In Cold Blood

In
Cold Blood

Developer: Revolution
Publisher:
Dreamcatcher
Release
Date: 12/2000 (Europe), 3/2001 (North America)
Platform:  

By
Ray Ivey

       

 

In Cold Blood is a good, but haunted, game. Gentle Reader, I’ll
warn you right up front, this is probably going to be the most schizophrenic review
I’ve ever written.

No new game exists in a vacuum. We struggle for purity
and objectivity when we play, but it’s impossible. No matter how clearly we try
to stare into the heart of a game, our vision is partially blinded by the glare
of the current gaming world at large. In Cold Blood is a game that possesses
admirable qualities but suffers with comparisons to two different standards of
gaming.

The first is the standard set by Revolution itself. Their game Broken
Sword: Shadow of the Templar
(inexplicably renamed Circle of Blood in
the US) is widely considered one of the best games in the adventure genre. In
fact, it’s my own personal favorite game, despite the fact that it’s in third
person and I’m famously biased toward first-person games. Broken Sword had
a completeness to it, a sense of beauty and mystery and humor and variety that
made it an unusually satisfying game to play.

The second front that damages
my reaction to the game is the remarkable wave of genre hybrids and genre crossovers
from the last couple of years, games that have challenged our complacent ideas
about genre definitions and what a gaming experience can be. I’m referring to
games like Thief, Thief II, and System Shock 2 from Looking Glass
Studios; Appeal’s Outcast; Quantic’s Omikron, and Ion Storm’s Deus
Ex.
These games have done wonders with the ideas of stealth and creative mission-solving.
More on this to come.

Let’s get to the game. In Cold Blood is a James
Bond type of story, an exciting third-person adventure with a little action thrown
in. Actually, that’s an important thing I want to make clear. This game is going
to be referred to as an Action/Adventure, which will scare some people off. While
it’s true that the game has some action elements (a little shooting and knocking
people out, as well as several timed elements), at its heart the game is very
definitely an adventure. I’d propose a new hybrid title for the game: Adventure/Action.

Like the Broken Sword games, the format of the game is gorgeous
2D animation, with a stunning pile of artwork filling your screen. The graphics
are superb, and there are a lot of them. Unfortunately, like the gameplay itself,
the graphics suffer from a lack of variety. Whereas in the first Broken Sword
game you got to travel all over Paris, with excursions to Spain, Ireland,
and Syria, in ICB you spend most of your time in ugly factories, mines,
and sinister office buildings. They all look great, but with such talent creating
the images, I longed to look at a broader spectrum of environments.

The
gameplay is a mixed bag as well, Yes, it’s fun to sneak up behind a careless guard
and knock him out–but not nearly as fun as it is in Thief. Yes, there
is a bit of gunplay, but it’s generally not difficult and not very interesting.

There
are many challenging puzzles to solve in the game, and I’m happy to report that
few of them suffer from the Monkey Island Mind-Read the Game Designers
Syndrome. They’re all pretty rational.

But the rigidity of the game becomes
frustrating after a while–again, it’s impossible not to think of other recent
games that give you far more freedom in how you solve each quest. I know it’s
an adventure game, not an action game, but the setting of the story somehow begs
the comparison.

I’m probably the last reviewer in the galaxy to ever complain
about that proverbial boogeyman Linearity in an adventure game. Well, there’s
a first time for everything. In playing this game, I didn’t feel like I was figuring
out how to get around obstacles and solve problems, I felt like I was having to
read my character’s mind and guess how he would solve the problems.

The
story also suffers from a lack of logic in several key areas. It’s puzzling how
shooting or knocking out a guard never seems to provoke suspicion among any other
guards. You can leave bodies strewn about like discarded cigarette butts and it
never gets you into trouble. Again, after having to be very careful with my “body
storage” in Thief, this felt a bit lame.

Even worse is the fact
that you can consistently pull your gun on unarmed “techie” characters,
intimidate them into helping you, and never have to worry about them sounding
a guard-rousing alarm the nanosecond after you leave the room. This makes no sense
at all, and it seriously undermines the “willing suspension of disbelief”
that can make a great game a truly immersive experience.

The characters,
alas, also suffer in comparison to those in the Broken Sword games. Your
hero, John Cord, is studly, gruff, and tough, but he’s pretty humorless and flat
as well, and the other characters aren’t much better. I longed for the deeper
interaction of George Stobbart and Nicole.

Ditto the story. Broken Sword,
being a mystery, has tons of story. The tale gets deeper and more compelling
the farther in the game you reach. I could describe ICB’s story to you,
in detail, in one medium-sized paragraph. Sorry, Revolution, if you’re going to
make an adventure game and not an action game, you shouldn’t leave out the story.

I
imagine I’m going to get reamed for criticizing this game on the basis of comparing
it to other games, particularly games out of the adventure genre. It’s true that
if ICB was the only game I’d played in the last three years, I might be
more positive about it. But I do think all games exist within the context of the
gaming world at large. I think Revolution Software didn’t believe another Broken
Sword
game would be marketable, and they consciously attempted to make a game
that would reflect the trends and directions in the game world. Unfortunately,
that very effort makes the game suffer in comparison to those very games.

My
wish is that Revolution would put down their pistols, go back to the drawing boards,
and do what they do best–create another stunning chapter in the Broken Sword
series.

Here’s where this review gets even more twisted: despite the
above criticisms, I can honestly recommend this game. Just force yourself
not to think about Thief, Deus Ex, or No One Lives Forever as you
play. With its dark, edgy setting, great graphics, and multiple missions, you
can have a good time–provided you don’t mind wearing blinders as you play it.

Final
Grade: C+

If you liked In Cold Blood:
Watch:
The
Peacemaker

Read: Shibumi by Trevanian
Play: Deus
Ex

System Requirements:Windows
95/98
Pentium 233 MMX (266 MMX recommended)
8 MB or better 2D graphics card
capable of 640×480 and 32-bit color (16 MB recommended)
100% DirectX 7 compatible
sound card
32 MB RAM (64 MB recommended)
400 MB free hard disk space (1.4
GB recommended)
4X CD-ROM drive
DirectX 7

Ray Ivey

Ray Ivey

A gaming freakazoid, Ray enjoys games on all platforms. Also loves board games, mind games, and all puzzles. Co-wrote the Entertainment Tonight trivia game and designed puzzles for two Law & Order PC games. Also a movie freak, bookworm, and travel bug. Thinks games of all kinds are a highly underappreciated force for social good, not to mention mental and psychological health.   Ray's favorite adventures include the "Broken Sword" and "Journeyman Project" franchises, "The Dark Eye," "The Feeble Files," "Sanitarium," "Limbo," "Machinarium," "Riven," "The Neverhood," and "Azrael's Tear." His favorite non-adventures include the "Thief," "Uncharted," and "Ratchet & Clank" franchises, all of the Bioware RPGs, Skyrim, and Final Fantasy XII.   Ray writes about the movies for the Bryan/College Station Daily Eagle, which is the old-fashioned thing called a "newspaper." He's been on eight game shows. He's taught in seven countries and has visited twenty-one. His favorite classic movie star is Barbara Stanwyck and his favorite novel is "The Hotel New Hampshire" by John Irving.