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Infernal Review

PC Review by Alec Meer

22 February, 2007

Back at the start of Infernal, Dave Angeldevil, or whatever the hell its straight-out-of-some-dismal-crap-on-Sky-One-around-11pm hero is called, is given a demonic power that can demolish metal doors and brick walls. It's actually pretty cool - the game seems to be demonstrating that it's over-the-top, it's got decent physics and Dave's (alright, alright - 'Ryan Lennox', but the other name suits him better) a proper badass, living up to his status as a fallen angel now working for the forces of darkness (or at least some guy with a spooky voice). Which only makes it all the more surprising that Dave spends the next few hours being obstructed by wooden doors and flimsy chain barriers that his new ultra-destructo-power can't even dent. The answer? Why, trudging around similar-looking corridors looking for keycards and buttons, of course.

Games have got to stop this. With graphical technology at the height it is (Infernal actually looks pretty good, whilst also feeling kind of cheap), creating a world where incredibly heavy explosives cannot affect everyday scenery is increasingly ridiculous.

There are ways to prevent players from escaping a carefully-arranged linear path without totally shattering in-game credibility - forcefields and heavy-duty security doors for instance; things that at least look resistant to firearms - but Infernal's still moping around in the primordial slime on that front. If Dave Angeldevil was the wisecracking, unflappable superpowered hulk he's supposed to be, he wouldn't waste his time scouring rooms full of barrels for switches to push so that a small glass panel on the other side of the room would slide open. He'd crash through walls, tear men limb-from-limb, repeatedly bellow "Look at me! I'm AWESOME" and finish the game in 20 minutes. He probably also wouldn't meet instant death from a 10ft drop, but then the game never explicitly states that an unfortunate side-effect of all his magic powers isn't having a horribly weak spine.

'Infernal' Screenshot 1

Souls: healthy and delicious, with a slightly damnationy aftertaste.

So, near-future shooter, awful, puerile, heavy guitar soundtrack, deep-seated misogyny, pop-up baddies, AI that always chooses something highly explosive to stand next to, almost total obliviousness to the shooter landscape post-Half-Life, Halo et al. Yep, SiN: Emergence by any other name still smells like rotting meat. Infernal's from a third-person perspective and slots in about four puzzle types on regular rotation, but otherwise it's exactly the same kind of hollow brawn that never got over early 90s videogame box art as the mercifully terminated (or at least on indefinite hiatus) SiN episodes were. Even some of the baddies are essentially interchangeable. But while that had at least flashes of a poorly-realised attempt to be tongue-in-cheek, Infernal takes itself deadly seriously. Initial talk of sex and high blasphemy reveal a game that believes itself to be mature, but in reality it's brash, testosterone-soaked, stupid and probably thinks Michael Bay movies are the highest artform known to humankind. Given its silly story, perhaps it's just read too many comics that concern a modern-day war between heaven and hell, in which case it should really put down the Spawn books and read some Preacher instead.

In other ways though, it's a superior game to the last SiN. Presentation values are all over the place (not least in some particularly excruciating voicework) and it lacks the vaguely cinematic grandness that made SiN: Emergence at least bearable, but it has more variety and ideas. Not remotely new ideas - the spectral vision is straight from the Soul Reaver games and the temporary teleport was recently seen in Prey - but they do reveal an intent to be more than a pure bulletforce game. At times, hitting a (usually rather too obviously signposted) obstacle and knowing which of Dave's handful of otherwordly abilities will overcome it creates the requisite sense of fluid omnipotence he's supposed to have. There's also some passably thoughtful boss fights - we're not talking Zelda here, but most aren't purely shoot-until-dead. There's plenty of shooting and deading involved, but usually at least one of the demonic powers is called for too.

'Infernal' Screenshot 2

Hands up if you've got a PhysX card! Never mind, then.

Occasionally toyed with is a light/dark environmental element that affects whether Dave is gaining or losing magic juice. It's tragically underplayed, used almost solely as a mechanism to ensure he doesn't have his best powers during the toughest fights, but once in a while shooting out the lights so that he can then turn a torrent of arcane force onto a horde of identikit troops feels pretty good. Health, mana and ammo collection is dealt with neatly too - Dave can eat souls. Eating souls makes him stronger. It's inarguably crazy videogame logic at work, but, at least in the context of Infernal's over-earnest holy versus evil but with guns plot, it feels a lot less silly than picking up white boxes with red crosses on.

Again though, it's undermined by too much time spent trekking through corridors, stairwells and rooms full of unopenable doors looking for keycards and getting shot in the back by men-from-nowhere. Staples of a great many FPSes for sure (and really this is an FPS in almost every way - the third person camera only seems to be there due to a misguided belief about how super-cool the lead character looks), but maddeningly overplayed here. Though generally it's pretty obvious what does what, the architectural similarities within each level means there's a little too much confused backtracking as Dave tries to find out which identical door the switch is hidden behind. Clearly, a lot of time has been spent on the depressingly videogamey character designs (monks with cyber-armour! Girls in PVC catsuits! Small-bearded anti-hero with tattoos!), and nowhere near enough on level structure.

