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Fracture

            Fracture is the second of LucasArts' suggested attempts to re-establish their reputation to that of their Point-N’-Click heyday, following after the summer’s Electronic Theatre ImageStar Wars: The Force Unleashed. That the first title missed the mark considerably cast a watchful eye on a game that showed nothing but promise – for as gamers have seen time-and-time before, promise doesn’t always result in anything more than just that.

            The premise of Fracture itself is where the attention has come from, and here it seems as though it is warranted. The player is giving the ability to manipulate the very ground you walk on; creating craters or small hills. The Terrain Deformation principle itself, given a little thought, is an incredibly empowering ideal for videogames, and throughout it’s demonstration Fracture has been seen to offer some interesting uses for the capability.

            Terrain Deformation is the main aspect of the game, wrapped-up in some nonsensical pseudo-political plot wherein the US had been divided into warring factions of the east and west coasts: east representing support for technological advancement, west for human augmentation.

            The title is divided into three Acts. Following a linear path throughout, the player is faced with Gears of War inspired combat, minus it’s most rewarding feature - the Cover System – which becomes increasingly repetitive, against increasing numbers of enemies. Indeed, the numbers increase in later stages to the point where the Electronic Theatre Imagegame obviously can’t handle any more on screen without noticeable issues, and so some will simply remain off-screen until room is cleared for them to enter. The puzzles the player will encounter are limited, to say the least. The first couple of hours will invite will grins when obstacles are overcome, yet their blatant repetition and obvious signposting throughout the later, less inspired stages soon becomes a more than a little tedious.

Though the idea of the Terrain Deformation itself is fantastic, it appears that Day 1 Studios have taken the opinion that an idea, for now at least, is enough. Limited purely to areas within which the team have said you can play with your new toy, the complicated physics feature is immediately stuttered by the fact that it only has a rudimentary effect on gunplay, and predetermined, obviously signposted points of course-plotting solutions. The effect is also somewhat diminished when realising that most enemy weaponry – though some will require a lot more ammunition to do so than others – can slowly push-back any ground you may raise, and not simply chips bits away, but actually move the ground in the exact same manner. Perhaps the technology to cope with the ideal version of a game like Fracture doesn’t exist yet, or perhaps, like Assassin's Creed, it does, but developing a game worth playing with it is more complicated than first considered.

Fracture is a game to which each easily assigned bullet-point is a marketing team’s dream. Good graphics; check. Huge, screen-filling enemies; check. Guns, destruction and violence; check. Online Multi-Player; check. Indeed, even the title’s protagonist has undergone a rather drastic make-over since developer Day 1 Studios originally unveiled the title, with the renamed Jet Brody now strikingly resembling Star Wars: The Force Unleashed’s Starkiller.

Fracture is a good looking game, with far fewer flaws than its Star Wars acquaintance. And into that universe it could quite easily fit. Exactly why LucasArts have Electronic Theatre Imagechosen to separate Fracture from the Star Wars franchise – other than the possibility of treading on Star Wars: The Force Unleashed’s toes – will probably forever remain a mystery. The soundtrack is numbingly average and the characters involved have little in the way of personality beyond Science-Fiction stereotypes.

For all its promise, Fracture has become little more than an average Third-Person Shooter. A technical accomplishment limited by an ineffective use of possibilities it provides, the linear Single-Player Campaign is simply poorly designed. Things improve in Multi-Player, as would be expected with such an all-encompassing feature, yet still the lack of variety in the gameplay modes and the difficulty in finding a match renders this aspect almost redundant. Fracture is enjoyable at times, but with the Xbox360’s rapidly growing catalogue of groundbreaking titles, that simply isn’t enough.

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Kev J.                                                                                                                                         Reviews Score Table Interpretation.

16/11/08

Check out the current debate on Fracture here.

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