EX­TINC­TION

They think it’s all Ogre

XBox: The Official Magazine - - CONTENTS - Dom Pepp iatt

A game that fused Devil May Cry with Shadow Of The

Colos­sus sounded so good. It sounded like such a cool use of char­ac­ter ac­tion me­chan­ics, in bat­tles against rag­ing, gi­ant crea­tures hell­bent on de­stroy­ing ev­ery­thing in front of them. It could have been ev­ery­thing the doomed At­tack On

Ti­tan games weren’t, it could have kick­started a whole new genre of ac­tion game. But that wasn’t to be. In­stead,

Ex­tinc­tion is more like a Dy­nasty War­riors game… al­beit with­out any of the charm that makes those games, in their own way, en­joy­able. Ac­tu­ally, it’s more like one of the myr­iad Dy­nasty

War­riors spin-offs: rougher around the edges, less pol­ished, clunky – feel­ing at times like it ac­tively doesn’t want to be played.

Ex­tinc­tion sets you off with a very sim­ple prom­ise: you’re a hero with the power to kill gi­ants. It’s hard to mess such a cool premise up, but some­how Iron Galaxy Stu­dios dropped the ball – and from a very great height. In Ex­tinc­tion, you as­sume the role of one of the world’s last Sen­tinels, a sol­dier named Avil, who is equipped with the skills to bat­tle an end­less wave of Ravenii.

Hulks smash

These awk­wardly named mon­sters are a brutish, war-like race ob­sessed with the idea of end­ing hu­mankind. The core con­ceit of the game is fight­ing these mas­sive hulk­ing be­he­moths and their end­less army of min­ions across a ru­ral coun­try­side set­ting, de­fend­ing cities and res­cu­ing refugees stranded in the war.

First of all, the game looks like it could have re­leased on Xbox 360: the lev­els are bar­ren, barely sup­port­ing four gi­ants in any one en­counter at any one time. The ‘cities’ them­selves you’re sup­posed to pro­tect are sparse: a copy/paste set of mod­els that you’ll see re­peated in var­i­ous con­fig­u­ra­tions a good 100 times be­fore your first playthrough is done.

Nav­i­gat­ing this city is sup­posed to be a high­light of the game – you’re sup­posed to be an ag­ile, nim­ble war­rior, the only one able to take down this world-end­ing threat! Alas, thanks to clunky con­trols and a cam­era that never, ever wants to co­op­er­ate, you in­stead feel like the world’s clum­si­est su­per­hero – a war­rior born with two left feet.

Jump­ing from build­ing to build­ing never works how you’d think: hit­ting RB is sup­posed to rap­pel you to sur­faces or trees or even the ogres them­selves, but thanks to the slip­shod con­trols you end up be­ing jerked around with the cam­era des­per­ate to keep up, op­er­at­ing with all the grace and dex­ter­ity of a tugboat.

One of the game’s main tra­ver­sal me­chan­ics comes in the form of bounc­ing from sur­face to sur­face

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