![]() ![]() ![]() Through the game, Jericho is met with multiple choices of a good or evil variety, allowing the player to select morality awarding Jericho new powers, called "Brands", based on the choices he made. The game was accompanied by an extensive promotional campaign and was planned to be the first installment of a new media franchise, but its sequel got canceled in 2007 and the film adaptation remains in development hell.ĭarkwatch features a reputation system that affects player's abilities in addition to the player character Jericho's starting, neutral vampiric powers of "Blood Shield", "Vampire Jump" (a double jump that can be aborted at any moment) and "Blood Vision" (a system of heat vision highlighting enemies and objects that also acts as a zoom). The gameplay system of Darkwatch is reminiscent of other first person shooters.ĭarkwatch was met with a generally positive critical reception, acclaimed in particular for its relatively unique Weird West setting and artistic merits. The game mixes western, horror and steampunk genres, telling the story of Jericho Cross, an outlaw gunfighter in the late 19th-century American Frontier who has been turned into a vampire and then forcibly recruited by the titular monster-hunting secret organization to fight against supernatural forces. It was developed by High Moon Studios (formerly Sammy Studios) and published by Capcom in the United States and by Ubisoft in Europe and Australia. Something like TimeSplitters, but less wacky and more GoldenEye-y is something I feel we're never going to get to experience.Darkwatch: Curse of the West, also known as just Darkwatch, is a 2005 first-person shooter game for the PlayStation 2 and Xbox. ![]() Meanwhile I also miss objective-based FPSes. And while the latest Yoshi's Crafted World has a little too much text for my liking, the premise is the same: Jewels stolen. "Something or someone you cherish has been stolen/kidnapped and you need to recover/rescue it" is all the motivation I need. I don't need that much motivation to get playing a game. ![]() You get a nice little safe area to run around and get comfortable with the controls in, then it very incrementally throws enemies and concepts at you. Original Doom was the perfect incarnation of this: You hit New Game, pick a difficulty and boom: you're in. Games where you could just jump in and start playing with no handholding and no need for a tutorial. I really miss games with minimalist stories and hurdles to gameplay. The act of shooting enemies has to feel good for you to keep playing through such otherwise repetitive and simple games, and I think striving to achieve that on the PS2 was a paramount given the restrictions on scope and complexity that the PS2's limited hardware enforced. That's something that both of those games did very well, IMO. And Black I hadn't actually played until recently, but I love how Criterion focused so much on getting the feeling of the rather straightforward core gunplay just right. Frontline is especially nostalgic for me because its authentic sound design, memorable locations, and spellbinding soundtrack still impress today upon revisiting the game. What do you all think? Do you find it relaxing and sort of refreshing to revisit PS2 shooters like these?Īmong those Black and MoH: Frontline both stood out to me when I was recently on a PS2 kick. This grenade launcher was the perfect weapon to put Red Faction II's environmental destruction engine to the test. ![]()
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