Blacklight: Tango Down Review
But not Seven Up.
Version tested: Xbox 360
Blacklight has arrived on the FPS scene with unusual swagger. Kicking in the door, it slumps in your favourite chair, puts its blood-crusted combat boots up on your coffee table and starts making wild, testosterone-fuelled boasts. "Yeah, I'm bringing AAA gameplay in a download game," it scoffs while stubbing a cigar out on the arm of the sofa that you haven't even started paying DFS for yet.
"Oh, and I'm going to be in a comic and a movie," it adds, spitting a sticky mouthful of tobacco phlegm onto your carpet. "Basically, I'm awesome, and you should be licking the powder burns off my still-smoking assault rifle in gratitude because I cost less than a large stuffed crust from Dominos."
It's an impressive display, but it always helps to make sure you're walking the walk before talking the talk. Blacklight doesn't.
The aggressive PR is understandable, up to a point. The FPS genre brings with it certain machismo requirements and no successful shooter franchise was ever launched with humility. Yet the boasts of Blacklight's publisher, Ignition, ring hollow in the face of common sense or the realities of the game itself. It might have passed as a AAA title in 1999, but it's left looking like a little boy wearing Daddy's clothes in 2010.
More on BlackLight: Tango Down
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Hands On: Blacklight: Tango Down
Condition orange.
News: Blacklight Retribution announced
Tango Down's free-to-play sequel detailed.
News: Blacklight dev: 3D the big thing for FPS
Not "waving my arms around".
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Screenshots: BlackLight: Tango Down
Whatever criticisms lie in wait, Blacklight certainly can't be accused of lacking generosity. You get seven game modes - Deathmatch, Team Deathmatch, Retrieval, Domination, Detonate, Last Man Standing, Last Team Standing - and while they're all slight variations on the expected themes, there's enough variety among them.
The maps are even more bountiful. You get 12 of those, with grrr tough shooty names like Brutalism, Derailer and Wharfare. The weapons top even that, with "literally trillions" of customisation options available for the usual spread of pistols, SMGs, assault weapons, shotguns and sniper rifles as you earn and unlock more goodies.
All this, plus four co-op missions, for around 10 English pounds? What could you possibly complain about? Well, too often it feels like Blacklight is sheltering inside the snuggly bosom of the lazy caveat, hampered as it is by numerous poor design choices that can only really be defended by appealing to the low-cost nature of the enterprise.
Movement is slick enough, the sort of fast and slippy fragfest control that harks back to the Quake matches of yore. All the major functions are present, correct and mapped exactly where you'd expect to find them. The sprint feels a bit sticky, and grenade throws are imprecise with weak splash damage, but the genre basics are pretty much as they should be.
With a genre as long-established and popular as the FPS, the devil is in the details, and it's here that Zombie Studios slips up. The elements that would have been tweaked and focused and honed over months of playtesting in a true AAA title are left here with their rough edges on display.
Weapon balancing, for example. SMGs are overpowered, sniper rifles are underpowered. Assault rifles can kill you in a heartbeat from across the map. The aforementioned grenade problem makes them all but useless, since you can't place them with any accuracy and their damage is inconsistent.

The game's co-op mode is as crude as everything else. You won't need to suppress and flank here.
The co-op modes sound great in theory, but are drab in practice. They're so short, linear and heavily scripted that it's only really co-operative in the sense that you're playing alongside other people. There's certainly no need to work together in a tactical way - you just make sure you're all mowing down the enemies until they stop spawning. You can also play these missions solo but since the game is over the moment you die, and you can't actually pause the action, it's not really worth the effort unless you want to grind out some experience for the online modes.
Most problematic are the maps, which are generic at best. At worst, they're throwbacks to the days before developers worked out how to minimise bottlenecking and spawn camping through subtle design. There are maps here that are virtually unplayable thanks to the insanely archaic idea of fixed spawn points.
In my very first Team Deathmatch game, we pinned the opposing team inside their HQ for the entire duration. Automated sentries stop you from storming in but, equally, heavy weapons trained on the exit points do a pretty great job of making sure the other guys don't get out either.
