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Pilot Down: Behind Enemy Lines

To tell you the truth I’ve been looking forward to this game, quite a lot. Being a big fan of the Metal Gear series and recently finding the joys of Splinter Cell, I thought the title’s mixture of WWII stealth action and RPG element would really pull together the mass of recent First-Person-Shooters Electronic Theatre Image set in WWII, the evolution of the Stealth genre over the past few years and add in many needed RPG elements to this role-playing type of game.

This isn’t the first attempt at a game like this from Wide Games, their debut title Prisoner of War although different in terms of actual gameplay has the same basic concept, escape and survive. Pilot Down: Behind Enemy Lines really puts a new edge on this concept; you are William Foster, an American Airforce Personnel, put into a situation every WWII pilot dreaded: being shot down over enemy territory. During World War II over 180,000 allied airmen were shot down in enemy territory, only 300 of them made it to Switzerland and freedom. You get to decide which set of numbers your character, Bill, makes up. Everything in the game is set against you getting out alive - there are more enemies than you, they’re better armed than you and if they don’t kill you the cold of middle Europe winter will.

The first thing you notice that’s against you in this game is the fact you have two health meters to watch, one standard health bar and one of which is an Endurance meter, this goes down quicker the colder you get. Not only does this mean you have a constant phobia of icy streams but also that you have to keep yourself warm, more Electronic Theatre Image so than anything else. If the bar is too low for too long you can get a cold and sneezing is never helpful in a stealth game, or if you let the bar drop completely it will start to eat at your health bar, slowing your progress and making you more vulnerable to enemy attacks – a technique ripped straight from The Legend Of Zelda: Ocarina Of Time, but entirely fitting in it’s new guise.

                Fighting is generally the stealthy option of a quick strangulation, though there is a full authentic collection of WWII weaponry for when you feel there isn’t another option but full on assault - ranging from the tiniest pistol to big powerful assault rifle. The use of these weapons increases the variety of gameplay but because of how outnumbered you are, full on assault is never really possible. What you generally end up doing is hiding with your back against a wall, or shed, or some random pile of logs, then swinging out whenElectronic Theatre Image the barrage of machine gun bullets stops, trying to hit one of the four or so blasted Germans that now have you pinned. No, this game definitely pushes for the stealthy option, even the opponents AI seems to be tuned for letting the stealthy man get away with it, countless times have I sniped a guard standing next to someone and his mate just wanders off after taking a couple of drags on his cigarette allowing you to sneak up and hide the body somewhere then worry about taking out the blind idiot.

The unintuitive AI is something else that plagues Pilot Down: Behind Enemy Lines, it’s something that many Stealth-based suffer from but annoys me a great deal; the enemy can only ever see about four feet in front of them! This has been partially improved in Pilot Down: Behind Enemy Lines with the inclusion of detection meters above people’s heads which starts when a person first becomes aware of your presence;  a little red or yellow bar that slowly gets bigger the more they notice you, yellow representing if they will hear you and red is when they will see you. This does give you a fare amount of warning to remove your presence from their vicinity but this doesn’t stop you from jogging round a corner into a guard because you’ve simply got bored of creeping at a snails pace through German countryside or because it is killing you.

The title is very slow paced; it’s not that you can’t move at speed, you just don’t want to. There’s also a lack of mid-Level checkpoints; you die, you go back to the Loading Electronic Theatre Image Screen and get treated to the, actually rather cool, comic book strips describing how you got to that Level, then you start it all again. The Level structure and character placement and movement are all heavily scripted, so it’s relatively easy to get back to where you were, but it’s the time you have to spend repeating the same movements and moments sitting in the cold waiting for that one guard to get to his place on his patrol where you can tap the logs to get his attention, then try to sneak round behind him without him seeing you this time.

The RPG element is just that, an element, you put up a selection of 9 stats generally one point at a time after the completion of each Level, when the Experience is awarded. Putting up a stat, let’s say pistol shooting for instance, by one point only really increases the amount of times Bill shoots at what you’re telling him to. Whereas putting one on health or endurance gives you a visible extra portion to your bar. I would really recommend that everyone go for the inventory expansion at the beginning because the size of the one you start with makes it seem like you’re storing everything in a sock down your pants.

Now graphically with this game they’ve tried to do something a liElectronic Theatre Imagettle different, which is a shame, they’ve tried to set this game within one of the old war comic books, this is blatant from the Level Intros, which are dubbed comic book pages shown to you frame by frame. But you can also notice it in the colouring of the surroundings and in the strangely brightly coloured sky. This doesn’t do anything bad for the game, but it is a grand step down from what is considered plausible graphics today. Even games based on notorious comics have fully updated their approach to graphics now, either giving it the full graphical whack or going for the rather cool looking cel-shaded approach. The sound has a good effect on the game allowing you to hear the footsteps of the soldiers move closer and giving a few orchestrated bursts when the action hots-up, but just what’s needed to make the game work, not anything that really gets you immersed to the fullest effect.

That’s my personal problem with Pilot Down: Behind Enemy Lines, there isn’t really anything special about the game. AllElectronic Theatre Image the stealth bits have been done before, generally to a much better degree, and although the gun fights can be lots of fun and are really good for this type of game, there isn’t anything I haven’t seen done better within other genres. The whole game had the potential to be one of few that tried to combine genres and make it work, but instead this has turned out to be a game that doesn’t do a lot at all. I’m glad a title like this was attempted, it’s just a shame it really isn’t the game it could have been.

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Goomba                                                                                                                                Reviews Score Table Interpretation.

24/09/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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