Wednesday, May 28, 2014

Cutting Corner Leads to Disaster

These days jaded movie goers can usually see a movie twist or cliche coming even before it's revealed. We have been trained to the point where the story is unraveling in our head as we watched therefore nothing really surprises anymore.

So there is this Wii action game I played sometime ago called Disaster: Day of Crisis, a Japanese game that mixes a lot of different element of gameplay like gun shooting, car chases and rescue missions - all the typical stuff you find in an action game (or movie for that matter). You play this rescue worker who loses a close comrade during a rescue at the beginning and then decides to quit his job but is thrown back into the fray when the deceased comrade's sister gets kidnapped by terrorists. How cliche is that?

 


Unfortunately, the makers decides to cut corners and use the same face/body model of the deceased comrade for the one of the lead terrorists. Now I may not know much about making games but I can definitely spot cut corners like these when I see them, it's the exact same character model except with the hair and eye color change. Since the friend died very early in the game, I knew there was a twist coming that he didn't actually die but re-emerges as the bad guy - what could be better that the final showdown when friend is pitted against old friend right? Unfortunately it turns out I was over-thinking the plot, the terrorist had no relations to the hero and is not his old friend reborn as the villain. 

The game isn't as low budget as you might expect, the graphics and cinematic doesn't give it away that this was an early Wii game in the library and the game-play switches up so you never get tired of playing the same thing over again. The Wii motion control is a bit tacky as you would find with most Wii games of this genre. But that ending that I dreamed up would have made the game story a hell of a lot better don't you think? 

The hero can't tell if he's looking at his old friend or his new enemy?


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