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     Bomberman: Act Zero

            Konami’s Next-Generation line-up thus far has been rather under-achieving. Formally one of the largest videogame publishers in the world – a title which they still retain in Japan – the Electronic Theatre Imagepublisher seems to accept the fact that it’s being outdone by the firm most western gamers consider their peer: Capcom. Already, Capcom have brought us the wondrous Dead Rising, and have the visually-stunning Lost Planet: Extreme Condition lined-up for release early next year, alongside the much-hyped Resident Evil 5 and Devil May Cry 4. Add to this the success of Street Fighter II’ Hyper Fighting on XboxLIVE! Arcade, and you can clearly see a Japanese publisher using all the tricks from their twenty-three years as a videogame developer to keep afloat in an industry that’s becoming more-and-more about big budgets, big guns and fast cars. Konami, however, can string together a long list of XboxLIVE! Arcade releases – Frogger, Gyruss, Scramble, Contra and Time Pilot, with Track & Field and Super Contra due to arrive soon – yet have done very little to secure themselves as a leading Next-Generation developer. With only Coded Arms: Assault, Dance Dance Revolution Universe, Hellboy and, of course, Metal Gear Solid 4 currently announced, the company hasn’t even yet managed to get much hyperbole surrounding their products (of course, with the exception of Metal Gear Solid 4).

            Rumble Roses XX was Konami’s first foray into the Next-Generation, and while adored by the fans, the title simply refused to break any new ground or enrich Konami’s relationship with the western press. Following this, merely weeks ago, Pro Evolution Soccer 6 launched and, while hailed as remaining top of it’s game, the title has often been criticised for simply not upping-the-ante enough, content with simply glossing over the Current-Generation visuals akin to the likes of GUN, rather than pushing the graphical boundaries even as far as EA’s first FIFA offering – FIFA 06: Road Electronic Theatre ImageTo FIFA World Cup – managed to. Konami’s major success in the Next-Generation, currently, didn’t even arrive due to one of their own products; instead, it’s the success of Call Of Duty 2 in Japan that has rewarded them the most, through their Japanese publishing arrangement with Activision. And so, we now arrive at Konami’s first real attempt to break through the Next-Generation barrier, with a name (if not a face) that will be familiar to many a gamer the world-over; Bomberman.

            Bomberman: Act Zero is a Next-Generation re-envisaging of the classic Bomberman formula. The first thing that most people will notice is the complete re-address of the visuals. No longer is Bomberman a cute, three-foot tall, two-colour robot trying to rescue birds and bunnies - as he has been since his most popular outing, Super Bomberman, on the SNES - instead, he is now represented as a bio-mechanical warrior hell-bent on destruction. Slight change, then. Along with this, comes a change to the environments, and story.

            The Bomberman story has always been that of a questionable nature. I’m sure there are very few readers who would be able to re-tell Bomberman’s adventures or even knew that there was a story to begin with. The presence of the story in this new instalment fits in snugly to this tradition, by being simply non-existent. According to occasional blips on the Loading Screens, and the hilarious for-all-the-wrong-reasons Intro FMV, the Bomberman was created as a source of entertainment akin to Arnold Schwarzenegger’s Running Man: the Bomberman is in-fact now you. In order to survive, you must work your way through the ninety-nine Levels in either FPB Mode or Standard Mode, fighting through pre-set difficulties and quantities of enemies. Unlike most previous Bomberman games, this release has no alternative Single-Player Campaign, instead opting only for a Deathmatch against the CPU. Certainly not a bad decision in itself, given the hit-and-miss nature of Bomberman’s many previous Single-Player exploits.

            Bomberman: Act Zero plays like Bomberman games in the traditional sense. Players must accumulate Power-Ups in order to bomb their opponents on a grid. With blocks that cannot be destroyed creating impassable obstacles, and Soft blocks which create paths when blown-apart generating the Map, players plant bombs which then send explosions travelling down corridors, with the ideal of hitting their opponent.