In a later game of Retrieval, or Capture the Flag by any other name, karma caught up with me and I found myself on the receiving end, trapped by players at both sides of my solitary spawn point, picked off the second I inched around the corners to try and retaliate. By the time of our inevitable defeat, my team had dwindled to just two players, and this is a recurring sight at the end of each match - one team still in full force, one populated by a few tenacious die-hards, as previously full lobbies bleed out through frustration.
"Aah!" crow those gamers who take bizarre pleasure in defending mediocrity. "You're playing it wrong! The Hyper Reality Visor is there to stop this sort of thing!" And, yes, it's true that you have a fancy visor that allows you to see the location of other players, as well as health and ammo stocks, for a few seconds. You're defenceless while doing this, but it is undeniably useful for checking the surroundings before making any sudden moves.
Trouble is, the problem often isn't knowing where enemies are - clue: they're right outside your base, camping like Kenneth Williams - but just getting lucky enough to break through their lines before their bully tactics do you in for the twelfth time. The simple fact is that while the visor is an occasional assist against such situations, it shouldn't be bloody necessary in the first place.
Tom's first match. It doesn't go well.
The visor is also one of several important gameplay features left curiously unexplained by the obtuse front end, unless you happen to stumble across it. This is a game so unjustifiably proud of itself that it doesn't even bother illuminating the few new ideas it offers or instructing you in how to make use of the things you unlock. A brief text flash informed me I'd unlocked "Ice Hex" as I hit the first rank, which sounded very exciting. After digging around in the menus, I finally found out what I'd won - a new skin for one of my weapons. W00t.
The later unlocks are much better, and the customisation is fun (if never as compelling or useful as the PR blurb would have you believe) but the fact that you have to work these things out says much about the blind spots in Blacklight's construction. This is especially true of the story, which is set in a crumbling Soviet state in the near future and revolves around a special operations military group called Blacklight. They're battling against The Order, a rebel group that has assassinated the president, as well as civilians infected with SIV (Sentient Insanity Virus) which turns them into slobbering maniacs.

He'll be camped outside your base then.
You won't know any of this, however, since the game makes absolutely no mention of it, instead just throwing you into the fray and assuming you'll care about the different factions. I had to dig out the press releases and hit Google to piece together what backstory is on offer. Such narrative frippery doesn't really matter in a multiplayer game where shooting faces is your top priority, of course, but given the self-aggrandising announcements about graphic novels and movies set in the "Blacklight universe", this is a spectacularly ham-fisted way of introducing the game world.
And that's Blacklight in a nutshell, fine with broad strokes and bold announcements, not so great at the little details that really matter in the long term. If you're in the market for yet another grim dystopian Soviet-styled shooter, and haven't had your itch scratched by Metro 2033 or Singularity or S.T.A.L.K.E.R. or Killzone 2 - or if you're an FPS fan on a budget and have already downloaded Battlefield 1943 and Serious Sam 2 and Perfect Dark and Doom 2 - then Blacklight's unvarnished meat-grinder may hold some appeal.
Those lists of similar, often better, rivals reveal the game's true weakness: it's just not that special. With a few patches and some better maps, it could be an adequate diversion, but the world simply doesn't need another passable multiplayer shooter whose only selling point is how little it costs compared to "real" games.
5 / 10
Blacklight: Tango Down is available now for Xbox 360 on Xbox Live Arcade for 1200 Microsoft Points (£10.20 / €14.40). It will be released for PC on Steam next week, and for PS3 on PlayStation Network in "about 6 weeks" according to the game's Twitter.
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Comments (70) Latest comment 10 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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But yeah, the weapon customization seems questionable, either half the stats aren't shown (likely, I don't think accuracy is represented in the three stats shown) or some things are just plain useless with lower stats overall than another item.
I like how there's no need for tactics in the SP/coop mode, sometimes (well, okay, almost all the time, I prefer my FPSes like Earth Defense Force) I just want to gun down everything that moves and the increasing sophistication of games these days makes that a rarity.
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Ouch.
Interesting use of 'real' though. There still is a perceptual difference between a download and a boxed game, isn't there?
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I am a bit surprised by the score. Was expecting a solid 7.
Edit: I tend to trust reviews which highlight the negatives for some reason.
