Robert Ludlum's The Bourne Conspiracy

Re-Bourne.

Bound to be rubbish, right? Let's see. The Bourne Conspiracy is a bit of an anomaly in the world of movie-licensed titles. There's no movie of that name in existence, for a start - and although some of the game's sequences are taken from the first movie, The Bourne Identity, it's described as a companion piece to the existing series rather than a re-telling. There's also no sign of Matt Damon, or any of the movie's stars; Bourne himself is a re-imagined, brown-haired everyman with piercing eyes and a nasty line in lethal combat.

Moreover, The Bourne Conspiracy passes one of the key tests for quality in a movie-licensed game, in that it's not actually coming out remotely near to the movie. Nothing screams shovelware like a tie-in game that launches alongside a film; built to an incredibly short schedule, with an eye to release windows rather than game quality, they're almost uniformly awful (for example, last Friday's Jumper: Griffin's Story, which we suspiciously haven't been sent). The Bourne Conspiracy, by comparison, is appearing significantly after the last film in the cinematic trilogy disappeared from multiplexes. That's a good sign.

Bourne Again

The Bourne Conspiracy, as mentioned, follows the events of the first movie to some degree - but then takes the opportunity to explore Bourne's memories as they return to him, running through his previous operations as a merciless Treadstone assassin. As such, some of the famous scenes from the movie make an appearance, but much of the game is concerned with Bourne's past as a perfect human weapon, rather than his later adventures as a remorseful assassin on the run.

'Robert Ludlum's The Bourne Conspiracy' Screenshot 1

Up a bit. Idiot.

Several different types of gameplay make an appearance as you progress through the game. There's a high-speed, Burnout-style car chase through the streets of Paris, which holds together surprisingly well given that the game isn't a racer (High Moon chief creative officer Emmanuel Valdez tells us that the Unreal Engine 3 made building the technology for the racing section surprisingly easy). There are shooting sections, where Bourne's heightened abilities allow him to slow down time momentarily or perform "takedowns", player-triggered quick-time events that pop caps in multiple miscreants at once. There's even a high-speed chase through the American embassy in Zurich, a race against the clock full of hand-to-hand combat and quick-time events.

The beating heart of this game, however, is the fighting - a hand-to-hand combat system that's brutal, bloody and given additional spice by Bourne's ability to use his environment to perform bone-crunching, eye-watering takedown movies on his foes. Frequently, combat is a group affair, with Bourne taking on three or four henchmen at once - more high-powered takedowns allow him to hammer as many as three hapless bad guys simultaneously using stylish martial arts movies.

The highlights, however, are gruelling boss fights involving multiple takedowns - and the bosses, who range from security chiefs through to other Treadstone assassins, can also try to perform takedowns on Bourne, which he needs to dodge in quick-time button-press sequences. These fights can last several minutes, and generally see both characters getting visibly badly beaten up - not to mention resulting in badly smashed up environments. They also offer an opportunity for the game to show off its brutal credentials, neatly capturing the sound of someone's skull clunking with vicious force against an iron railing.

'Robert Ludlum's The Bourne Conspiracy' Screenshot 2

I warned you not to call it a cardigan.

Valdez is something of a veteran of fighting games, having previously worked on the Ready 2 Rumble boxing series. For The Bourne Conspiracy, however, he called in the best professional help that Hollywood has to offer - the services of legendary fight choreographer and stunt co-ordinator Jeff Imada, who was visionary behind the fight sequences in the Bourne movies (and in almost every other action movie you care to name, frankly, with an IMDB credit list longer than a gorilla's arms).

"When we looked at the design for the hand to hand combat system, we knew we wanted the distinctive style that Jeff Imada created for the movies," Valdez says. "That was the look, but the feel was that we didn't want to make a hardcore fighting game - because the Bourne fan-base goes beyond hardcore gamers."

That desire evolved into a combat system that simply has two attack buttons - light and heavy - and a block button. Combining moves on those buttons (mostly in the form of three-tap sequences) gives Bourne a vast range of movements and attacks - and landing attacks successfully charges an adrenaline bar. Fill a segment of that bar, and the fourth face button becomes active - allowing Bourne to use whatever he's standing nearest to in the environment for a takedown.

Bourne To Be Wild

The combat system itself works rather well - reminding us, in a more solid and gritty way, of the combat in Yu Suzuki's cult classic Shenmue. The basic fight mechanism works nicely enough, with punching, kicking and blocking all flowing nicely, but it's all broken up by the incredibly satisfying takedowns - quick-time events which call for swift button presses in time with on-screen cues in order to cripple your unfortunate foes.

