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Brute Force tagopt_brief-feature_type-

tagopt_brief-feature_type- by Kristan Reed

18 June, 2003

With so few games publishers willing to go out on a limb and release exclusive titles for the Xbox (unless Microsoft passes around its huge money hat), it's been a frustrating year for those of us who want to see them really pushing the boundaries, and actually release killer content. Apart from the odd exceptions (Splinter Cell, Panzer Dragoon Orta), we've largely had to wait for Microsoft's own first party offering to emerge to provide the really compelling reasons to invest in the big black box. It's been a barren period.

Like a self-referential comment on Microsoft's bulldozer approach to the console market, Brute Force emerges from a protracted development process to provide the missing link between Halo and Conflict: Desert Storm. Developed by the previously PC-only Digital Anvil (responsible for Freelancer, Starlancer, and, in the pre-DA days, the Wing Commander series), it's a squad-based all-action balls-out third person run and gun, with only a little room for subtlety amongst the blasting.

It's not Halo

'Brute Force' Screenshot 1

Playable either in single player, split screen co-op (for up to four players) or over an Xbox LAN (more of which later), the game quickly reveals more than a few similarities to Halo. For one, the tutorial approach is nigh on identical to the Bungie classic, while the controls and the two weapons mechanic also closely mirror Halo's. Similarly, the visuals bear more than a passing resemblance, with some delightful texturing, bump mapping and a level of craft in the design of each of the six main environments that makes exploration a real pleasure. Xbox owners will also be delighted with the widescreen support and some of the best surround sound we have yet witnessed. But despite its seemingly reverential approach, this level of basic quality only serves to ensure that Brute Force is built on solid foundations, rather than attempting to be a pale facsimile.

Beyond what is an undeniably slick introduction to the proceedings, the game quickly settles down in an established pattern that runs the course; namely kill, crush, and destroy wave after wave of foes until you've wiped out everything in your path. Although it's not exactly the most complicated blaster we've ever played, the squad-based dynamics lend it a pleasing degree of variety.

The four "highly specialised super commandos" at your disposal take a few missions to assemble, but once you're familiar with their abilities, you're able to draw upon the distinct special powers on each. Tex, the first member available to you, is a fairly generic muscle-bound hulk of a man, full of throaty quips and sexist asides, but is also the most powerful of the bunch, with the ability to fire both his weapons at the same time. The most likeable of the four, lizard man Brutus, quickly joins the fray, and has the curious ability to draw upon the spirit of Arsene Wenger (we sort of made that bit up), and go into a furious glowing French strop, regenerate his health and literally bowl over opponents. Next up, the stealthy female Hawk can't carry as heavy (and therefore decent) weaponry as her male counterparts, but can cloak herself, sneak undetected into enemy lines and send the opposition to their death with a swing of an energy blade. Finally, the team's line up is completed with sniper specialist Flint, whose ability to split skulls from a distance and automatically target far flung foes make her one of the most crucial members of your posse.

Cue generic sci-fi storyline

'Brute Force' Screenshot 2

Along the way, you quickly realise that Digital Anvil's attempt to drive the missions with a generic Unreal 2-esque sci-fi narrative is a fairly clumsy and an inherently flawed exercise. Apparently bolted on towards the end of the development to give you some sense of character progression, you'll snooze your way through interest-free dialogue as your personality deprived holographic commander attempts to justify why you're being sent to the next killing zone, while members will sometimes engage in conversation at predetermined intervals to give the shooter some personality. But, really, there's little point even listening to what Commander whatshisface is burbling on about, or Tex's sexist crap, because all you really need to know is that you'll have to work your way from the beginning of the level to the end, killing everything in sight along the way.

Just as well, then, that the non-stop action works as well as it does. Although in essence all you're doing is fighting off wave after wave of alien scum, it's excellent entertainment for the most part - save for the first few tediously gentle levels. But halfway through the 18 chapters, Digital Anvil realises that it really ought to start challenging its audience, and throughout the learning curve inches up to an almost insane climax.

For the first half of the game, it's not really necessary to think too hard about such minor irritations as strategy and planning. Simply picking off everyone with Flint's sniper rifle while the rest of the team picks off the onrushing hoards works a charm in most of the open levels, while two-gun Tex (geddit?) can take care of the more congested close combat scenarios.

