張貼於：06 月 29 日
The Bureau was born of a false assumption, and it shows. When development began on the game, the prevailing belief among its publisher and the industry at large was that games in the vein of the original XCOM lacked widespread appeal, and that gamers yearned for first person shooters. After the excellent XCOM Enemy Unknown helped refute this preconception, the Bureau and 2K Marin were clearly left in the awkward position of drastically rewriting a product that was already stung by criticism in advance of its launch.
The result is a hybrid third person shooter that borrows its aesthetic from Mafia, its gameplay from Mass Effect, and a tactical facelift from XCOM. Its thus far underwhelming story no game should take the blame for. None of these elements click together neatly even if they are at times competent. It resembles four jigsaw puzzle sets cut to size fit with scissors. In order:
1) The game's visual presentation is badly flawed. Clipping issues felt common, and even on moderate settings the game has repeated framerate stutters. Protagonist William Carter's hands repeatedly clips through his shoulder holster in dialogues that look stiff and uncanny even by the standards of the genre. One support character walked clean through Carter. Even when it's working the visuals can get quite goofy. Agent Carter resembles no one as much as Sterling Archer, down to the Tactleneck.
That said, the 60's aesthetic is kind of fun. Old computers whirr in the background, the Pipboy lifted from Fallout is a nice touch, and the aliens ripped from XCOM look good. It's at least a colorful game, and the infected humans dubbed sleepwalkers do look suitably creepy as they glitch through the same moment over and over again with blood flowing from their eyes.
2) At its core, the gameplay alternates between third person squad combat and some light base management. Whereas Enemy Unknown made the base feel aspect feel important, and gave weight to the decisions made, there is nothing of the sort here. Agents can be sent on missions, but success is simply a matter of dispatching the sufficient number of agents. Even Assassin's Creed has more depth than that in the metagame. On battle it's mostly functional. Guns have weight, powers plagiarized from other games (looking at you: lift) give the right level of "oomph" to fights. But even here there are fundamental problems. For a start, while the aliens are controlled by a hive mind, at least they collectively have a brain to speak of. The same cannot be said of your squadmates. Sending them to a spot is no guarantee they won't decide to run over to you. While they know enough to run from grenades and to attempt to take cover, the game's understanding of cover is so flawed I had one agent run straight into the sightline of a mechtoid repeatedly because the game thought the spot was "safe". To cap it off, each dumb decision can get an agent killed. If they felt expendable, that would be one thing, but with only two men and consistent checkpoints, just losing one is both annoying and easily fixed.
Weapons also lack sufficient ammo to take down the bullet sponge Mutons and Sectopods sent in to break up the monotony of play. At the end of most fights you're left scrounging for another gun to scratch off its last bit of health. Still, there were stretches where things held up enough to give some interest.
3) The XCOM additions to the game more or less boil down to visual tweaks. With the exception of the more boring and humanoid Outsiders, the aliens are straight from XCOM. As a result, they feel more interesting and varied than the mainline battle troops usually sent against Carter. The other aspect, the cover system that appears in the tactical menu seems to have little point other than to confuse the AI when it bugs out.
4) Finally, and most damningly for a game with such heavy emphasis on story, the narrative is almost comically awful. If the mantra of movies is Show, Don't Tell, and that of gaming is Play, don't show, then the Bureau loses at both counts. Agent Carter is supposedly a drunk, but the two beers I drank this evening were two more doses of alcohol than I've seen him imbibe. He's also a loose cannon, who inexplicably obeys every order given. NSA Chief Faulk, the amoral boss is also supposedly paranoid, but I only hear about any of these traits when characters make a point of talking about them. An alien invasion is underway in major cities like New York and DC, but I only hear of it in random text blurbs. The Bureau is also supposedly covering this all up, somehow including the disappreance of an entire mountain, the loss of several dozen army bases and towns, two nuclear launches, and the appearance of literal alien skyscrapers that create their own star cover. And I haven't even finished the game. Characters are introduced and killed off before we're given any reason to care about them, and memorably in one moment an infiltrating alien even switches sides after two lines of dialogue. Nothing makes sense, and all of it is presented with the same stiff armed, dead eyed conversation wheels Mass Effect could barely salvage with superior dialogue and voice acting.
Even on sale this isn't worth the time and frustration, except as a laugh.