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# Dark Void video game review
## Dark Void has all the right ingredients for an engaging tale of high
adventure, but it's let down by bad design and lousy presentation.
![Dark Void video game review][1]
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Hitting the ceiling: Dark Void promises so much and delivers so little
![Dark Void video game review][2]
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Don't apply any logic: The game's plot, involving Nikola Tesla battling aliens
in the Bermuda Triangle, is delightful pulp nonsense
![Dark Void video game review][3]
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Terror from outer space: The Watchers are a race of aliens who hope to rule
mankind by using the Nazis
![Dark Void video game review][4]
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Old hat: The game's pop-and-cover system has been done before and better
![Dark Void video game review][5]
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The aerial combat is intially engaging, but suffers from some poor design
choices and bad interface
![Dark Void video game review][6]
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Haven't I seen you before? With one or two variations, the game's enemies seem
borrowed from other games and films
![Dark Void video game review][7]
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A lot of the foes in aerial battles have lethal accuracy and can kill the
player in seconds
![Dark Void video game review][8]
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Grand Theft Spaceship: Players can hijack flying saucers, but the way in which
they do this gets repetitive and annoying very quickly
![Dark Void video game review][9]
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Guns, guns, guns: There are some aerial battles in which it's just easier to
hop inside a ship and use its anti-aircraft guns
![Dark Void video game review][10]
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Hit and miss: Dark Void, for the most part, feels like a missed opportunity
[![Nick Cowen][11]][12]
By [Nick Cowen][13] 12:01AM GMT 18 Jan 2010
[Comments][14]
**Format:** Xbox 360 (version tested), PS3 and PC
**Developer:** Airtight Games
**Publisher:** Capcom
**Released:** 22 January 2010
**Score:** 5/10
Rumour has is that, at the time of this writing, Brad Pitt's production
company is on track to turn Dark Void into a movie. Usually news like this is
our cue to remark that films based on video games are about as rubbish as
video games based on films. But in this one instance, we're prepared to risk
looking silly by saying that Dark Void would probably work very well as a
Hollywood blockbuster. The game's high concept pitch sounds like the sort of
thing Jerry Bruckheimer comes up with in his sleep, and even the more
discerning moviegoer would find it hard not to admit that it at least sounds
entertaining. In any event, a Dark Void film couldn't be any worse than than
the game it's based on. Dark Void's premise, which is essentially The
Rocketeer meets War Of The Worlds, is unfortunatley, the most appealing thing
about it.
The game is set during World War II and follows the story of William Augustus
Grey, a charter pilot for hire who finds himself tricked into flying into the
Bermuda Triangle. There, he finds a parallel world known as 'the void' which,
apart from containing all the missing vessels that mysteriously disappeared
near the Straits of Florida, is home to a race of nasty aliens called The
Watchers. It emerges that The Watchers were trapped in 'the void' and are
seeking to return to earth and rule humankind by taking control of the Nazis.
Luckily, Nikola Tesla happens to be trapped in the void too, and it's not long
before he's armed Grey with a rocket pack and a couple of guns and turned him
loose on the nefarious extraterrestrials. Hilarity ensues.
Dark Void's entire premise feels like a delightful throwback to the pulp
science fiction tradition of the 1960s. This is the sort of story you'd read
in vintage comic books in which square-jawed, blue-eyed heroes take on the
universe armed only with a Luger (taken off a dead Nazi, naturally) and a
devil-may-care smile. It's retro science fiction in the classic sense; you're
not supposed to ask how Grey's rocket-fuelled jetpack avoids burning his
backside, nor are you to query how Nikola Tesla ended up in the Bermuda
Triangle. Grey's only objectives are to get the girl and kill the baddies. As
a rollicking story of high adventure, it's reminiscent both in tone and
humour, of [**Uncharted 2: Among Thieves**][15]. Dark Void also borrows the
vocal talents of Nolan North (who did amazing work as Nathan Drake) for its
hero, and it lifts the pop-and-shoot cover system from Uncharted 2 as well.
However, this is where comparisons end, because whereas Uncharted 2 is
unarguably one of the best games ever made for this generation of consoles,
Dark Void is a thin, disposable offering hampered by bad design and lousy
presentation.
The game's action is split between ground-based third-person-shooter (TPS)
action and aerial combat. The former is divided again into earthbound sections
and vertical platforming, in which Grey vaults up or down sheer drops fighting
enemies. After a couple of missions, Grey is given a jetpack which allows him
to extend hang-time between jumps or navigate down from lofty heights without
landing with a splat at the bottom. This opens up a couple of new combat
mechanics and tactical elements - Grey use a boost to reach higher vantage
points or leap over oncoming enemies - but not enough to keep things
interesting. Throughout the entire game Grey only gains access to only six
guns which are all variations on standard TPS weapons; the one exception is
the Magnetar, which briefly suspends foes in a magnetic field so the player
can use another weapon to blast their helpless enemies to kingdom come. All of
the weapons and the jetpack can be upgraded (in terms of ammunition or damage)
by collecting glowing orbs that fallen enemies leave behind. Grey also has
access a melee attack, but using it is problematic and fiddly.
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The ground-based combat works for the most part because it's highly
derivative; all of the heavy lifting with regards to its pop-and-cover
gameplay has been done by earlier, better games. The only new element that
Dark Void brings to the table is the vertical battles, and this isn't
challenging or inventive enough to maintain interest. The Watchers' foot
soldiers are unimaginative in their design - they look like the love-children
of the Geth from Mass Effect and the Trade Federation droids from Star Wars -
and the game's enemy AI won't win any awards for intelligence. Occasionally
Dark Void throws up a bigger, stronger enemy, but most of these battles can be
won through attrition.
