Without
Warning is not without its faults but it offers a
good deal of fun if not taken too seriously. I wouldn't
recommend anything but a rental on this game.
Without
Warning is not without its novelty. The Timeline feature
allows you to play as six different characters with
events taking place at the same time but played from
each perspective one mission at a time. It's a unique
concept that does have its merits but it doesn't really
take off. There is too much repetitiveness as you
go past the same rooms, confront many of the same
enemies and perform many of the same tasks. Although
each character is different there is a lot of sameness
to many of them.
Terrorists
have taken over a chemical factory and are threatening
the free world with an unprecedented ecological catastrophe.
The facility housing the deadly chemicals also contains
hostages which eliminates any bold military operations.
A small, highly trained anti-terrorist squad is sent
in to infiltrate the factory, eliminate the terrorists
and free the hostages. You will play as various squad
members as well as the hostages including a security
guard and a secretary who only want to sneak out.
The
focus of the gameplay is on shooting but you will
encounter puzzling mini-games as well as elements
of stealth as you try to sneak out of the chemical
factory when playing as the secretary. The game does
a good job of building suspense as characters are
switched automatically at pivotal points in the gameplay.
Certain actions performed as a different character
will have repercussions when viewed from another characters'
perspective. The game could have gone deeper with
this concept as it hints at things that should be
elaborated on. I guess we'll have to wait for the
sequel to really get into things.
With
shooting, stealth, bomb diffusing and lock picking
it's easy to see that this game was influenced by
Splinter Cell and while certain elements do remind
me of the adventures of Sam Fisher, the overall quality
of this game is nowhere near the classic status of
Splinter Cell.
Certain
elements such as the lock-on targeting system and
the camera angles are flawed. The voiceacting is below
par and you are interrupted with various performance
stats between missions. Characters spawn continually
from small rooms like midgets at a circus coming out
of a Volkswagen.
I
have to give the developers credit for at least making
the different rooms look different. It would have
been so easy to go for that Doom-corridor effect.
Considering that you have to go through most of the
areas six times it could be so much more mundane if
the environments were similar. There are offices,
warehouses, labs, manufacturing areas and plenty of
connecting grids and hallways. Despite the pervading
darkness of the facility things are lit up fairly
well. There's not a lot of extraneous animation and
as good as the environments look, the game feels empty
and sterile when you're not involved in a gunfight.
Without
Warning could have been so much more. It focuses too
much on the Timeline gimmick but doesn't quite make
it feel like a natural part of the gameplay. It reminds
me of the early 3D movies where the objective was
to tantalize the audience with 3D effects like a magician
rather than incorporate the gimmick into a well-told
story. Maybe the sequel will explore this feature
in more depth. A well-developed multi-player mode
utilizing the Timeline feature wouldn't be a bad idea
either.
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