|System: X360, PS3, PC||Review Rating Legend|
|Dev: Rebellion||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Eidos Interactive||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Feb. 24, 2009||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1||3.0 - 3.4 = Fair|
|ESRB Rating: Mature||3.5 - 3.9 = Good|
by Adam Brown
When the first Shellshock was released for the last generation of consoles it didn't make much of a splash. Despite being based on the Vietnam War, utilizing a third-person perspective, and perpetually trying to showcase the horrors of war, it never managed to set itself apart from the rest of the extremely crowded war-based shooter genre. It's been over four years now and Eidos has given the series another chance, this time with a fairly strange and absurd premise that desperately screams out for gamers' attentions.
Shellshock 2: Blood Trails is the answer to the question that no one was asking. What if there were zombies in the Vietnam War? While this may sound like it has the potential to make for an interesting game, Blood Trails definitely isn't it. This is perhaps one of the few documented cases in history when the addition of zombies fails to inherently make something more interesting.
You will play through the game as Nate Walker, a soldier sent into Vietnam to recover a mysterious cargo known as Whiteknight and to investigate the disappearance of the last team that attempted to achieve this same goal. In the game's opening cinematic players are introduced to Cal, Nate's brother, who was previously a part of this now missing team. He is chained to a table, screaming, and appears to have become a mindlessly violent zombie. Of course, Cal manages to break free from his bondage and escape from his captors before Nate can find out what happened, leaving no alternative but for players to chase after him for the remainder of the game.
This terribly uninspired story unfolds itself throughout the game's plethora of randomly incomprehensible cutscenes. Some of the game's cinematics will make sense, picking up where the previous level left off, explaining what is going on, and then leading you into the next level. However, there are others that seemingly defy logic, as well as challenge the player to make up their own versions of what has transpired.
One example in particular has Nate onboard a boat with four other characters, three are normal human beings and one is an "infected." Inevitably, the infected character turns into a zombie and attacks the other passengers, taking one of them into the water. This was how the cinema ended. The next level begins with the remaining two characters running across an overhead rope bridge, with you standing on the shore next to a flaming, half-sunken boat. Is this the same boat from the cinema? How did it catch on fire? Why are you still standing next to its useless husk when your companions have clearly gone on without you? Based on the game's clever dialogue and interesting narrative (read sarcasm), I suppose the story is probably best left to the player's imagination anyway.
Making matters worse, the transition between levels is not only frequently confusing and/or disorienting from a story standpoint, they also serve to impede the player. When playing Shellshock 2, players are able to carry up to four weapons at a time. These include a pistol, a larger gun (usually a shotgun or some sort of rifle), a melee weapon, and grenades. While there isn't a huge amount of variety as far as weapons go in the game, some are definitely more useful than others. Because of this, when you get a weapon that suits you and works well, you naturally want to hang onto it. Unfortunately, every time a level ends your weapons are taken away from you, even if there is absolutely no gap in time according to the linking cinematics. This becomes very frustrating when you go to pull out your trusty machete and realize that you are holding a tiny combat knife instead.
Weapons continue to cause problems throughout the game, not just with their unexpected disappearances but with virtually every aspect of their existence. Players cannot simply walk over similar guns or ammunition and hope to collect it. Instead, you'll need to look directly at a weapon and press a button to pick it up. Things can get even more confusing if you aren't keeping strict tabs on which guns are currently in your inventory. If you pick up a dissimilar weapon, you'll instantly drop whichever one you were already carrying. Since the game doesn't clearly note which guns you are carrying or what specific gun you are trying to pick up, attempting to gain ammunition in the heat of battle frequently devolves into what feels like a firearm-based version of hot potato played with the ground.