Laugh in the face of death

'Brute Force' Screenshot 3

Death is never a serious business in Brute Force. Simply, if all of your team gets wiped out, you're offered the chance to respawn them at the last checkpoint - effectively offering you infinite lives or continues, and easier still, the game never re-spawns enemies you've already killed.

But to simply wade through with mere Brute Force will result in a severe dent in your bank balance, as each time you clone it knocks 5,000 credits off your total, meaning either a poor score, or no score at all. Whether earning high scores will really bother you is questionable, but it is genuinely satisfying and tense to make it through a mission without having to respawn, or to have only lost a few lives.

But by the halfway stage, despite the ostensibly simple gameplay, we were utterly sucked into it all and more than happy to begin to adapt our approach. Faced with some stunningly evil enemies, it's a major challenge to make it through without multiple respawns, meaning that you're forced to start actually experimenting with your approach. Pulling off some stealth kills and generally taking your time proves to be pretty rewarding, although issuing orders to your squad can be a fruitless exercise in the heat of the battle. You can attempt to tell one of more of your team to 'Fire at will', be cautious or stay back, but they seem best left to their own devices for the most part.

Intelligent

'Brute Force' Screenshot 4

With a few curious exceptions when the enemy just fails to see you at all, the AI is a cut above the general lacklustre fare, and successfully dispatching a well-placed gang of alien thugs can take a massive amount of effort. Squad AI is also largely excellent (except when they stubbornly refuse to follow you, for example), but for the vast majority of the time you're never left feeling that you're patrolling around with a bunch of headless chickens, like you do when you play it with your mates. Fortunately, even when you do get caught out, the game's infinite respawning mechanic means you'll get through even the hardest levels in the end, but you can arguably treat your first play through of the latter levels as a training exercise if you want to play it that way.

Being a squad-based game, you'd imagine that the multiplayer elements would be excellent. In a rare organisational triumph, the four game playing EG members got together for a System Link session, each taking one of the characters and playing two-player split screen. Sadly, the game just wasn't designed to throw around the kind of detail we were expecting of it in split screen, and within minutes we were suffering some serious frame rate and draw distance issues - which, coupled with hangovers, weren't conducive to 'fun'.

Although the detail level has been reduced in split screen, it obviously isn't enough to make it run smoothly, and introduces some very poor gameplay issues, like being sniped by enemies the Xbox hasn't even drawn yet. Our advice is to not even bother if you want happy memories of your Brute Force experience; just stick to single player, otherwise you're facing the organisational headache of getting four TVs, four Xboxes, and four copies of the game in one room, and how likely is that?

Wot no Live?

Digital Anvil says it would have had to put the release date of the game back to the end of the year to implement Live multiplayer support (it does have two multiplayer maps for download, however), but we can't believe Microsoft didn't insist upon it. With all the ingredients there, it would have been a very compelling reason to sign-up to the service; an interesting squad based gameplay prospect that - played properly - works very well indeed, with some fairly standard deathmatch/squad deathmatch modes (for up to 16 players) to sate the needs of those that just want to shoot each other in the head.

On the other hand, like any co-op game, actually getting your team-mates to work as a team, rather than a collection of manic, shooting headless chickens is wishful thinking [particularly when everyone except you is hung over, you don't tell us what the controls are, and you choose repetitive swamp levels for us to play on -aggrieved co-workers]. As such, playing it in this mode is fairly fraught, unless you're all well versed in how the single player campaign works.

It should have been an FPS

But perhaps the over-riding criticism of Brute Force is that it should have been an FPS. It seems like Digital Anvil designed it in the third person for the sake of it, without acknowledging that it completely screws up the opportunity to play it split screen, thanks to inherent third person viewpoint issues. There are no jump-related puzzles at any point, and in every respect it plays just like any other FPS ever made, so it's even more head scratching. Maybe it was an attempt to make you associate with whoever you're controlling, or maybe they just wanted to avoid the inevitable Halo comparisons. Whatever the reasoning, it's just not as good an experience as it could have been as a result.

If you're prepared to forgive the baffling online multiplayer omission, and split-screen frame rate issues, then Brute Force stands out as one of the most compelling, relentless shooters released this year. It won't win any awards for originality [wanna bet? -cynical Ed], but when you encounter a game as obviously polished as this, it's frustrating that Digital Anvil didn't hold out that little bit longer and deliver us the finished article. But isn't that what sequels are for?

