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    Hellboy: The Science of Evil

            The latest videogame adaptation of a motion-picture to hit the Xbox360 this summer is Konami’s Hellboy: The Science of Evil. Having been compared toElectronic Theatre Image the mighty God Of War by the film’s Director – Guillermo del Toro – who reportedly had a great amount of influence over the game in both gameplay and aesthetic remits, Hellboy: The Science of Evil has a lot to live-up-to for a relatively small budget production; especially when, for all-intents-and-purposes, it’s effectively been whisked onto UK shop shelves without even an announcement of a European release.

            The game is intended to be played as a traditional linear Hack-N’-Slash, amongst the likes of the Devil May Cry series and Kingdom Under Fire: Circle Of Doom, as well as Silicon Knights recently released big-budget production, Too Human. The Camera happily sits atop the action in a modern pseudo-isometric fashion or behind the player’s avatar as with the majority of Third-Person Action titles for the most part, zooming-in on specific areas or characters when the need presents itself. Unreliable would be the highest level of praise that could be offered to the state of the Camera, frequently providing the player with views of walls and Hellboy’s beaming mug and exactly the worst possible times and, worse still, will often be directly responsible for a player’s death.

Most of the games objectives involve killing every enemy in the current area to remove a screen blocking your access to the next. And while the occasional Electronic Theatre Imagepuzzle may present itself, few are remotely challenging or engaging. Later in the game, Hellboy: The Science of Evil attempts to demonstrate some ingenuity through the use of enemies only fellable with Quick-Time Entry sequences. Not only has this been done before – effortlessly better in the God Of War series – but it also insists on featuring a disjointed explanation of the sequence, which actually hinders more than it helps.

Combat is basic at best. While the usual light and heavy attacks are present on the X Button and Y Button respectively, and combinations are available by switching between, the sense of impact is so incredibly vague that most players will simply resort to hammering the X Button, which, unlike games in this genre that demand a level of skill – Ninja Gaiden II and Devil May Cry 4, to name but two – is a perfectly feasible tactic.

One of the most rewarding features of titles in the Hack-N’-Slash genre would be the advancements a player can make. Whilst beginning with basic equipment and abilities, a few Levels in typically sees a player belting the enemy with a weapon twice as large or regenerating Health at twice the speed. This progression aspect, however, is severely limited in Hellboy: The Science of Evil due to the fact thatElectronic Theatre Image all the player’s combat moves are available from the start. The only change in the combat presented in the first Level would be the weapons a player can collect from fallen enemies – but even these have limited use.

Although a welcome inclusion, the Split-Screen Multi-Player brings along with it more than a handful of issues. Aside from limiting players abilities to get Achievements – no doubt one of the few reasons to purchase such a release – many of the angles the Camera is positioned at are even more infuriating than that of the Single-Player. An online Co-Operative Mode is also available; the entirety of the Single-Player Campaign in-fact. However, finding a game is nigh-on impossible, and should you manage to establish a connection, don’t expect to find any further depth. With the only press coverage prior to the European release having touted the game as a Co-Operative centric title, to state that Hellboy: The Science of Evil is a little off-target would only be to state the most obvious.

While Hellboy: The Science of Evil does well to maintain the visual style of it’s motion-picture big brother – perhaps the best praise the title could receive – it’s a visual style that is far from challenging the Xbox360 hardware. Chunky Character Models fill the screen and are animated to an agreeable standard, yet are lacking detail and with an incredibly slim variety, should carry more weight. Occasional grapple Cut-Scenes Electronic Theatre Imageare a highlight, but become an irritation after a short while, and as a whole the presentation is sorely lacking. The voice-acting has been well addressed – perhaps under the influence of the film’s Director – yet the in-game dialogue is more repetitive and mundane than gamers of the genre will have ever experienced; quite something next to Too Human’s continual repetition of inane chatter every couple minutes.

It takes quite something for a release to be deemed a “bad game” by Electronic Theatre; it’s thoroughly believed in these offices that few videogames (if any) begin production with the intention of becoming a poor playing experience. However, when a game such as this is cobbled together with seemingly little thought for the Level design, objectives and the degree of player involvement in the proceedings, it becomes quite obvious that Hellboy: The Science of Evil was never expected to break any new ground, and, in-fact, was most likely intended for release in whatever state the developers had achieved by their final date – with or without Guillermo del Toro’s approval. And with this in mind, it’s a relief that Hellboy: The Science of Evil offers any playability at all.Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

02/09/08

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