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     BulletWitch

            Cavia’s latest Xbox360 release, BulletWitch, published in Europe under the watchful-arm of ATARI, reached UK shores with little fanfare. With the Xbox360 line-up being bolstered by big titles such as Crackdown, Dead Or Alive: Xtreme 2, Def Jam Icon and Bill Gates’ own favourite, Fuzion Frenzy 2, BulletWitch Electronic Theatre Imagestood little chance of grabbing headlines in it’s quintessentially old school Japanese gameplay values.

            Set in 2013 A.D., BulletWitch tells the story of a world ravaged by an army of evil. Humanity stands on the brink of extinction, but as the global population drops below one billion survivors, a woman appears before them, possessing demonic powers of her own, and a hefty Gun-Rod. This woman is named Alicia; this woman is you.

            While the basic premise of the title would have you believe the game is an Arcade-esque run-n’-gun style Third-Person Shooter, playing it as such will leave you little else but repeatedly restarting at liberally placed Checkpoints. Although the title never offers any real encouragement to do so – until the difficulty curve kicks-in to leave you little other option – BulletWitch is best played as a slow-and-steady, tactical shooting game. Drawn far from the likes of Tom Clancy’s Ghost Recon: Advanced Warfighter, instead, the title insists on presenting itself as a linear genre-relation to the likes of Activision’s True Crime series and NAMCO’s Dead To Rights.

            Basic combat is controlled well, with the R Trigger controlling the fire of your selected weapon (a total of four available to purchase using Skill Points acquired throughout the game), B scrolls through the available weaponry, X reloads and A executes a melee attack – a skill which is used far too lightly due to it’s unwieldy animation which cannot be broken once begun. However, exactly why the dodge manoeuvre (the only jump option available) has been assigned to the L Trigger is a reasoning that only Cavia themselves would be able to explain.

            The on-screen furniture is well-placed and interferes with the action as little as is possible. Two Meters adorn the top-right of the screen – green representing Electronic Theatre ImageHealth and red representing Magic – followed by your amount-count below. Ammunition is infinite; regulated only by the amount of Magic Power available, as Alicia can spawn a new clip at a small cost to this Meter.

            The Magic System has been well devised, yet poorly implemented. Rarely forcing you to explore the possibilities available, the title instead asks you to find your most productive avenue for their execution. Rose Spear – a spell which, when cast, makes spears shoot from the ground in-front of you, damaging enemies even when in cover - is often overlooked in favour of Ravens Panic, which has the affect of distracting your opponents as a flock of ravens attack. A total of nine spells are available, selected from a three-wheeled Menu activated with the L or R Buttons. Scrolling through these Menus to find your preferred spell can be irritating in the heat of battle, and so it becomes questionable as to why – given the open-ended nature of the player’s discovery of each of these spells – the development team chose to utilise such as system as opposed to taking inspiration from the likes of The Elder Scrolls IV: Oblivion and the 3D instalments of The Legend Of Zelda series, and instead allow the player to Hot Key their favourites onto the unused D-Pad. Accompanying each spell, to great annoyance after the first viewing, is an un-skippable Cut-Scene. Although highlighting the magnificence of Alicia’s power, these demonstrations of average-at-best graphical wizardry become a grand hindrance later in the game, as they can often return to the gameplay with your avatar in the perfect position to be dealt a deathblow, or simply cancel the effects of the spell altogether.

The game is divided into six Levels, increasing drastically in scope as you progress. Taking on a variety of environments, such as deserted outposts, sewers, and a downtown cityscape, the scenery ranges from impressive to drastically underachieving. Environments offer cleverly destructible scenery and impressive draw distances, only to be let down by poor shadow effects and an incomprehensible Electronic Theatre Imageamount of textures tearing. The enemy models also range from impressive to little above the average PlayStation2 release – a stigmatism that may remain due to the rather clear ascertain that the title was originally intended to arrive on one of the last generation’s systems - while the animation is, at best, sub-par for the Xbox360. Skyscraper-tall Boss Fights have a tangible sense of welcoming, yet the standard enemy types are an irrational mix of limp A.I. and extended death animations.

As the title continues, interest will pick-up. The A.I. improves drastically later-on in the title, and as the player becomes accustomed to that which is never spoken in-game, though remains useful at even the most hardened events, some reward is gathered from playing a title which is strictly linear, yet offers the player more freedom of expression than a great deal of the most recent Sandbox games. BulletWitch is a hark back to the glory days of uncomplicated, High Score gameplay, with a modern twist in the presentation of it’s freedom; unfortunately, both elements seem to have been compromised somewhat and so even when at it’s best, the title seems confused as to what to expect of the player, and, therefore, the player may often find themselves confused as to what the title is asking of them. Electronic Theatre Image

 

 

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Kev J.                                                                                                                                         Reviews Score Table Interpretation.

06/07/07

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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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