8/10

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Comments: 1-30 of 30 in total

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Rusta
18/06/03 @ 13:17
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I did'nt notice any frame rate problems whilst playing split screen?
krudster [mod]
18/06/03 @ 13:19
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But did you play it linked up with four mates all running in different directions causing the AI to spawn dozens of enemies at once?

Just one thing; how a certain mag can give Halo 10 and this 5 is something that does not compute.
Midnight Raven
18/06/03 @ 13:20
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So, how much "all out action" is it then? I like to take my time instead of rushing in, all guns blazing. It worked fine in the good portions of Halo (not the Flood bit, obviously), and I think I´d be satisfied if I could use a more cautions/strategic playing style in this one... if I´m forced into a pure twitch game a la Unreal/Quake/etc., it´s not for me.

Any ideas?
FWB
18/06/03 @ 13:21
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It's not Halo

Rating: 8 out of 10

Yes it is.

:p
jiroczech
18/06/03 @ 13:22
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Wow.. I was certain this was going to be shite. Still, I'd have to play it myself before making my mind up. Are you sure it's not really crap and you've just forgotten or something?
krudster [mod]
18/06/03 @ 13:27
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It's not overwhelming, action wise, until much later in the game (especially the last level). Mostly, you can pick enemies off strategically. It's very much a game that can be played lots of different ways if you want to.
templar wizard
18/06/03 @ 13:34
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xbox connect solves all network multiplayer issues.

im very surprised that the EG crew dont plug this....
binky
18/06/03 @ 13:50
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sounds a bit like FREEDOM FIGHTERS coming soon.
Cyhwuhx
18/06/03 @ 13:52
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.::: It's still a baffling ommision considering the weight Microsoft has given Xbox Live. I'm sure it wasn't meant as a negative comment against the developers themselves. But let's be honest here. For a company that's shouting online is the next revolution it's more than a little odd if their own titles don't support it. Especially when it's one that is practically made for online gaming.

Midnight Raven
18/06/03 @ 14:03
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It's very much a game that can be played lots of different ways if you want to.

Thanks, that really helps... Brute Force, it is then! :)
Shinji [mod]
18/06/03 @ 14:05
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FluffyReticle -

Microsoft is pushing Live as a key selling point of the Xbox.

Brute Force is a Microsoft Game Studios published title.

It is, quite frankly, baffling that the company didn't force Live support on this title. I *know* the difficulties of writing network code, and I know that implementing it on top of an existing codebase for a game is a nightmare - but this has ALWAYS been destined as a Microsoft-published Xbox title, so why in the hell wasn't Live support planned in from the outset?

Gameplay-wise, it'd work excellently on Live. In terms of network code, it wouldn't be any harder to implement than any other four-player co-op FPS title.

It is, as Kristan said, baffling that it doesn't support Live, and it's a frankly stupid omission from the game.
jiroczech
18/06/03 @ 14:10
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So, who do you work for FluffyReticle? :)
krudster [mod]
18/06/03 @ 14:55
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I take all of your points on board Mr F. Reticle, but one doesn't have to be a sarcastic bar steward to get your point across!
As Shinji and Cyhwuhx noted, if a Microsoft Games Studio title doesn't support Live, what chance has everyone else got? It sends out the wrong messages to the people who are investing time and money into Live - be that press, public, publishers, investors and so on.

Would another six months dev time really have hurt to make the game a classic killer app for Live, rather than release merely a 'very good' single squad player game with an almost pointless link up multiplayer element tacked on?
Edited 2 times, most recently on 18/06/03 @ 15:59
Tiitiz
18/06/03 @ 15:35
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Sooo buying this game :)
Razz
18/06/03 @ 15:41
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PC release?
Merefield
18/06/03 @ 15:52
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I agree with Kristan. For me, lack of a FP perspective is a deal breaker.

3rd Person is too mass market and a bit too Lara Croft for me...

Maybe they should have put FP in as an option and included a humorous live picture of your face on the bottom left of your HUD like they do in Wolfenstein so you could distinguish one character from another whilst getting a more involving view of the world...oh and included a load of toilettes in buildings with mirrors in them a la Deus Ex et al
Tiitiz
18/06/03 @ 15:58
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PC release?

