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Archived
Review
Kingpin
As
a result of recent events, violence has once again made
its way to the front row of public conciousness. With
attacks on the media's portrayal of violence, and the
violence we see in all forms of entertainment- be it
movies, music, and yes, even games- most people have
made great efforts to avoid the subject. Kingpins' developers,
Xatrix, seem to have taken the opposite stance, and
run headlong into the world of violence. Kingpin: Life
of Crime is sure to upset some parents, but not without
ample warning. Before the shrinkwrap is even removed,
you are confronted with a large sticker warning of the
impending violence and profane language you are about
to experience. Parents need not fear too much, though.
Kingpin
was wisely loaded with a low-violence version. This
version removes the gratuitous blood splattering, and
gory details of your beaten victims. It also censors
the language in the typically annoying censorship style
of covering the vulgar language with loud beeps. Unfortunately,
the large majority of this game, even without vulgar
language and blood, is violent. The first thing you
must do to get started is beat people with a lead pipe
to get money, so that, in turn, you can start beating
people with a crowbar. The low-violence version is a
nice addition, but with a game that is so totally consumed
with violence, it's hard to edit it out in a truly effective
manner. This shows a lack of caring for the low-violence
game players. It would have been just as easy to replace
the words with PG rated language, and give the player
a teenager-safe version of the game that does not just
seem to be an afterthought.
The
world of Kingpin is that of typical film noir - seedy,
shifty characters living in a world of filth and darkness
where evil breeds and evil rules. Buildings loom over
you in a neverending night. Xatrix claims that the world
of Kingpin lies "Somewhere in a past that never crossed
paths with the future." This is not evident in the game.
The only items that would be native to some alternate
retro world would be the slightly odd looking telephones,
televisions, and radios. Otherwise this looks nothing
more than a dark world of run-down projects run by violent
gangs, which some would claim mirrors the real world.
Upon starting a game of Kingpin, you are introduced
to the Kingpin, who is going through the nightly routine
of counting his money from drugs and prostitution. Talking
to one of his accomplices, he asks where another one
of his boys, Nicki, is, to which the henchman replies
that he's taking care of "personal business". You are
then immediately whisked away to your current situation,
which is your character getting beaten up by Nicki,
with one of his bodyguards standing over him. They walk
off, and you immediately swear revenge on everyone.
The reason you were run down by the mob is completely
unknown, and never revealed.
This
is the extent of the storyline in Kingpin. For unknown
reasons, you, a no-name "punk", are going after the
leader and members of an unknown gang. There is also
very little that ties the movement from one location
to another. Your character seems to know exactly where
he is headed, though it would be nice if he would tell
the player. Gameplay in Kingpin is that of every other
first person shooter- you get weapons, and you kill
what doesn't kill you first.
There
are a few occasions, however, where you benefit from
not killing, but helping or paying (and then killing)
other characters in the game. Such things include giving
liquor to a drunk for information, or stealing already
stolen property in exchange for keys or other items.
Some of the mini-quests seem to come out of nowhere,
and you are not given any incentive to do them. One
such mission is rescuing a girl's brother from the local
sweatshop. In a normal world your character would be
the type to help this individual, but he is a street
punk out for revenge, and playing Superman is not exactly
in his character. This superhero ethic does not mix
well with his dominating thug mentality. But for, unknown
reasons, he is obligated to carry out these tasks. Also
of note is the ability to hire goons to help you out
on your mission. These mercenaries can be hired off
the streets, or in any of the several bars that exist
in the different cities. This is an excellent idea,
but it's not pulled off with that same excellence. Your
goons have the intelligence of a deer crossing the road.
As soon as they are confronted by an enemy, they stand
still and start firing off rounds. The enemy, however,
does not stay still for them. They prance around easily
picking off your very expensive hired help. Enemy AI
is not much more advanced, although they do have a tendency
to run off for a few seconds, only to run straight back
to you. This gives you ample time to hide around a corner
and pop them off with a shotgun blow to the head.
Kingpin
is truly a hard game, but only when on one of the middle
or higher difficulty levels. On the easiest level, you
can go around taking out everyone in the first section
of the game in less than five minutes, and you can do
it hastily and still survive. On the harder settings,
enemies deliver higher damage, and are tougher to kill.
They also have a faster rate-of-fire, in some cases
too fast. The enemies tend to out-power you with either
bigger guns, or the ability to get in more shots than
you. Dodging bullets in Kingpin is nearly a lost cause.
Strafing from one side to another does little to help
when the enemy is firing a tommy gun, though dodging
pistol shots is a bit easier. In addition to the outnumbering
and out- powering, you tend to run on a constant low
amount of health. Having your health sit at anywhere
from 30% to 60% was typical, and with health powerups
being far apart in many areas, it could make any game
difficult.
The
Kingpin interface is, for the most part, generic. There
is one twist to that, which is the ability to go into
pawn shops, all of which are called Pawn-o-Matic, and
select from a menu of items to buy. The ability to buy
ammo, health, and armor was a big help. You are limited
in what you can get, though. In the entire game, I never
found the opportunity to buy a weapon that I did not
already have, since you can only buy certain weapons
as you progress in the game. Another plus was modifications
you could purchase, though almost entirely for the pistol.
You could get reloading modifications to make it faster
to reload. You could purchase a slightly faster rate-of-fire
modification. Most important was the Magnum modification
which increased the damage your pistol delivered. There
was also a silencer modification, which I mysteriously
lost mid-game, but it was practically useless.
