The Matrix: Path of Neo Review
Waaaaaaaaake uuuuuuuuuuup! Wake! Uuuuuuuuuuuuup!
Version tested: PlayStation 2
Here's what I don't get about Enter The Matrix: It wasn't about Neo because Neo is too powerful. Too powerful for what? Too powerful to be a videogame character? Don't we, um, routinely withstand the organised might of entire armies when we take on the mantle of an ordinary-guy-with-nothing-to-lose? I've been rookies-on-the-force with nought but a handgun and an entire drugs cartel out to get me, and emerged a cigar-smoking, rocket-launching, bullet-dodging lunatic standing on a mountain of erstwhile goons. We are programmed to overlook the average lead's implausible capacity for violence and utterly ludicrous resilience in the face of everything from headshots to head-stomps from 90-foot robot-dragons. So Neo can punch people 10 times a second, jump between skyscrapers and take on two hundred Hugo Weavings simultaneously. That rules him out of the running for the latest vacancy under my thumbs how, exactly? It sounds more like he inquired about the room in my PS2 and then turned up with a reference from Kurosawa and a character statement from Doomguy. He's made for this life.
And so it proves in The Path of Neo, which follows him from "Wake up Neo" to machine city.
When Neo runs up someone's torso and delivers a skull-crushing volley to the face in slow motion, it ticks the box next to "true to source material" and the one next to "suitable videogame moment" so quickly you'd swear it was using two pens. When he cuts down an enemy with a samurai sword, and then without even turning fires the blade into the chap behind him and then boots him off it again before spinning into a roundhouse to someone's slacking jaw, you don't even have to suspend your disbelief. It's meant to be like this.
Where Path of Neo succeeds most is in the collusion of combat control and spectacle. Of course you can't expect to throw every punch, land every kick or parry every attack. What you can expect is to feel like the force behind every flurry, the crankshaft behind every windmill pole-attack, and the momentum behind every combination. There's a very solid base of push and pull here, as there is in any fighting game; it's just that here your exertions are amplified accordingly, and evasion is practically capoeira.

Why do one when you can do them both at once? S'my motto.
Building up gradually over the course of various tutorials - filling in the blanks between that spike-to-the-back-of-the-head moment and "I know Kung Fu" - and at predetermined intervals in-game, the combat system develops from the initial hapless 'shove', to three-hit kick combos and the occasional run-up-someone's-face to a devastating arsenal of uppercuts, aerial attacks, sword-slashes, roundhouses, and more recognisable moves than you'd find flicking through Hello!'s celebrity housing special.
The way it all dovetails together, the enormous variety of outcomes that key into every combat context, and the way, Killer Instinct-like, that it distils the spectacle into basic combos and simple prompt-response button jabs is enormously satisfying - both to watch and do. There's so much that you can do, and so much that can play out above and beyond that, that repetition of motions doesn't necessarily mean repetition of outcome - particularly when you start to make use of the slow motion element, Focus, which acts as a modifier, as well as framing the finishing moves more excitingly, and allowing you to activate things like Bullet Dodge and, later, Neo's Force-like ability to stop bullets in mid-air and redirect them. And, brilliantly, whenever you round off an awesome combo, the final attack is couched in slow-mo while you're able to spin the camera angle round with the right stick in real-time. Nay - Bullet Time. Inspired.
The initial purely tutorial-based section is perhaps overlong, and certainly full of missteps, but even this isn't without its standout moments. As you'd expect, it peaks in hand-to-hand - when you reach for the wooden poles in the Morpheus dojo-construct fight, you can tell where the game's strengths truly lie.
What's utterly, utterly depressing, however, is that this is virtually the only place they lie.
Outside of the kicking-people-in-the-face, the way the game uses film material is variously awkward, bizarre and outright crap. The use of actual film footage is the most obviously demented thing. Instead of simply peppering it throughout in order to bind the interactive elements together, it's spliced together in montages that cut back and forth, often to split-second glimpses of things that you won't actually do for another half an hour and tries to give you a sense of Neo's... well, actually I have no idea what it's trying to do. It certainly doesn't do anything useful, like tell the story.

