you don't take the stairs, but have to go
outside, scale on a ledge that wasn't visible to me at the time (I have
a TV that displays a bit too dark) and climb through a window. Why
didn't the guy just say that? Tell me that the door was locked, and
that you need to go outside. A lot of the game is like that, where
you're told to do something and it isn't clear on how you do it. At
least there is a lot of covert stuff to do, such as sneak behind guards
and pick their pocket, dodge cameras, hide dead bodies and more. If the
mission design was a little more clear, the game would have been more
fun and less frustrating.
You don't have much in terms of weapons. I think the only weapons I
have come across is a silenced pistol, a sniper rifle, a crossbow, some
grenades, some shurikens and a stun gun. If you run out of ammo, or
would like to use your hands, you can sneak up behind a guard, and a
meter will appear. The more the meter fills, the less amount of
directions you'll have to input to make your stealth kill. It's a neat
concept, but you can miss, and your planned sneak attack will backfire
on you. You also have some special items such as the V.I.S.E.R. that
allows you to see guards through walls, a fly cam, thermal optical
camoflauge, a retina scanner and an adrenaline boost. Perhaps the
developers tried to keep this game as real as possible by not including
20 or so guns like the Bond games, but why can't you snag a down guards
machine gun?
The game is a bit mixed on it's logic. Such as sneaking past guards.
You can be right behind them, and they won't hear you, but if you're
behind a wall, crouch-walking, they somehow see you. Also, they can
sometimes go through doors, or act as if they aren't there. Then you
wonder how they can see where you are when you can't see them. But then
there are some things that make sense. One thing you had to do in the
game was run into the freezer, reduce your body temperature, and run
past two rooms that had thermal detecting cameras. I wouldn't have
thought up of something like that, and for a brief moment, that was a
smart thing the developers included.
The graphics are mixed in Rogue Ops. On the one hand, there are some
great and sharp textures to be seen, and does sport some good lighting.
The character models (especially Nikki) look pretty good. But then
there's the frame rate. It's always infrequent, and stutters quite a
bit. It doesn't make the game unplayable, but you do notice that the
game can slow down at times. Some character models seem a bit like
charectures than actual people, either having a little too much
exaggeration in facial features or what-not. Some textures are not so
great up-close.
The sound is also a mixed bag. The music is pretty good, and fits the
mood of the game. The sound effects are pretty much right on par of
what they should be. But then there's the voice acting. It's too
comical at times for a game like this, whether it be in it's delivery,
scripting, or both. The sound in the video portions are way to tinny,
and case in point why developers should STOP USING BINK VIDEO for their
compression. It may preserve the video a little better, but in a lot of
games I've played that use this tool, the audio sounds like crap. Just
look at Tony Hawk Pro Skater 4, RoadKill, Kelly Slater's Pro Surfer and
this on the GC. You know what I'm talking about if you've played those
games.
Final Thought
Rogue Ops needed a little more tightening up in it's design to be a
game that could go shoulder to shoulder with MGS and Splinter Cell.
There are just too many instances in the game where I was confused on
what to do next, and too much trial and error was involved in
completing the mission. Even though the game is only 8 levels long,
each stage will take at least an hour to complete. They're pretty long,
even if you know what you're doing. At a lower price, Ops may be worth
looking into. It's not a highly polished game, but it does make some
bold attempts to be a worthwhile covert action game. If you enjoy these
types of games, give it a shot. For those unfamiliar withe these kind
of games, maybe just a rental would do for you. Interesting and
involving at points, but also has some noticeable flaws.
.
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Published
By :
KEMCO
Developed
By:
BITS
STUDIOS
Year Published :
2003
Players :
1
ESRB Rating:
MATURE [17+]
OVERALL
SCORE
7.1
VISUALS |
7.5 |
AUDIO |
7.0 |
GAMEPLAY |
7.0 |
REPLAY
VALUE |
6.5 |
INNOVATION |
7.0 |
If the game would have tightened up the frame rate and gameplay
problems, it could have been a decent action title. Sadly, there's too
many flaws that really hurt the game.
Oni
Splinter
Cell
Splinter Cell Pandora Tomorrow
Splinter Cell Chaos Theory
Metal Gear Solid 2 Substinence
Metal Gear Solid: Twin Snakes
Metal Gear Solid 3: Snake Eater
007: Everything Or Nothing
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