Don't believe so mate
gizmo
18/06/03 @ 16:51
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Don't like the sound of the split screen slowdown. Halo co-op is where it absolutely shines.

I can't get broadband myself, although BF1942 is seeing me through just fine on ISDN ;)
shell
18/06/03 @ 17:55
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Yeah but soldier of fortune, Rainbow six, Operation flashpoint have all already been out on PC is there any new Xbox only shooters with live support coming out apart from Halo 2.
nick_f
18/06/03 @ 18:29
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I'm with FluffyReticle on this one. Just because a game works via system link doesn't mean it's a "doddle" to make it work on Live. That's the MS hype machine (and clueless fanboys) letting hyperbole get in the way of ones-and-zeroes reality.

GIven the game's original intended release date, I'm not surprised there is no Live support or that it was never planned. If there is a sequel - and I hope there is one for this very reason - I would expect it to be centred around the Xbox Live experience. That could very much rock.
otto [mod]
19/06/03 @ 10:45
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SOOOooo.. this reviews basically says it's not as good as halo. But 8/10 means that you think it is EG. I reckon you were just trying to stand out from the crowd given Halo that low a score for godsake, I learn of the score over a year ago and I'm still pissed.

*sigh*

EG's reviews are written by individuals, yes individuals. The individual who wrote this review gave it 8/10 and said it wasn't as good as Halo. Ergo, this reviewer would probably have given Halo more than 8/10. With me so far? Good.

EG's Halo review wasn't written by this reviewer. It was written by a different reviewer. Who thought Halo was worth 8/10. End of story.
krudster [mod]
19/06/03 @ 11:47
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Thank you Otto, couldn't have said it better myself.
Viktor
19/06/03 @ 14:01
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There is no widescreen support in this game.

Having finished it - in two evenings - and returned it to the shop, I must say that the experience wasn't memorable in any way. It had worse dialogue than Twin Caliber, missions which only required total destruction and no need for tactical play - only the option to do that.

Well, Knights of the Old Republic will soon come and justify my purchase of the green special edition :)
Midnight Raven
19/06/03 @ 14:26
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Sorry mate, nothing really justifies that ugly monstrosity... green or not. Just talking about the design here of course, the console itself is nice (probably one of reasons why I have one). ;)
mal
19/06/03 @ 16:15
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Ooh. Err. Mmm. Well... Mmm. Ooh. I...err. Mmm. Oh, sod it.

I like the idea of it not being first person, but I'm going to have to play a demo of this before I fork out.
krudster [mod]
20/06/03 @ 14:33
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Widescreen *is* supported, and, um I finished Halo in two days; what's your point?
But the dialogue is roooobish.
pjmaybe
20/06/03 @ 15:18
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"mal there is a playable demo on the next official uk xbox magazine out july 10th and no,i dont work for that magazine "

I hope you're not taking what they say as being on the "next disk" at the back of each mag as gospel..

They lied their arses off for the last couple of months. Excuses like "at time of press there was a delay in the issue of demos, hence we had to rejig" don't wash. If you're not going to put something on the disk, don't fucking advertise the fact that you are a month before...

Not buying this months OXBM as yet again they've got demos on there they've already had on disks twice before (Indiana Jones and Kung Fu Chaos)

Peej
Viktor
23/06/03 @ 11:20
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All three 16:9 main games checking sources say it's not 16:9, but I own an ntsc import so maybe the pal version is widescreen? I doubt it, though, as this thread is from the official Brute Force forums:

Here

Let's just say that it's interesting how some games are criticized because of their brevity and some are not. I wouldn't touch Brute Force again even if I was paid to. Halo I still play, as the cliched "I did it on legendary" boasting on all forums piqued my interest and I'm slowly ploughing my way through it - it actually is fun.
Edited 1 times, most recently on 23/06/03 @ 12:20
lennon
23/06/03 @ 14:39
#29
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Jury is still out on this. I have played the first few missions and havent found much reason for swapping between characters and from other reports it looks like that may be an issue. The gfx are pretty cool though. In one of the early missions there is a helicopter that explodes with a awesome looking mushroom cloud. Sweet.
pjmaybe
23/06/03 @ 16:33
#30
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Sorry but I just can't take Ross "Fruit and Fibre" Kemp seriously as a hard man.

Peej

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