HIGH FIIIIVE!
Elsewhere, the way the film crosses over with in-game events often feels forced and rarely comes off. The rooftop sequence, home to one of the most iconic moments in the entire trilogy, is dreadful. Having acquired Bullet Dodge and established that you're meant to do the lean-back-and-get-your-thigh-grazed thing to dodge an agent's bullets while Trinity caps him in the side of the head, you discover that creating those circumstances is fraught with difficulty. You'll go into Bullet Dodge when you shouldn't, or Trinity will be too busy clubbing the agent with her fists to actually fire, and all the while that "Trinity! ... Help." sample is played for every attempt. Then, er, you have to do the same thing again, first wiping out SWAT reinforcements so the agent won't be able to immediately respawn. Which, when more reinforcements arrive, he, er, does. Trinity! Help. Then you get to take a ride on the chopper and use your mini-gun to liberate Morpheus. But only after you've gone through a tedious on-rails shooting gallery exercise. TRINITY. HELP.
Away from the main filmy bits, your missions don't so much draw out the superfluous sequences as strap them to a rack and stretch them to breaking point. When Trinity, Neo, et al escape just after Morpheus is captured, they do so through the sewers, fighting identikit enemies in identikit rooms, accessed after you've done an identikit blow-up-the-doorway-with-a-detpack-under-duress.
Sometimes it moves into areas unexplored by the film. Like Neo's extraction of troubled souls in-between The Matrix and Reloaded. The characters you help out are similar to the subjects of some bits of The Animatrix, for anyone who's seen that. Elsewhere the game colours certain details like the extraction of the Captains after the early-in-Reloaded meet-up. Since you're Neo, and not a fly on various walls, you miss out on most of the freeway fun with Trinity and Morpheus, but there's still lots for you to do - and in this area of the game it splits the missions into little clumps so that you can tackle them in your preferred order.
Problem is, the missions it sets up are contrivances. Set-pieces are telegraphed and then executed according to specific instructions. This is true of the game as a whole, in fact - there's no sense of really discovering Neo's powers yourself, and there's little opportunity to really discover anything within the levels either. At the merest hint of ambiguity, the game grabs you by the arm and tells you what to use or blow up. If a door needs blocking, you're told which support to shoot out with your gun.

Code vision allows you to find hidden stuff. And is just generally cool.
Guns are something you probably expected to hear about sooner. Their presence down here in the guts of the review ought to be telling and, indeed, they're mostly just plain annoying or superfluous. The gun tutorial itself demonstrates camera and control issues. Fortunately you don't need them often, but I can't really forgive the fact that what ought to be their moment of triumph, the lobby scene, is one of the weakest levels of the whole lot as a result of their shortcomings.
For a game based on a film trilogy that rapidly descended into style over substance [revisionist! - Ed], Path of Neo presents itself awkwardly, and takes an age to get going. The opening sequences - a dreamy facsimile of the lobby scene, and a stealthy scamper through the halls of Neo's office building, leave you confused and bemused. You simply can't get a handle on the lobby action, because you don't know enough, and yet you will learn about it just fine. It comes off as utterly pointless. And the stealth is terrible - lots of clunky leaning-against-the-wall and manoeuvring to hotspots in accordance with Morpheus' galling enunciation. "Move arROOUUnd the desk." You move, you bald-headed dimwit! Where's MY freaking chopper?
There are moments when it has a good idea. Being able to change the course of the film by escaping Neo's office instead of surrendering alters events slightly. It's something you don't have to do, but you'll want to see what happens. It's a frantic, often perilous climb to the roof followed a frenzied descent, racing past the menace of an agent and barrelling over guards in an attempt to reach the exit. But these film-breaking bits are all too rare and often poor. Yes, you can opt for the blue pill, but nothing interesting happens. You just reload the level.