Infernal has very little interest in fighting against any of the clichés of videogaming. This serves to make it both somewhat objectionable and the sort of thing you can accidentally lose a weekend to that you honestly did not enjoy. In its better moments it's a guilty pleasure, in its worst it's embarrassingly retrograde. By being consistently fairly slick with it, it easily avoids skimming the lowest depths, but really it's the kind of game we've all long since grown out of. Or so I like to tell myself, anyway.

5/10

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Comments: 1-35 of 35 in total

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ilmaestro
22/02/07 @ 11:10
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Apostrophes have been turned into question marks.
Razz
22/02/07 @ 11:14
#2
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And Italics have been turned into forward slashes
President Weasel
22/02/07 @ 11:15
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And it?s making the article too annoying to finish.
UncleLou
22/02/07 @ 11:17
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Oooh. This got 8/10 on EG.de, but the demo seemed pretty lame to me.

I've said it before though, the graphics engine is quite impressive. Looking great, and running ultra-smooth.
sebsal
22/02/07 @ 11:23
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MarkM
22/02/07 @ 11:29
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����. �������, ��� lol?
ses
22/02/07 @ 11:31
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Sounds fun enough to me, even if they should have stuck with the original tongue-in-cheek approach (before they renamed it to Infernal).
absolutezero
22/02/07 @ 11:33
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Overtly harsh judging from the demo.

I think I will get this, it reminds me of Call of Juarez in that its worth battling through the less outstanding moments to get at the good bits underneath. The latest Gamestm has a nice review showing the game in alot better light.
Daymare
22/02/07 @ 12:00
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"Hands up if you've got a PhysX card!
Never mind, then."

LOL!!
SBfistfun
22/02/07 @ 12:22
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Wow keycards.

Sound shite
asphaltcowboy
22/02/07 @ 12:35
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"...accidentally lose a weekend to that you didn't honestly not-enjoy"

/head asplodes!
nickthegun
22/02/07 @ 12:41
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I have started to get more an more annoyed by the doors thing. I can open some doors, but not others meaning I have to skim the walls repeatedly pressing 'use'. I can kick some doors down, but I cant move a dustbin out of the way. I can use a rocket launcher to destroy an enormous tank, but I can use it to destroy a chain link fence.

As the review said, the better and more realistic the graphics, the more you expect realism from the rest of the game.
lambtron
22/02/07 @ 12:42
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I have to admit I found the demo extremely dull.
mkreku
22/02/07 @ 12:46
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I remember playing one Colin McRae Rally (2?) where they had some tracks where they put up some sort of plastic tape to show the drivers where to drive. The only problem was that if you hit that thin tape, going 160km/h, you'd immediately (and brutally) stop. Like if you'd hit a brick wall. Now THAT'S game breaking!

I have a sneaking suspicion that we won't be seeing deformable backgrounds on any higher level until Crysis hits store shelves. I can't wait to get Crysis, enter an unlimited ammo cheat, pick up a mini-gun and cut down an entire forest Schwarzenegger/Predator style! :D
LlamaFarmer
22/02/07 @ 12:59
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Judging by the demo I completely agree with nearly all points in the review. Game looked good, I could enjoy the silly generic future-tech "badass" characters and story as a bit of fun, but the gameplay was just so repetitive and not in a "30 seconds of fun, repeated" way. I'm bored of the waking up with amnesia/having supernatural powers slowly remembered or gained type games. Call of Juarez felt so fresh and different, good level design, lots of different gameplay elements, it felt authentic and had soul, which I don't think this game has (judging by demo and review).

I think Alec's right to be harsh in this review, since we've seen it so many times before and with the power available to PCs and next-gen consoles, we should be able to get passed the keycard, locked door trudge through levels. Instead everything looks a bit blurrier and more shiny and that's about it for most games.
absolutezero
22/02/07 @ 13:03
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What I don't understand is why this game was singled out. The complaints appear in nearly every single fucking game ever. EVER.

So is now the time we get pissy and complain?

Remember FEAR? It got an amazing review based solely around the fact that it has half decent AI. Everything else is horseshit. Why did'nt it get a shit review then?
Waldo
22/02/07 @ 13:06
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"Remember FEAR? It got an amazing review based solely around the fact that it has half decent AI. Everything else is horseshit. Why did'nt it get a shit review then?"

Advertising revenue?
krudster [mod]
22/02/07 @ 13:11
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FEAR is one of the best FPSs ever made. Get over it.
UncleLou
22/02/07 @ 13:11
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Eh? FEAR's style might be a tad generic, but it doesn't suffer from testosterone-fuelled pseudo-mature macho affectations.
Whitey McCool
22/02/07 @ 13:12
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About time a review was as 'harsh' as this. Just because you could name several other games with the same faults doesn't make them acceptable. The Campaign Against Keycards 2k7 starts here.
absolutezero
22/02/07 @ 13:14
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FEAR was a freaking corridor shooter with enemies that knocked things over.

Lou I know you love FEAR but try and not take every single negative comment about it as a que to launch a crusade.

Also FEAR is pure gun-porn along the same lines as Black, if thats not testosterone-fuelled pseudo-mature pish I don't really know what is.

