Deep Black Reloaded Review [PC]
An under-the-radar sub-aquatic shooter released without fanfare to the PC market, and unsurprisingly not exactly a game-changer.
rating:2.5
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Deep Black: Reloaded. Where to begin? First thing Im going to do is preface this review with one little statement. Deep Black Reloaded is not a wholly terrible game. Far from it in fact. Its just infuriating that a game that holds a lot of potential never really gets to reach any heights. Before being given the game to review I had previously never heard of it, so when I got my hands on the review code and while the game was installing I figured I'd watch the trailer. To say I was impressed is something of an understatement. This game went from not on the radar at all to almost essential within the 2:35 seconds of the trailer. Then came the ping of the installation complete, and it was time to play the game for real.
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The setup for the story is typical action film fanfare complete with good guys, bad guys, Macguffin, twists turns and least we forget action. Theres nothing particular bad about the story and likewise there is nothing particular bad. As with many third person shooters out today the story is a means to an end, the end of which is to blow away the bad guy with an assortment of weapons and with extreme prejudice. Its never taxing and or offensive and the twists and turns that it takes are signposted. This was never going to be a game you got for the story. What Deep Black does do well is its strong control and movement mechanics. Taking its cue from the current staple of the third person action game Deep Black Reloaded relies on cover and shoot tactics. Movement in game is controlled with the keyboard and mouse. W,A,S,D as usual controlling forward back strafe left and right and the mouse controlling turning and pitch as well as aiming and shooting. There is no ability to jump, however you can roll. Rounding out the land based actions is the ability to take cover behind objects within the game. It isnt until you get to the underwater sections which make up a majority of the game where the controls open up slightly more. The way in which movement is carried out is the same i.e. keyboard and mouse but the way in which you move is obviously different. Your range of movement is multiplied. No longer resigned to lateral movement, the underwater sections allow you to move in vertically and horizontally. There is an ease at which you can move around with 360 degrees at a consistent speed being a freeing experience. The only other time that this has really been achievable was in 2011s Dead Space 2 in the no gravity sections. Coupled with the standard movements and actions (youre still able to take cover underwater) you are also given a boost function in place of the roll button. The boost function allows you to move faster underwater when water hazards present themselves as well as fast flowing water that the regular movement speed cannot tackle. Biart have clearly got a passion for underwater action as a quick look at their gaming history shows and Deep Black is no exception. Whether on the ground or in water the controls are tight and responsive and while there is a clear difference between the two in turns of movement the execution of actions that are use to command do not falter.
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Another questionable decision within the game is the choice to open the game with a fairly long intro and have it all set to monotonous eighties sounding action music. The opening visuals are impressive with a comic book style image transitioning into a CGI camera pan and then back to a still image. There is a sense of motion and progression. This is then offset by the music and the fact that the background story is delivered on screen in text. A commanding voice laying out the story and your role within the game would surely have been the better option. It all falls a bit lifeless. There are some good aspects to Deep Black Reloaded and you can easily see the potential that lies inside. And there are occasion to enjoy the game such as using you harpoon to drag enemies on land into a watery death. The game has some solid mechanics and you can see what Biart want to create but the game feels like its lacking something. With a hook as compelling as this, to fight on land and water, the initiative has not really been seized upon. Whatever environment you are in it feels the same and there is no innovation on what we have seen before, save swimming instead of running. It is a decent showing and with the games that they are working on having similar elements Biart have the chance to really expand on the potential they have shown.