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As for other imbalanced weapons, I don't think any weapon is as useless as the LMG. Even the sniper has its uses but the LMG is like a slow and shitty SMG, it has half a use in Black Ops mode but runs out of ammo so fast it's limited even there. I'm not sure if the SMG is dominating though, the AR is quite popular and I got one of my best k/d ratios using one (usually I use an SMG and I've got a ratio of around 0.6).
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Could see it getting crap real quick though, if they sorted the wepon balance out and allowed players to join mid-game then it has potential to be a decent game for a quick online blast but as it is, its unlikely youll hit the sweet spot when everything falls into place.
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I'm betting it'll sell pretty well.
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Avoid!!! Don't be taken in by its promises, because just like MW2, it just doesn't live up to expectations. Good job there's a generous trial version to make sure people don't buy this lump of meat.
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I'm not saying that the answer is one OR the other, but that - as a consumer - I am weighing up what I am getting for spending circa £10 on (reasonably) comparable experiences. I played a great deal of MW2 and got to level 68 in MP, and I beat the SP on Veteran (check my Gamertag, 'CDR LYNX': my FPS credentials are amongst the nerdiest of super-nerds, making me highly qualified to make an observation in this regard). I've played a LOT of FPS (not a boast, but relevant for perspective). I would, in my opinion, consider MW2 to be a 'real' game.
HOWEVER, by no means do I think that B:TD is not a 'real' game. That is a stinging conclusion to come to. Punishing a small developer who doesn't have the resources of a corporation like Activision with a stinging review is not going to encourage other small developers. I, for one, like this game and some of the things it does. The use of the HRV to see through walls is fairly innovative, and brings a level of tactics to the game that makes me think and play differently from when I play other FPS's, which I welcome. The use of the EMP/digi grenades - IMHO - are fun alternatives to the classic/cliched flashbang/smoke grenades of other FPS's. The spawn-camping can be irritating, but, to be perfectly honest, I am always the culprit, taking advantage of inexperienced players. Experienced players will use the HRV and not suffer from this problem. It's a legitimate tactic. Anyone who has played CS: Source will know the frustration of being headshot sniped by an AK-47 from the other side of a map, so singling out B:TD for criticism in that regard does not take into account the broader picture.
EG reviews are sometimes very scathing, which is why I like reading them; I appreciate astute, critical comment and review (because it helps me make an informed decision about a product in which I am going to invest in), but ultimately, I think that B:TD is good value for £10, and - most importantly - I'm having a lot of fun playing it. If anyone reading this is undecided, but you think you might enjoy B:TD, then I would implore you to at least download the trial and come to your own conclusion.
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No need to check as that was a cakewalk. Getting all the stars in Special Ops was much more of a challenge.
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Shame about the game though...
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HOWEVER, by no means do I think that B:TD is not a 'real' game. That is a stinging conclusion to come to. Punishing a small developer who doesn't have the resources of a corporation like Activision with a stinging review is not going to encourage other small developers
I think the reviewer's use of the term "real" in quotes is a representation of general feeling/opinion of XBLA games V full titles, and not their opinion of this game as such.
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The "real" game angle is brought up by the developers of BTD themselves, in promotion, in interviews. This is not some belittling of the game by eurogamer, it's holding the BTD developers to their word and giving them a fail.
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"HOWEVER, by no means do I think that B:TD is not a 'real' game. That is a stinging conclusion to come to. Punishing a small developer who doesn't have the resources of a corporation like Activision with a stinging review is not going to encourage other small developers."
To clarify, the comment about "real" games was aimed more at the PR guff which aggressively positioned Blacklight as a AAA title in a download format. That's a boast that suggests, to me, that download games are somehow lesser than retail games, and that Blacklight is the first game to cross that divide. Which is nonsense on both counts.
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For me the best value on XBL has been Battlefield 1943 and I defy anyone to get more quality out of refreshed MW2 maps than that full game any day of the week, proof that DLC and £10 is where its going.
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I feel that resigning is the only appropriate course of action for such a crime, as next you would be claiming you could get a whopper from McDonalds.
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The weapon balance in this game is spot on unlike bigger names like Battlefield and to some extent CoD (pre-fixes).
Guns kill people with efficiency and don't rely on you emptying a clip into them to see them run off round a corner just how it should be.