"Takedowns are really what makes Jason Bourne, they're really what set him apart from any other character," enthuses Valdez. "Takedowns are anything from him weaponising an ordinary object, turning it into a lethal weapon, to using his environment in any means possible. Everything around him is a way of disposing of henchmen and different enemy types."

'Robert Ludlum's The Bourne Conspiracy' Screenshot 3

Help! My gun's on fire!

Some of the takedowns are from the movies - yes, the infamous fountain pen stuck in between the fingers during the Castella fight is in there - while most are entirely original. You'll find yourself drowning your foes in kitchen sinks, pile-driving them through doors and windows, smashing them through tables, walloping their faces into ceramic plant pots, beating their skulls with fire extinguishers... No fight is without its requisite wince moments.

Other aspects of the game play more of a supporting role. The shooting sections are fairly competently put together, using the same adrenaline system to perform long-range takedowns - but much of the time we found it simply more satisfying to close in to our foes, throw down the guns and engage in a bout of fisticuffs. The destructible environments, however, remain a key part in the shooting bits - barrels and cars go up in explosions when shot, while wooden crates can be destroyed easily enough to get at the fleshy enemies cowering behind them.

One section we're not entirely sure about at this stage is the game's chase and evade gameplay, which we got to see in the scene where Bourne tries to escape the Zurich embassy. An iconic scene in the movie, here it's extended to include more action and combat - but it's also full of quick-time events and will take a few retries to get through, which carries unwelcome shades of trial-and-error gameplay.

'Robert Ludlum's The Bourne Conspiracy' Screenshot 4

He'll never check here. It'll be fine.

Valdez acknowledges the difficulties in making an effective chase sequence. "It's really hard to design a chase sequence - chase means you're being pushed, it's about intensity and it's about pace. We saw it as a great opportunity, because that's the Bourne that everyone knows from the movies. He's always on the run. But from a gameplay standpoint, historically, being on the run and being chased isn't necessarily the most fun thing to do."

He reckons they've got it right with The Bourne Conspiracy's linear, quick-time-event-filled stage - all of which takes place against a prominent countdown timer. "I think we succeeded," he says. "You're always on the edge of your seat, and it's not one of those moments where it's trial-and-error and it's going to take you an hour to get through. We do throw in a couple of gotcha moments, just to keep you on your toes. That's what we wanted - to create tension and pace, and keep players moving and engaged." Whether the team has succeeded in that or not, we'll be able to see when the game launches in a few months' time - with the promise of a demo version so you'll be able to take a gander for yourself if you're not convinced.

Robert Ludlum's The Bourne Conspiracy is due out on PS3 and 360 later this year.

Comments (30) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • asphaltcowboy #1 4 years ago

    Sounds pretty awesome to me!
  • thepiedpiper #2 4 years ago

    looks a bit last gen to me. do i need glasses?
  • syphaa #3 4 years ago

    Does actually sound pretty sweet!
    I like the sound of the variety of the takedowns.

    Love a good action/violence/fisticuffs title!
  • Pac-man-ate-my-wife #4 4 years ago

    "There's also no sign of Matt Damon, or any of the movie's stars; Bourne himself is a re-imagined, brown-haired everyman with piercing eyes and a nasty line in lethal combat."

    That's purely because they didn't want to shell out for likeness rights.
  • Shinji #5 4 years ago

    Actually, they were perfectly prepared to pay for likeness rights, but Damon didn't want to do it. They were subsequently worried that maybe he might not do any more Bourne films, too, which would leave them with a game starring Matt Damon while Jason Bourne was being played on screen by someone else, so they dropped the idea and didn't pursue it.
  • Goffee #6 4 years ago

    If Damon won't do it again, why do I sense a TV tie-in series in the offing...
  • keyboardmonkey #7 4 years ago

    Matt Damon is he a member of the
    Film
    Actors
    Guild ?
  • woodnotes #8 4 years ago

    matt daaaaaaaaaaamooooooooooooooooooooonnnnnnnnnnn!
  • djed #9 4 years ago

  • Brogan #10 4 years ago

    The term "quick time event" was used way to much on theat 1st page. they have bored the arse off me since shemmue(sp?) if i wanted a dance game i'b buy a dance mat.

    EDIT:not sure what a damce mat is
    Edited by 1 at 26/02/08 @ 15:06
  • MrCrun #11 4 years ago

    With so much talk of QTEs why on earth was the article so positive? Almost every game to feature QTEs in the last few years has be derided for it. Resident Evil 4? Farenheit? The new Tomb Raiders? Even Mass Effect and that games QTEs were hardly critical to the game.
  • MrXBob #12 4 years ago

    MrCrun - I havent played Mass Effect in a couple of months, but I'm almost through my second play through and I explored everything I could (I'm quite obsessive) and I dont remember any QTEs... ?