*Slows down time*
*Shoots face-less henchmen*
*repeats*
Edited 1 times, most recently on 22/02/07 @ 13:15
Waldo
22/02/07 @ 13:24
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"About time a review was as 'harsh' as this."

Yeah, Eurogamer shows no mercy to those obscure C-list action games.
Bonzrat
22/02/07 @ 13:25
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I'm of the opinion FEAR was worryingly overrated in most corners (mostly because of its tedious level design), but it's a far better game than is. As I say briefly in the revew, it's not that I'm singling this out, but because it commits the stereotype sins of FPS to abstraction.
- Alec
UncleLou
22/02/07 @ 13:27
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@absolutezero:

If you saw that "idiot" comment I deleted, that wasn't aimed at you.

Apart from that, I'll defend FEAR as long as people attack it. :)
UncleLou
22/02/07 @ 13:29
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I'm of the opinion FEAR was worryingly overrated in most corners (mostly because of its tedious level design),

See yesterdays PS3 FEAR preview thread for the difference between "level design" and "pretty setpieces", please.
mkreku
22/02/07 @ 13:34
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I'm sorry, UncleLou, but you're not the only one in these threads that know the difference between level design and pretty crap. And no matter how you spin it and try to make it seem that everyone else but you just don't get it, the fact is that a lot of people (myself included) got bored relatively quickly by the monotonous and uninspired levels of FEAR. And NO, having two doors leading to the same office corridor does NOT equal great level design. Sorry.
UncleLou
22/02/07 @ 13:40
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I know I am not the only one, but there is a vocal minority who indeed doesn't get it.
StarchildHypocrethes
22/02/07 @ 16:50
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/throws hat into the ring

FEAR is one of the best FPSs I've played. Yes there were a lot of corridors, but there are in practically every FPS ever made. However, FEAR had a cracking atmosphere, looked superb and was a selection of great action set pieces that worked brilliantly. I loved it.
gnarl
22/02/07 @ 17:59
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In FEAR, one of your powers wasn't the ability blow things up/down with your mind. The only power was to slow time a bit. Most of the things that you couldn't get past looked like a few grenades probably wouldn't get you past it. Here, apparently, paper screen doors are an impenetrable barrier. Which I think is the point being made?

The level design I found to be some of the best, but only in places. I did get bored of it, but only just before the end (the entrance to the vault). The decor and the story wasn't good enough to get me through, unlike other games, as it was horribly dull.
Daymare
22/02/07 @ 18:15
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Since we're talking about F.E.A.R. again; I never got bored while playing it. If somebody did, well, too bad for them. It doesn't make the game any less great to me because some people don't like it. F.E.A.R., to me, is a FPS in it's purest form. To me, acctual combat and AI was so great (the best in it's genre), it didn't need more diverse levels (those monotone levels acctualy gave F.E.A.R. an unique look and atmosfere, which I can't get anywhere else). But if Half-LIfe had such levels, I wOuld get bored. Games just focus on different things, even if they're from the same genre. If games tried to be perfect, they might as well be in production forever. F.E.A.R. just isn't a game for everybody I guess. That doesn't make the points it focused on (again, combat & AI) any less brilliant in my opinion.
Maybe people really should use words like "to me" or "for me" when praising or trashing a particular game.. It is of course obvious they're in the subtext, but it get's quickly annoying when somebody is saying something about a game that comes across as an objective truth.

Sorry for following some of you guys off-topic.
gnarl
22/02/07 @ 19:03
#31
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"(those monotone levels acctualy gave F.E.A.R. an unique look and atmosfere,"

In my opinion, you've just done what you didn't like, yes? I personally try to throw in such things to indicate my statements are subjective as it bugs me also, but find it is difficult to keep up.
Lim-Dul
22/02/07 @ 21:37
#32
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Actually I'm also a reviewer for the Polish branch of Axel Springer (Play and Komputer Świat Gry) and I'll be reviewing this game soon. That is, I already finished my review version. =)

I think the review is a bit unfair to the game. Sure, it isn't ground-breaking by any means, but I'd call it a very solid TPP shooter with some moments of brilliance.

My score will surely oscillate around the 7-8/10 mark, probably rather 7 than 8, cause altogether the EG review isn't far away from the truth when it comes to the game's weak points - it's just sad that it doesn't mention the STRONG points as well...
Daymare
23/02/07 @ 08:46
#33
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@gnarl

Oh, c'mon, you've focused on that single statement I forgot to specifily express that it is of course "just" my opinion ;)
kelly's_h
23/02/07 @ 18:42
#34
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"FEAR had a cracking atmosphere"

Call me crazy but the atmosphere reminded me of Resident Evil 2, which is great in my book. Played it on my trusty but now grandpa-die hard PC (not even lighting could kill it) so looking forward to getting it on the 360.

Which game is this tread actually about? ;-)
PotajiTo
09/03/07 @ 22:55
#35
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I've only played the game for about an hour, but is impressive. The graphcis are AWESOME, just like the promotion pictures, and I have a crappy computer.
FEAR was great the first 2 hours, then it got tedious, I hope this doesn't happen with this game.

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