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I reckon this game is as good as, if not better, than Alien Vs Predator and probably gives a fair few other full-price FPS games a run for their money, too. In that regard, I would agree that it is a AAA title, just not a great one. As XBLA fun, it's spot on.
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And Halo ODST costs £10 now. Does that make Blacklight better or worse? This is why basing scores on price is a bad idea
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Well you have to base it on new game price of course. If price didnt matter when reviewing games no way that we would see games like Ancients of Ooga given the same score as Red dead redemtion for example. They both got an 8/10.
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And why would you compare Red Dead Redemption to Ancients of Ooga anyway? It's perfectly feasible for both to be 8/10 examples of their genre, regardless of price.
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@ MrMarc the stuffed base is a layer of cheese and herb sauce sandwiched between two pizza bases. About as good as it sounds, and seeing as I like the sound of the KFC Double Down I also like the sound of this. Someone get me a phone, I'm too fat and lazy to get one myself...
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Ancients of Ooga wouldnt get 8/10 if it was a 50£ retail game. No way. Price do matter and it obviously should.
But you have a point and i get that.
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Rotating spawns (like in MW2 and most other MP shooters) suck. I'd rather have fixed spawn points on well-designed maps (BC2, KZ2).
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An 8/10 for Guitar Rock Tour at £4.99 on iPhone doesn't mean the gameplay is as good as 8/10 Guitar Hero or Rock Band games. Allowances are made in the reviewer's mind for things like price and platform expectation, and that's as it should be.
We all know scores aren't completely objective, and you can't stick rigid rules to the way they are handed out
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i loved the trial, reminded me of 5 years ago playing cs 1.6 for hours on end in clans, getting organised ad learning maps.
archaic design decisions should not be knocked to one side, they are usually better for certain games, such as this, it's a slight call to the old school with a new school ranking system.
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By that token reviews of XBLA games, when criticising them based on their aspirations to match full price games, as Dan does here, should give at least some credit to the fact they are budget games. Value for money is a factor in a game's worth, after all.
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Oh, and looks kinda pants honestly, I don't see why they couldn't have done real ADS. Its tons more immersive, and I guess they made grenades suck so people don't do the throw them across the map thing and instantly kill you. It is also tragic that they never managed to balance the weapons, what were they doing during all those internal playtests? Using only ARs and SMGs?
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Exactly.
From Darkstar review:
"Perhaps as a cut-price download title, Kalypso could have scraped an 8 with this, but age has weathered the full-price score by one since its debut"
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"sadly, since we don't know how The Taxidermist will be packaged on PSN, and at what price, we're in the same position we were with Mass Effect 2's Cerberus Network add-on. We can't score it until the facts are in."
Tom's comment in Singstar Popworld review:
"it is possible to reflect critically on the experience of a disparate group like the one I had with me to test Popworld. Hence the higher score - which also owes a lot to the price, it has to be said."
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for every complaint about camping i read a rebuttal that it's not a problem. it also seems to work in reverse, with the winning team hiding away in their spawn point, relying upon the auto-turrets to protect them. sounds slightly shonky either which way you look at it.
will an update resolve the issues?
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You could be describing MW2 in that sentence.
Most FPS games are unbalanced on release or have you forgotten the m60 in battlefield bad company 2?
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Anyway, it's really stupid that the game doesn't show you all the specs of the parts you're sticking on your gun, how are you supposed to customize the thing to your needs if all you get is three vague summary stats?
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I apologise for misconstruing your use of the term 'real'. In principle, I agree entirely with most of the conclusions you have come to in your review.
The issue I would take with your review isn't specific observations, which will ring differently with different gamers according to their subjective experiences, but the dismissive tone. B:TD takes a brave step by allowing gamers to access twitch-FPS gameplay at a reasonable entry price point, whilst packaging it in a universe that moves away from the MW2 Western goodies vs extremist/Russian baddies tack which seems to be in vogue at the moment (see also, CS: Source/Battlefield: BC).
The SP experience, I would suggest, serves as no more than a tutorial for the MP. I have been using it as a 'testing ground' for different weapons and weapon configurations, which I would otherwise be punished for doing online (no-one is going to wait for me to see how effective X or Y weapon configuration is, after all). To be frank, getting four maps to serve as shooting galleries to test out weapon sets can make for a refreshing (and tactically useful) change of pace after hours of
relentless MP.