    It could be my terrible memory though, I'm not calling you a liar! Remind me?
  • captainrentboy #13 4 years ago

    The Bourne developers have a long way to until they beat the quality gaming experience I had, with that other exceptional movie tie-in, Jumper.
    How that absolute crock of shit made it out of the door I'll never know, but its developers should do the gaming world a favour and kill themselves, if they haven't already that is from sheer embarrasment.
  • miiiguel #14 4 years ago

    MrXBob, they're not really true QTE's, but they're quite similar: the decription of computers/lockers/bombs where one has to press A/X/Y/B.
  • MrWonderstuff #15 4 years ago

    "quick-time events which call for swift button presses in time with on-screen cues in order to cripple your unfortunate foes."

    Oh God not quick-time events.
  • Genome #16 4 years ago

    I'm worried about this title. I'm just not convinced it'll be that good. The trailer really didn't impress and as for the music in it, I think they need to have John Powell for scoring. If we don't get his soundtrack, it won't feel like the Bourne that the movies made popular. (No, I don't really care for the books, so please don't whine about it.)
  • Anthony_UK #17 4 years ago

    Just had a look at some vid's they have of this on gametrailers which arn't new and go back as far as E3, but even so even so, generic Jason Bourne aside, back then it looked suprisingly polished for a game based on a movie. And that close combat....ouch!

    Looking forward to the demo, just hoping the QTE's arn't overused!
  • grantc7 #18 4 years ago

    Quick-time events, how original.
  • kangarootoo #19 4 years ago

    "but I agree with not paying for likeness rights. Spend more on the development or make it cheaper."

    Quite right too.


    Looking at those screens. A shotgun in a library, when people are trying to read or studdy in a quiet environment, HOOLIGANS!


    Also, Jeff Imada is a true master of his art. No doubt.
  • kangarootoo #20 4 years ago

    "Quick-time events, how original"

    Why do people never level such critisism at moving the sticks, pressing buttons or cutscenes?
  • Shinji #21 4 years ago

    Genome - John Powell did the music for the game. Although they didn't work with the actors, they DID work with most of the key creative people behind the movies - Powell did the music, Tony Gilroy worked with them on the script, and as mentioned, Jeff Imada was their action choreographer (he actually directed the motion capture and so on - he wasn't just an occasional consultant).
  • markypants #22 4 years ago

    I think the fact that Rob is sticking up for this game is a good sign to be honest.
    Not so sure with the graphics, but it could be one of those games that you truly have to play to see how integrated the fighting system feels.
    I also think that the fact that the core team of writers worked on this means that it'll have a good narrative which I think a Bourne Game needs to have.
  • Moonprince #23 4 years ago

    Games awful. Playing with yer eyes closed were ya??
  • monkeymagic #24 4 years ago

    I'm really looking forward to this. QTE's when done well like in Shenmue are terrific fun and allows the characters to do things that just aren't possible in normal fights. Look at the repetitive nature of Assassins Creeds fighting model.

    The one thing that I'm really not liking is the time limit thing spoke of in the last paragraph. Rob, if you're reading this, could you confirm whether this will be on every mission? As I'm one of these players who like to spend a bit of time on levels, have a poke and look at things. I don't really believe in blasting through a game. Theres good scenery and level design to be had!
  • Azazel #25 4 years ago

    What the hell

    Maaat Daaamooon
  • Azazel #26 4 years ago

    WTF is a 'Quick time event'?

    Sounds suspiciously Apple.
  • 3william56 #27 4 years ago

    Does it feature stomach churning wobble-o-vision handheld camera work in a feeble attempt to inject urgency and drama?
    (At least if the game has a sh*t camera, they can claim it's just being faithful to the movie).

    A car chase level that recreates the brilliant style of the first movie's Italian Job rip off would be superb.
  • reality_cheque #28 4 years ago

    Liked the films, looking forward to a demo of this. Pow! Smash your face in(to) my sink.

    Bonus point for anyone who gets the by-now-quite-obscure reference.
  • BooMMooB #29 4 years ago

    azazel - a QTE refers lightly to the Shenmue series or even further back to the Dragons Lair lazerdisc game (which was nothing else than a whole game of QTE's)

    Game does sound promising.
  • Fyzzu #30 4 years ago

    Dragon's Lair wasn't QTE, if only because it didn't actually tell you what buttons you had to push, which made it even more mind-numbingly frustrating. And I quite like QTEs, when done well.

    This actually looks pretty good. My cynicism reminds me of that Mission Impossible game on N64, though.