Weapons
were also your typical FPS staple. The melee weapon
alternated between your initial lead pipe, and later
a purchased crowbar. The typical pistol and shot gun,
along with a tommy gun (machine gun), were your basic
ranged weapons. The higher level weapons were grenade
launchers, bazookas, flame throwers, and the highly
powerful, heavy machine gun. The heavy machine gun was
the most balanced weapon. It shot three rounds of high
speed ammunition, which usually killed in one or two
bursts, but was counterbalanced by a slow reload speed.
The bazooka was the most disappointing weapons. It delivered
little damage to others, but could quickly kill you
if you fired at too close a range. The flame thrower
was also disappointing. If you managed to keep from
setting yourself on fire, you would catch your enemies
on fire. Unfortunately they wouldn't stay on fire and
the flames would suddenly go out, with them instantly
continuing the shoot at you. This was best if used on
a one-on-one basis where you could easy re-ignite them
without having to worry about others shooting you.
The
best part of Kingpin was its graphics. It was almost
assured graphical success by basing itself on the Quake
II engine. Kingpin did take it a step further and place
you in a visually stunning macabre world of crime, violence,
and uncertainty. Though the explosions for barrels of
flammable liquid and the bazooka were not very believable,
they were very appealing to the eye. Most appealing
was the realism in which the character stood, walked,
ran, and fought. On the downside, looking closely at
a character revealed an annoying ripple effect that
raged all across the characters' bodies when they moved.
One of the touted features of the game, that of being
able to see entry and exit wounds, either did not make
it into the game, or was so poorly implemented that
it was not noticeable. The cut-scenes were handled by
the graphics engine, and were quite nice. These short,
surrealistic scenes ,complemented by odd camera angles,
stay to the point of conveying what was going on at
that moment.
Another
high mark for the game is its use of varying locales.
The level design is rather standard, with a few areas
standing out as either remarkable or horrible. Location,
as many business people say, is everything. With locations
such as slums, sewers, train yards, and shipyards, Kingpin
has the market on location. The Trainyard scenario actually
starts far from the trainyard itself. It begins with
the derailment of a train you catch a ride on, and continues
as you journey through the gang infested tunnels that
lead to the again gang infested train yard. Probably
the best level was Steel Town. It made me think of what
a post apocalyptic Pittsburgh would be, with its dirty
streets and steel mill dominating the town. Another
original level was the Shipyard, a once busy seaport
gone bad with drug smuggling and infested with old pirates.
Multiplayer
left a bit to be desired. There was an interesting twist
on the Capture the Flag idea in which two teams had
their own safes in which they kept and deposited money
found or stolen from victims, and defended it from the
other team's attempts to rob it. The standard deathmatch
had a slightly off-balance feel. If you were joining
a game already in progress, it was hard to rise to the
top unless you got lucky and spawned in near a good
weapon. Otherwise you were history. Also on the downside
was the bad handling of latency. All games tend to have
a degree of lag, but Kingpin seemed to have more than
usual. The lag also had an unfortunate annoying effect.
Whenever lag struck, you would freeze in place, the
sounds and music would constantly repeat, and would
not stop until the latency slacked off. This could last
for several long, annoying seconds.
The
jerking of motion was not limited to multiplayer action.
It was also present in single player mode. Whenever
a level finished loading, a game was saved, or a game
was loaded, this same jerking of motion and sound occurred
for anywhere from three to ten seconds depending on
the size of the level. Another irritation was the incredibly
long load time between levels. It could take any where
from thirty seconds to a minute for a level to load.
This was the most annoying when making the transition
between sections of one location, such as from the streets
into the bar. It was also frustrating to have the long
load times at the end of a level when it loaded a very
short movie sequence, and then another wait while it
loaded the next level.
The
soundtrack was irritating as well. Selective tracks
were taken from Cypress Hill's "Cypress Hill IV"
album and implemented as the game soundtrack. Although
the music selection was done well, small sections of
the songs were selected to be continually looped. The
music had gotten tiresome before the first level was
completed.
The
sound effects in general were very well done. There
was some 3D positional sound, though it sometimes did
not seem to shift accurately. If there was any A3D or
EAX support, it did not show. The only environmentally
altered sounds were whenever you were in a closed area,
and the echo effect was done relatively poorly. There
were very few ambient sounds other than occasional chatter
between other characters, and trains passing overhead
in some areas. Despite the claims of some gang members
that there was a gang war, there was no gunfire heard
that wasn't directed at you. The weapons did sound realistic,
and have heavy bass sound when it was appropriate. Only
the bazooka was the exception. It didn't sound like
a rocket taking off, and had a high treble sound, instead
of a low booming take-off. The explosions were the same
from a distance, but when closer they sounded loud and
deep.
Kingpin
was a wonderful visual ride, but as a game it did not
do so well. Despite its lack of gameplay, as the game
progressed, I became increasingly paranoid that I would
die from some unseen enemy. It got to a point where
I was saving my game every few minutes, something that
hasn't happened to me in a long time. The horrible and
sometimes non-existent storyline kept it from flowing
logically. The serious unbalance of the enemy versus
the player was so bad at times that it seemed completely
hopeless that you could pass certain areas. I also saved
the game as often as I did because of the long load
times. In tough areas, one could get killed three or
four times before getting past that area. If saving
my game would allow me to bypass one extra level load,
I would save it. The glitches in the game that caused
it to jerk were also horrible. Kingpin would do well
as a 3D movie,- if they could find the story- but fares
not so well as a game.
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