The Nintendo DS has lately become something of a
‘challenge console’ for many programmers, one that harkens back to an earlier
time when programmers would test their powers by crafting software and games on
hardware many felt was incapable of running it, often achieving digital miracles
that defied technical specifications and lazy naysayers. Polish developer
No Way Studio is such an outfit, and with their debut title finally available
for public consumption we can see if these dedicated individuals kept their word
to deliver a technologically impressive, hardcore first-person shooting
experience on the console’s dual-screens. On many levels C.O.R.E. manages
to live up to that lofty promise, but often at the expensive of a natural,
entertaining package.
C.O.R.E.’s story has players assuming the role of
Jason Crane, a member of the Special Technologies Unit (STU) (and stylishly
decked out in his best DOOM/Master Chief hybrid suit) investigating the
top-secret research lab C.O.R.E. that was built on the site of a massive meteor
strike, but has recently gone incommunicado. There’s no sense in getting
involved too much in the details, as the game itself seems to lose interest
early on in creating any substantive narrative, introducing characters and plots
that go nowhere, which is fine for those who just came to blast away a few
enemies.
C.O.R.E. touts itself a “classic” first-person
shooting experience, and that’s generally true. From the overall design to
even the game’s logo, the game suffers from a serious case of QUAKE-envy.
The classic part comes by way of looks and presentation, which closely mimics
that of late 90s-era shooters, while the actual gameplay digs deeper for its
inspiration. Archaic, almost primitive colored-card collecting and
twitch-style enemy encounters may thrill those looking to replicate the days of
DOOM (yet another id Software title), but the cumbersome control scheme and
multitude of visual problems may end the journey of Jason Crane soon after it
begins.
Part of the game’s scattershot visual problem has
less to do with the graphics themselves (which can be, admittedly, quite good at
times) and more with extremely poor level design. Yes, the levels can be
quite large and detailed, but the game doesn’t provide players with any map to
help navigate them, and the (mis)use of color can make slogging through them a
nightmare of dark corridors and blurry pixels. That’s not to say that things
look terrible, because it’s obvious that some time and effort went into crafting
some of the game’s more inspired settings (entertainment centers and alien
locales look great), but too often the game feels like the developers were
trying to prove their skills with the hardware, much to the loss of immersive
and satisfying gameplay.
There’s a variety of different weapons to collect
and employ against your foes, and their usefulness ranges from ‘serviceable’ to
‘utterly useless’. The stock pistol will get you by early on, but you’ll
soon have to graduate to more substantial firepower if you ever expect to make
it through the game’s 15 different levels. Sadly, the game’s version of
the popular shotgun (a FPS staple) is hopelessly inept, slow to fire and
completely inaccurate. The assault rifle fares better, as did the plasma,
beam, and shock rifles, but the requisite cannon feels more like a pop-gun than
the damage-inducing barrage it should have been. Don’t look to be using
any of your toys much, as ammo is extremely limited and it won’t be long before
you’re back to the stock pistol and its blip-blip firing.
While some levels are almost devoid of save points,
health, and ammunition refills others are absolutely overflowing with them, and
often so closely spaced together one might question what logic – if any – went
into their placement. Also erratic is how the enemies take and inflict
damage, as most of the weapons at your disposal will be relatively useless
against them, and when instant death is combined with the problems listed above,
those looking to finish the game better get used to repeating long stretches of
the game over and over until they find the exact pattern necessary to continue.
While aiming the stylus-driven cursor is fine, attempting to
strafe-while-evading multiple enemies can be an exercise in frustration thanks
to sluggish responses and in the case of double-tapped jumps, often completely
worthless. Add to that the certainty of your hands cramping thanks to the awkward controls
and you may start to question why you’re even bothering.
Of course, even the most generic and cookie-cutter
first-person shooter can be rescued with a few good, solid multiplayer options
and its here where C.O.R.E. redeems itself…slightly. The game makes good
use of local multiplayer options, including multi and single card play for up to
4 players. There’s a decent amount of interesting options and levels to
choose from (including one ripped almost verbatim from Quake 3), but even the
thrill of having mobile Deathmatch, Capture the Flag, and Team Arena at your
fingertips is dulled by the complete lack of online WiFi options. Also
missing is the ability to add bots or extra challenges to the matches, which
further dilutes an already shallow package.
A fellow editor also noted the lack of customizable
options in single-card sharing, which doesn’t help those curious onlookers who
might want to sample the game but can’t use the game’s stock control scheme.
It’s quite sad, as the few matches we sampled were entertaining and quite fluid.
Given how well the game (technically) performed when up and running, the
complete lack of modern multiplayer standards is like throwing a party, but
forgetting to send out the invitations.
Cramped controls and spotty visuals aside,
C.O.R.E.’s most egregious crime is that it’s simply not much fun to
play. Time and time again while playing through I kept asking myself, “Who
are they making this for? Who’s actually going to enjoy themselves playing
this?” I can rock the empathy factor with the best of them, but the fact
remains that the game lacks balance, which will probably limit its appeal to all
but the most hardened and most dedicated challenge-seekers. While its
technological achievements are notable, the best DS games have always championed
substance over style, realizing even the best intentioned programmers will never
achieve photo-realism on the platform. The hardware is capable of strong
first-person shooter experiences, and there are far more enjoyable examples than
this.
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