Ultimately, this is most *certainly* NOT an exceptional FPS experience. A score of 5/10 is fair (personally, I would have given it a 6). The score, I would argue, ought to reflect where the game sits in the spectrum of FPS experiences in order to achieve a degree of consistency. This brings me to my next point.
It's very rare for an FPS AI to outwit a good FPS gamer, so criticising a small developer for creating a SP 'campaign' of sorts which gives you the opportunity to gain confidence and test new configurations because of it's old-school 'shooting gallery' feel seems somewhat cynical. I would surmise that those who play B:TD are not going to be handing over 1,200 Microsoft Points with the expectation of highly-sophisticated AI to shoot at; they want to access the MP. Having a 'testing ground' to play with after you have levelled up a bit is a useful bonus.
Criticism of the story (of lack of it) is also not particularly enlightened when games like MW2 can get away with passing off Russians as belligerent cretins (does anyone really believe that Russia would declare war on North America because of a (mass) airport shooting?). The Tom Clancy games have similarly ridiculous storylines (H.A.W.X anyone?). We can't expect Mass Effect, Fallout or Halo levels of sophistication in storytelling from a developer who should be spending their time developing the gameplay, instead of syphoning off resources to construct a compelling lore for us to invest our imaginations in (cf Activision/EA, who can afford to hire military consultants and story writers with long and impressive CVs (and look at the 'stories' we still get our intelligence insulted with)).
To summarise what is really just a difference in attitude with you Mr Whitehead, I feel aggrieved by a review which appears to dismiss a fun experience because it lacks some of the pomp of 'genuine' AAA titles (XBLA or not). A true 'AAA' title is merely something which the publisher is willing to spend a great deal of time promoting, and which the developer has had a large bankroll behind (eg Gears of War, Halo, Call of Duty - ie franchises in nine times out of ten). A small developer who takes sound-bites from the current market vernacular and bandies it about a bit is perhaps punching above their weight, but it seems like you've set out to make a point along the lines of 'actually, Zombie Studioes, this is not a AAA title and you are fools for thinking you could use such a term to describe your product'.
I for, one, am much keener to support a studio like Zombie Studios with my wallet than the Activision/EA behemoths. You can be critical but encouraging about a product, and B:TD, in my opinion, should have received such a treatment. B:TD is not a cynical cash-in the way a 1,500 Microsoft Points map pack is and, as a gamer who cares about the way the industry grows, I think it is mean-spirited to slap down B:TD for lacking some of the polish that big corporations can afford to put on their products.
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"The reviewer is an idiot"
- Just to clarify, I don't think it is fair to say that Mr Whitehead is an idiot at all. He has made some very valid observations, many of which I agree entirely with. The fact is that if we just camp at the Activision/EA bases and wave our flags of approval, we will NEVER get any original ideas. All we will be left with is the MW2 clones that developers and publishers think are economically viable (how different from MW2 do you think COD: Black Ops is going to be? And yet, full RRP).
B:TD is not perfect, but then what is so great about Bioshock 2's MP? Bioshock 2 was a critical success, yet its MP seems like an after-thought compared to the frantic (and, I would add, fun) MP experience of B:TD. How truly 'innovative' is Halo 3's MP mechanics compared to the original Halo? Is it really fair to say that Halo 3 MP is a radically different experience from Halo: CE (core mechanics-wise, not LIVE/matchmaking/grenade-types/power-ups-wise)?
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"I'm never coming back here again because EG is absolutely horrible at their job."
- EG is the only gaming website which generates interesting debate in a highly fickle and partisan online community. They give us the Expo, and a fantastic podcast with regular guest appearances from within the industry. Compare this to Gamespot (Google the 'Jeff Gertsmann' controversy for a good reason not to bother with them) or IGN (forum trolls and ads for websites which sell illegal counterfeits spamming comment threads). It doesn't get any better than this pal.
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Now I want pizza.
And I'm on a diet :'(
/Tries pretending rice cake is a 'pizza'
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EDIT: and PROPERLY SPICY pepperoni!
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Who would of thought! EG just tries too hard....
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