Even so, sometimes, even the set-pieces work. When Neo's trapped in a room with an agent he can't kill yet, and his guns are off-limits because he's holding the detonator for a nearby explosive charge, the only option is to hold out until the others can break through and he can leap an enormous, surely impassable void - blowing up the charges behind him simultaneously. The adrenaline really surges as it looks like you won't make it. Indeed, what happens seems absurdly implausible. "Ok, maybe you do know kung fu," Switch quips. But there's simply not enough of this. "Hm, upgrades" - surely the funniest line in the whole of the second film - is virtually the only other chucklesome moment. Most of your fun has nothing to do with the film's events - it's about creating your own action set-pieces, a bit like FEAR does.

Enter the hula hoop contest.
Despite Shiny's repeated proud boasts, it's technologically hamstrung in places too, and glitchy to boot, with characters sometimes switching positions inexplicably. Now, they said normal mapping couldn't be done on the PS2. Maybe it just shouldn't be. The game throws vital frames away at the expense of its technical ambition with a foolhardy degree of recklessness. It's very impressive to see pillars fracture, bells fall out of the roofs of churches, blossom fluttering through a studio apartment and Neo's fists cutting through shafts of light as beautifully wasteful texture quality around him falls into real-time shadow, and it's nice to see every pixel putting some time in during a Chinatown slug-fest, but it's not entirely necessary. It doesn't quite work either - the textural detail looks grainy at any distance, and no amount of crafty lighting algorithms can mask Neo's triangular knuckles. No wonder people don't get up when he punches them...
Fortunately, the fighting animations are superb. And that's really what it's all about - it's a game that exists to make you feel superhuman and cool. It deserves credit for delivering that in combat. Neo's abilities are empowering, and the balance between The One and the many red-shirts is just about right. Some of the ways it achieves this outcome are obvious: the enormous variety of context-sensitive moves, the carefully choreographed kung fu animations. Some are less so, like the way the AI SWAT teams won't shoot you if you're engaging one of them hand to hand.
It's never going to score too highly. What with the technical issues, the contrived mission design, the awful film editing, the animation glitches, the awkward gunplay, the restrictive camera, the handholding, the slow start, the inconsistent checkpointing, the mishandling of key events, and the ludicrous manner in which the Wachowski brothers actually walk into the game and present the alternative end sequence.
But, as I sit here convincing myself it's rubbish on account of all this, I realise that I genuinely have enjoyed playing it enormously. The combat may lack depth in skill terms - certainly you wouldn't compare it to something like Ninja Gaiden in terms of technique - but in the end Neo's the perfect embodiment of stuff you want to and now can do in a game. It's just the Path that's the problem.
7 / 10
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Comments (42) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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/plays gun instead
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In short: Does it hold a candle to the Japanese variety of fighting games? Or will I walk away disappointed if I expect that?
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That'll get people to buy the game LOL but I have to agree with that anyway ..
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Despite the flaws, it's inexorably cool
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Personally I wouldn't give something that's sometimes fun despite its crapness more than a 6, which is where that review seemed to be heading to me...
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I salute the willpower of thy constraint reviewer.
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What are you talking about? It's a decent game!
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A problem 3D games just can't seem to get rid of even in nextgen.
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Come on, you're supposed to say they're both shit!
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Anyway - back to the game - the shooting IS good and in fact Im gonna stop talking now and go play. Fun Fun Fun (by the way I agree with the slow start - but it REALLLY gets going the more time you put in).
8.5/10
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The only half decent work around I've found for this, is to holster your guns, and then get them out again, but during this time, you can be getting riddled with bullets...
The hand-to-hand is far more satisfying though.
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I'm a very casual gamer, don't have a PS2 or Xbox, so will probably never play this game. Still, I like the idea of being able to punch like Neo (as opposed to just liking the idea of punching Neo).
Pow...powpowpowpowpow!
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Sorry, I don’t want you to be happy
For me it is 4/10 at best. But I don’t have a reason to bash review or reviewer. I have my opinion; he has his own opinion.
Fighting is somehow enjoyable in small doses later in the game when Neo/player could use special abilities of Neo from film. But other parts of game are seriously broken.