The aerial combat levels are a little more rewarding at first. The controls
are well mapped; the jetpack guns are fired with the right trigger and (once
the upgrade has been bought) the left trigger fires rockets. The face buttons
control the thrust, break, hovering capability and on/off switch. The left-
bumper locks onto the nearest target, which is handy for gaining some
positional awareness in a dogfight, and by using the joysticks, players can
execute 180 degrees turns and barrel rolls. There are, however, some downsides
to the flying sections, and these seem mainly down to bad design choices.
First off, when Grey switches from hovering to flying forward, the sudden
thrust changes his direction and jogs the screen a little. This is acceptable
during the first level in which the jetpack is used but by fourth or fifth
level it has become very annoying; unless the camera is facing directly
upward, players run the risk of bouncing off an number of horizontal surfaces.
As far as the dogfights are concerned, Dark Void is let down by the fact that
there is no way for players to lock onto any flying targets. The whole
experience feels like the developers have taken standard TPS mechanics and
bolted it onto an environment in which enemies can come at the player from
anywhere in a 360 degree arch. With nothing but a small reticule to direct
their fire, they need the hands of a surgeon to draw a bead on a target, who
is more than likely to take evasive action the moment the player scores a hit.
The enemy spaceships, by the way, have crack pilots at the controls who,
unlike their foot soldier comrades, are deadly accurate shots. Unless players
bother to learn a couple of flying tricks, they'll find themselves blasted out
of the sky in short order.
Players can leap into the cockpit of friendly aircraft and have the option of
hijacking (or skyjacking) enemies. However, the friendly planes are badly
designed and nowhere near as manoeuverable as either Grey's jetpack or the
evil UFO's. The enemy flying saucers handle well, but hijacking them kicks off
a mini-game which is durable for the first couple of times, but boring beyond
belief by the tenth time it happens. The other problem with the dogfights is
that a lot of them take place in restrictive spaces such as enclosed canyons;
when not penned in by sheer walls of rock, players will encounter an invisible
barrier if they stray too far from the action. This sensation of flying around
in a box doesn't do the gameplay any favours, and in some instances, actually
prompts the player to abandon the air-to-air combat altogether; we defeated a
lengthy series of dogfights by simply jumping in a ship's gun turret and using
its anti-aircraft battery to blast our way through.
However, Dark Void's ultimate low points are apparent in some level design
choices likely to tip the player's frustrations into control-smashing
territory. In one mission, for example, Grey has to defend a ship against
three four-legged tanks. This is done by knocking out the leg-joints of each
tank, one at a time, and then defeating a mini-game to blow it up. The player
needs to accomplish this before the tanks destroy the ship and all of it takes
place in a canyon surrounded by rock outcroppings which require steady hands
and breakneck reflexes to navigate. Oh, and did we mention the area is filled
with enemy spaceships which descend on the player like a swarm of angry
hornets? And the four-legged tanks can blast the player out of the sky unless
they are approached from a 90 degree angle? And that the target area they're
supposed to hit is roughly the size of a thimble until they're almost on top
of it? As bad as all that sounds, it's nothing compared to the game's broken
checkpoint system. In more than one instance, the game loads a checkpoint
during a mission in which the player is guarding a ship or a person,
respawning them so far behind the object in their charge that it is destroyed
before they are able to catch up to it.
Away from repetitive gameplay and poor level design, Dark Void also suffers
from its plot being too poorly written to live up to the promise of its
fantastic high-concept premise. The ideas that kick start the game are great,
but the plot's progression is stilted and uninvolving. While the voice actors
work hard to make us care about the characters, the dialogue isn't really all
that inspiring, and the sequence of events that occur as the story unfold
start to seem less and less cohesive. (At one point, for example, a pivotal
character is murdered by a double agent, and when Grey hears of it, his
reaction is to express shock and then carry on as though nothing has
happened.) Nolan North seems like a natural fit for the hero in a high
adventure story, but his work here lacks the impact it did on Uncharted 2 and
he does nothing to make Grey a compelling character.
Dark Void's visuals leave a lot to be desired; a lot of the environments feel
generic and, with the exception of a few set-pieces, a lot of the scenery in
the void starts to feel repetitive. Grey, for his part, is badly animated; his
long arms and broad chest make him look like a caricature and whenever he
leaps from cover he looks like a dead body that's been booted out of moving
vehicle. The game's soundtrack is good, although not exactly standout in
quality. The game's music, however, is faultless; Bear McCreary, who composed
the score for the recent reboot of the Battlestar Gallactica franchise, does
some brilliant work here. The passages behind the cut-scenes and lulls in the
action are lush without being intrusive, and the battle scenes are a mix of
hammering percussion and duelling strings. If the rest of the game matched its
epic, cinematic score, we'd be standing in the presence of greatness.
As it is, however, Dark Void is a game we wanted to like more than we did. Its
retro sci-fi concept is so appealing it initially makes it tempting to excuse
some of the game's rougher edges. In the end, however, no amount of nostalgia
can absolve the game of its ropy gameplay, patchy plot, substandard
production, generic (and sometimes poor) level design and thin content; the
campaign takes around eight hours to complete and that's the only mode on
offer. A lengthier development time, more testing or some fleshing out the
game's unrealised plot could possibly have worked wonders. As it is, Dark Void
feels like a missed opportunity and this is a real shame, because we get the
sense that somewhere, lost in its disjointed mess is a better, deeper and more
entertaining game trying to get out.
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