With the recent news of the demise of Blue Omega Entertainment, one time small budget Horror Movie production company turned videogame development studio, more eyes have been cast upon their first and only videogame release, Damnation, than may have been at the time of it’s launch. Published by Codemasters, Damnation began life as an Unreal Tournament 2004 mod entered into Epic Games’ Make Something Unreal contest. After coming in second place in the Total Conversion category, Blue Omega Entertainment were granted the opportunity to turn the game into a full retail release.
Greeted with a very poor response by much of the specialist gaming press, Damnation has been suggested as performing poorly at retail, hence the studio no longer receiving funding. However, with a fundamental basis for a game that’s solid enough on paper and an intriguing Steam Punk Western setting, Damnation has more chance than most to have its reputation carved from its innovation.
The main Unique Selling-Point of the game is its’ verticality, and this should not be underestimated. Players will climb to amazing heights through a control system that has been aptly devised to deliver a sense of weight in the world. All the usual wall running, wall jumping, ledge clinging and long jumping is present, and while it’s far from being as fluid as even last generation’s Prince of Persia titles, it’s certainly taken to greater extremes.
As the player ascends, new designated points of rest will often be presented with multiple options for progressing onwards, and though the player is essentially funnelled down a path, this does occasionally bestow a few opportunities for inventive ambushes on groups of enemies. Unfortunately, however, the gunplay doesn’t fare as well as Platforming. After only a short while it becomes apparent that combat is significantly lower in the gameplay pecking order than the vertical pathfinding, though because of this, it’s also clear that far less attention has been paid to this element during the development process. A cover system is in place, but functions on only a basic level compared to the likes of Gears of War and Dark Sector, and enemies are not particularly bright, even on “hardcore” difficulty. In co-operative mode players have the chance to revive downed team mates, though it’s here that most of the game’s issues rear their head. Players will often become trapped between ledges, off cliff edges or even within walls beyond the reach of their partner, often resulting in failed rescue attempts with deadly consequences.
The game is paced well, and breaks-up the action with some high-speed motorbike sections. The first introduction to the driving sets a standard that is never quite matched again; the 360º tunnels offering a thrill similar to F-Zero’s recent outings and areas in which players mow down numerous zombie-like enemies in quick succession.
Damnation is an average looking game on the Current-Generations systems. Clearly demonstrating it’s humble beginnings in a full-priced retail package, the most remarkable visual element is that of it’s draw distance, but when compared to even the likes of the two-year-old Assassin’s Creed, Damnation falls decidedly short of the mark. The audio design fares yet worse still, with the minimal selection of sound bytes intended to add atmosphere repeating ad infinitum doing little more than irate in effect.
Damnation is an underrated game, of that there little doubt, but it would be hard to blame many for being quick to judge Blue Omega Entertainment’s first, and only, videogame release. While it proves to be worthwhile Platforming excursion, Damnation is never truly allowed to shine, bogged down with the expectations laid upon it, and while it’s enjoyable to play through, there are many more titles available on the Current-Generation that eclipse every individual element of the game.

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