BlackLight: Tango Down is a bit of a tricky little bugger. At first glance,
it's a great-looking multiplayer shooter that is, admittedly, something of a
rarity on the Xbox 360's XBLA service. Powered by Unreal Engine 3
technology, it's a simple shooter akin to Call
of Duty, Bad Company, or just about any other "modern" warfare contender out there, and it seems, at
least, that it could stand on its own beside full retail releases. However,
scratch the surface and you'll soon discover that just beneath it's deceptively shiny surface
is a bullet hole-ridden experience that lacks polish where it counts and
brimming with generic and lifeless gameplay throughout. Chances are you've
already played what this game has to offer elsewhere, and probably - despite its
budget-conscious nature - for less money.
Unsurprisingly, this heftily-priced downloadable op offers both campaign and
multiplayer. It's obvious which mode 90% of the gamers who purchase it are going
to gravitate toward, so I suppose it shouldn't have come as any sort of surprise
that what can loosely be described as "plot-based" missions are lazily thrown
together and ultimately throwaway compared to the "real" meat of the game, and
what you really came for: mindless fragging. Each mission allows up to
four-player co-op so as not to anger the enraged masses clamoring for social
destruction, and can run around thirty minutes each go.
Throughout each mission
you'll toggle switches and move from area to area, sweeping each one clean of
the enemies who would have your head...if they weren't so busy getting tangled
in the environments or ignoring your presence. Nameless, faceless soldiers spawn
and respawn again through largely uninspired stages that dare you to continue
forward without defecting to the multiplayer mode.
A lack of proper tutorials or any real explanation running down how to play
the game other than assuming it employs the same "shooter controls" you're
already used to further complicates the experience and succeeds in alienating
those looking for a quick stop-'n'-pop romp. Luckily a quick look through the
menu familiarized me enough with some of the game's stranger mechanics (grenades
that dispense domes of "distorted" code and static) and the controls to soldier
on.
Fortunately, since the single-player/cooperative mode is so flimsy, if you do
waste any time in it, all of your actions and subsequent experience earned while
slogging through city streets littered with in-game advertisements (far more than I found
acceptable for the $15 price tag) and the run-down ruins of what appears to be
some kind of futuristic city plagued by the pesky little bug we know as "war."
Or something like that. It's not as if this haphazard story mode sufficiently
answers any real questions. With that said, it's painfully obvious that developer
Zombie geared all attention toward beefing up the multiplayer mode that would
undoubtedly be the real reason any FPS fan would have his or her eye on this
title.
Hopping over to the multiplayer opens up a wealth of options that will no
doubt be familiar to anyone who's ever fragged Li in Shanghai thanks to the
magic of Xbox Live. A hearty number of game-types running the gamut from the
typical Team Deathmatch to Domination and similar objective-based matches ensure
that no matter the intent of the player, their specific play style has a place
to flourish. Through completing matches and racking up kills (as well as
performing different, specific actions), players earn XP that will eventually
unlock a cache of new weapons and further customization. It's prudent to spend
time leveling up, as seen in Call of Duty's impressively deep system, as higher
levels mean better loadouts, which in turn mean better munitions and
armor. And you'll need both if you expect to live for very long because you'll be dying. Fast.
In each game I eagerly tore into, I found lag was a significant factor in my
swift and painful deaths, as I would pepper other players with ludicrous amounts
of bullets, only to be clipped with one and fall down dead. I suppose this was
in part due to the "hyper reality visor," which gives players the ability to see
through walls and act essentially as a one-man UAV, tracking the electronics on
others, giving an obvious unfair advantage. Marketed more as an "awesome"
gimmick, I found it to be cumbersome and more than just a little annoying that
others could find me so easily. However, grenades that serve as barriers to said
visor offer an interesting twist on what is obviously recycled, hackneyed
gameplay we've seen before and will continue to see until, well, the end of the
world. Sure, it's playable, but there's nothing particularly unforgettable here
that you couldn't, say, pay $20 for Halo or an older shooter to experience in
full retail form.
At least, I thought it was playable until the third or fourth time I booted
it up, when the game refused to load and instead froze my Xbox 360. The next
time it decided to load, I was informed that I did not, in fact, have the full
version, and was playing a timed trial. Perhaps these were incidents exclusive
to my experience with the game and such are the chances one takes when
purchasing a downloaded game, but they were still a headache and didn't
exactly make me want to keep running back to play around in dull,
faux-futuristic wastelands filled with Intel ads that, for all intents and
purposes, shouldn't be there. It's also worth mentioning that while my
experience was limited to the XBLA version of the game, it will soon be
available for both the Games for Windows and PlayStation 3 platforms as well.
BlackLight: Tango Down is an acceptable purchase for a XBLA
title, but not one I'd have trouble recommending if you've already collected any
number of first-person shooters for the Xbox 360. It isn't so much a bad
game as a generic one, and it's hard to fault developer Zombie Studios ambitions
to create a FPS experience on par with the multitude of Call of Duty, Halo, and
Bad Company clones out there, but this really underscores the main problem with
the game itself; why settle for a budget version when the real thing is only
pennies more, and an infinitely better experience? They've certainly got
the visuals down, but let's hope for better and more distinguishing gameplay to
match the next time around.
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