            The FPB Mode referred to above references to itself as such; however, the full title (to which Konami themselves make reference to in Press Releases and the like) is Electronic Theatre Image“First-Person Bomber”. Now, most people of a reasonable level of intellect would predict that a gameplay mode entitled “First-Person Bomber” would most likely take place from a first-person perspective. The developers, Hudson, however, have an altogether different idea.  First-Person Bomber, instead of offering a first-person perspective, simply zooms the Camera closer to your on-screen avatar, limiting the field of vision for the player. While this may not sound too tragic in itself, when adding the mechanics of Bomberman, the view-point is simply ridiculous. When a bomb explodes at the other end of the Arena, laid by an enemy who has collected the maximum number of Fire-Up Power-Ups, it’s impossible to tell whether the resulting explosion will reach you, and be the unnerving cause of your demise. Another addition the FPB Mode has introduced is one that may make many hardcore Bomberman fans baulk at even the merest suggestion; an Energy Bar.

There are no Continue options, Lives or Save Points anywhere in the game, either FPB Mode or Standard Mode, meaning that dying at Level ninety-eight will result in you having to play through each and every Level once again in order to complete the game.

             Standard Mode is simply a remodelling of the original game and, thankfully, is actually quite playable. While the exclusion of single-system Multi-Player is simply ridiculous, the Standard Mode does offer at least a worthwhile version of the classic Bomberman formula.

            Online, the Multi-Player options are pretty basic, and just about what would be expected of a Next-Generation title built for Multi-Player. Options to play either Standard Mode or FPB Mode, set the number of Rounds, Time Limit and number of players – a maximum of eight in each Match – as well as allocating Private Slots for your friends, should you have any that at current aren’t in the throws of either Gears Of War, Call Of Duty 3 or WWE SmackDown! Vs. Raw 2007.

            The final option available from the Main Menu is that entitled “Cage”. Cage is simply a series of customisation options for your Bomberman. That “series” however, is actually just two options. Colour and Sex. Nothing more.

            Graphically, apart from being a disgrace to a series that may have roots in the Sci-Fi presentation (although, being released on the NES, you’d be hard-pressed to realise these roots anyway) yet has since surpassed these ties and acquired a style that personifies the ideals of BombermanElectronic Theatre Image perfectly, are bland at best. The flame effects are poor beyond belief – instead of the explosions travelling as a complete line, each square of the Arena generates its own mini-flame, with no connection what-so-ever to the placement of the bomb that originally caused the explosion. Even when ignoring this factor, with the flame effects themselves being less impressive than those witnessed on the Nintendo64, there’s very little to commend the title for. The Arenas (of which you are never offered the selection) are scarcely detailed and designed purely from blacks, greys and browns. There is no variation in the layout of the Arenas, as has been seen in previous versions, and you’ll certainly have difficulty working-out whether or not you are actually playing in a different Arena to the previous. The title’s sound is ignorable, which is the best feature of it. Character soundbites are ill-fitted and the music does little to enhance the adrenaline-pumping atmosphere Bomberman aficionados will simply demand from the title.

            Bomberman: Act Zero is, quite frankly, an abomination. The title offers nothing new to the franchise, and nothing new to its fans. As a poorly developed title with very little foresight, creativity and even basic entertainment value, it’s quite apparent that an XboxLIVE! Arcade offering of practically any Bomberman release from the early ‘90’s would secure a better position for the series on the Next-Generation systems, even if it were to be priced as one of the highest-value XboxLIVE! Arcade titles. Should Bomberman: Act Zero have been released as a budget title for the Xbox360, with a sub-£34.99 RRP, fans of the series may have been convinced to part with their cash simply to be able to play Standard Mode against their friends online, but even in this situation, it would be incredibly hard to recommend the title to anyone who’s not already involved with the blast-fest on the level of your average die-hard Nintendo fanboy. Konami’s Next-Generation success has yet to arrive, and if it should through the release of Bomberman: Act Zero, I doubt God himself will be able to help our industry.Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

26/11/06

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