Horrible beginning section, so so visuals with ugly character models and overused special effects (Perry's pride? heh), really bad camera (even if compared to bad camera in Shadow of Colossus), horrible shooting (using R2 and R1 is not good choice), crappy alternative ending with Wachowski thieves and badly told story via good cutscenes.
Shiny did poor job again. I can't believe they are the same people who made such a gems as Sacrifice, MDK or Earthworm Jim series.
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Though having said that, the Matrix franchise is probably one of the most videogame friendly properties out there, it's just such a shame that it was given out to a now second rate developer. Sure Shiny had some great games back in it's heyday, Sacrifice, MDK and Messiah come to mind, but clearly all it's talent has left to go elsewhere and the company was left with Dave Perry and the lack of any real talent.
Games based on the matrix had potential to be an amazing phenomenon with countless possibilities....but now that they've dragged the franchise through the mud, i'd be very surprised if we ever see another one again....and i would frankly not miss the fact either since they just don't seem to be able to choose the right people to make the games anyway (or create the sequels for that matter ;p)
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Who is the better actor; CG Keanu, or REAL Keanu?
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Oi! Wild 9 was awesome.
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What a way to finish a review. Nice touch.
>"Who is the better actor; CG Keanu, or REAL Keanu?"
Which is which?
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/watches Star Trek (4-6) instead
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The original one was pure, true, compact, subtle, classy and complete in itself. The two needless sequels were relatively boring, pretentious, cheap, badly acted, bloated mostrosities (sorry to everyone who likes those, I am just comparing them to the original). I never thought it would require patience to sit through a Matrix movie, especially if you are trying to educate some non-believers. Needless to say, I couldn't.
And don't even mention the games. This franchise has been ruined in every iteration since the first movie, except for the anime's, and you know why? It isn't a franchise at all. Every below-par Matrix offering has been selling on the brilliance and the legendary style and mystique of the original.
All I can say is, I don't remember thinking through the credits of Matrix 1, hey, I can't wait for a sequel.
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I also like the fact that you played as two side characters that were diferent from the main ones, and that had a small part in the movies. You got to see a different side to the Matrix uinverse. Plus it was more original and btter than simply playing through Neo's story in this game, which you already know.
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I went in thinking it'd be 'ET'. I still didn't enjoy it.
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I am thinking it would be cool to shoot clones of Wachowski Brothers (sorry for the spelling - too lazy to look it up) in a shooter based on the Matrix universe.
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Still amazes me just how much they managed to fuck it up. It took even George Lucas thirty years to bury his legacy. The Wachywochi people managed it in three!
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Glad to know you agree that they indeed f**ked it up.
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KG
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It's just that this reviews for PS2 and I've got any XBox.
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Oh, and this official Matrix game manages to have a hugely worse lobby scene shoot-out than the one I played in Max Payne 1 many, many years ago...
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terrible, terrible waste....
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One that gives you the Megacity to run around in carrying out missions (keeping the decent stuff of these two games, like the fighting and bullet time) and actually being given a bit of freedom. (ain't that one of the themes of The Matrix?) Just imagine a GTA style free-roaming city (er...whilst conveniently forgetting the online game...) where you carry out your missions and have to find a hardline to get away from agents,(it could take you to the Neb, which'd be the game-hub/base thingy) forcing you to improvise with the cool abilities these games lend you. Jump across rooftops to avoid civilians who might become agents any moment, race against the agents to a phonebox you've spotted.
Use that Matrix telekinesis to lob cars at SWAT squads or block an agent from following you down an alley. Or jump on a car and float yourself around on it! Also, you could have hundreds of button press cheats (like the ones in San Andreas, but simpler) that would help you alter and control the Matrix, turn off gravity, alter the weather, whatever. The theme of the films is perfect for a game that'd ENCOURAGE you to cheat! It could be sooooo good... Sigh,sorry for waffling so long. Reckon I'll go back and play it a bit and imagine what could've been. Anyone else have any ideas of what they'd like to see in these games?