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Is
this Poseidon adventure fun, or a complete disaster?
by Vaughn Smith
May
2, 2006 - I
stood alone amidst my peers when I professed to liking
the original WinBack when it was released on the N64
(1999) and later on the PS2 (2001). The core gameplay
is reminiscent of Namco's duck and cover lightgun
shooter, Time Crisis, although WinBack is played from
a third person perspective. Players cannot shoot while
moving and taking cover behind objects is absolutely
necessary for survival. While this mechanic may seem
limiting by todays action game standards, when WinBack
was introduced it brought some innovative concepts
to the table that were "borrowed" by other
popular games such as Metal Gear Solid 2: Sons of
Liberty and kill.Switch, such as the shooting from
behind cover and laser sight abilities. WinBack 2
unfortunately doesn't progress much beyond what the
series started with and will alienate some players
with its arcade-like lack of depth and punishing difficulty
level in later levels (there are three difficulty
levels to select from).

Fans
of the original won't find hero Jean-Luc Cougar anywhere
to be found and will now have to rely on three different
characters: Craig, Nick and Mia. The constantly evolving
storyline will have you chasing down terrorists and
drug cartels as you work your way to discovering who
is exactly behind the evil deeds. Thankfully the mission
briefings can be skipped if you so desire and you
can jump right into the action. The story is lightweight
enough and doesn't get too bogged down in political
intrigue like you'd find in Splinter Cell or the Metal
Gear series. In fact, as mentioned WinBack 2 feels
as though it would have just as at home in an arcade
somewhere. Considering that the later levels will
have you screaming in frustration and replaying them
over and over again, perhaps paying full price for
this game isn't such a bad idea, since you'd most
likely blow triple that in tokens down at the local
video game palace.
What
makes WinBack 2 so inherently frustrating later on,
is actually one of the games more innovative and interesting
mechanics at the beginning of the game. Each mission
requires two characters (which have been previously
determined) to complete and players will have to play
Route A and then Route B. As the first character goes
through Route A he/she will have to complete some
objectives which will help the other character when
playing Route B. If you successfully complete Route
A, you will begin Route B from the same starting time
line. As you progress through the level you will meet
up with your character from the Route A mission, in
a cool Tarantino/Pulp Fiction-esque kind of way. For
example, you might need to unlock a door, disable
lasers or clear a room full of bad dudes during the
first part of the mission. When the second playable
character reaches this area during Route B, it will
be taken care of already. That's a nice touch.

Unfortunately,
Koie decided to make things unnecessarily difficult
for you which leads to many replayed levels and increased
frustration. Unlike the first WinBack, you won't have
unlimited ammo for your standard issued weapon. Running
out of ammo is a very real possibility which means
you can't waste a shot because you'll rarely get close
enough to an enemy to take him down by hand (which
is possible). Health is determined by CRT points which
can be picked up along the way if you find them or
if you earn them by completing objectives. Not only
will taking damage cost you CRT points but so will
ranking poorly during the games timed objectives (conversely
you can earn CRT points if you accomplish a timed
objective quickly). The most inane and infuriating
aspect of the CRT points is that they are passed from
the Route A character to the Route B character which
makes absolutely no sense at all in the reality of
the game. In fact, it's one of the most ridiculous
game mechanics I've ever seen programmed into a video
game. If you complete Route A by the skin of your
teeth, you'll start Route B with minimum CRT points,
which means you'll most likely have to either start
Route B again or replay Route A again entirely so
that you end with more points for the second part
of the mission. In certain cases you may have to start
the next mission Route A with what you had left over
from the previous mission's Route B. Toss in a constantly
diminishing time limit for each level and you'll be
brushing up on your obscenities.
WinBack
2 suffers from a lack of interaction and imagination.
The enemy AI borders on moronic as they will often
just stand their ground, waiting for you to kill them
and the game design is based entirely on memorization
of rooms, enemy placements, item locations and so
on. To arrest someone you simply need to shoot them
in the arm or leg at which time they will "assume
the position" and blink and disappear. This was
partially acceptable back in early days of 3D action
genre, but games have come a long way since then.
Some boxes and crates can be destroyed in your attempt
to look inside them for evidence, but it's all trial
and error, causing you to waste precious ammo. What
you can do is hide behind walls and
objects, aim the cursor behind your character to target
an enemy and then pop out and shoot them while running
from one room to the next. You can also activate doors,
disable bombs and deactivate lasers...and that's pretty
much the entire game, over and over. That's not to
say it's all drudgery - some parts of the game can
be quite entertaining - but after you finish the first
level, you will have seen almost everything WinBack
2 has to offer.

Visually
the game is uninspired. Each level (made up of 3 missions)
takes place in a new environment setting, but you'll
see the same types of traps, doors and control panels
recycled throughout. The episode environments range
in size, but most of the rooms you'll be fighting
in will be either small or hallways. The character
models look good but arent exactly up to 2006 standards
for what can be accomplished on the PS2 at this point
in its life cycle. Controlling your character for
the most part is quite intuitive although the camera
control is a little sluggish in places. A quick tap
of the R analog stick will jam it back into position
behind your character, but looking around with it
feels awkward.
There
is a decent amount of voice-acting in the game which
comes in the form of either HQ babble or teammate
communication. The usage of the two timelines is put
into good use in dialogue form as the non-playable
character or HQ will always foreshadow what you'll
be doing in Route B as you will hear your partner
run into trouble. The main character voice acting
is a few notches above the standard set by Sega's
The House of the Dead series, which is to say, it's
simply all right. The enemy voices will often repeat
phrases such as "Are you hiding? You wussie!"
In a few cases the voice choices seemed a tad askew
as the drug cartel dudes sounded black, but were clearly
white bald guys. Hmmm....
The
game offers multiplayer shenanigans in the way of
splitscreen, and while that will elongate the play
value somewhat, I wouldn't consider it to be anything
more than a mild extra.

For
the reasons I've outlined above, WinBack 2 just loses
something in the translation. I went back and played
a couple of levels of WinBack for a comparison and
found it to be far superior in terms of excitement.
Had WinBack 2 been released in 2002/2003, it would
have been far better received but as a full-priced
game released in 2006 it has to be held to the same
standards as other top notch software and it falls
short. If WinBack 2 was a budget priced title at $19.99
I could definitely get behind a recommendation for
purchase as the game does have its moments. As it
is, WinBack 2 is a weekend rental if there ever was
one and it pains me to say that after loving the first
game so much.
By
Vaughn Smith
CCC
Site Director
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