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Review:
NecroVisioN

Format: PC
Genre: FPS
Developer: The Farm 51
Publisher: 505 Games

Out now

Lewis Denby "kicks some zombie A," apparently...

NecroVisioN's developers, The Farm 51, wear their influences on their sleeves.  They clearly love Wolfenstein, with the supernatural wartime storyline and gothic level architecture placed front and centre.  It's obvious they've been playing Serious Sam, from the sheer amount of enemies that charge you down at regular intervals.  And they seem to be quite fond indeed of F.E.A.R.'s trademark slow-mo, close-quarters fighting.

It must be rather embarrassing for Monolith to see this 'reflex time' melée action done better here than in their newly released sequel.  It's one of the few things NecroVisioN (hereafter referred to without the ridiculous typology) gets very right.  There's something strangely invigorating about the frantic, button-bashing mayhem as a pack of zombies closes in around you at an alarming rate, and you give yourself an adrenaline boost to heighten your reflexes before smashing the undead foes upside the head.  Elsewhere, unfortunately, the quality struggles to remain.

It took me a while to master Necrovision.  The ludicrous amount of combat options to juggle almost certainly didn't help.  Left-click to shoot, right-click to zoom, middle button to stab, alt to kick, tab to activate slow-motion mode - not to mention controls for grenades and special abilities.  It also took a while before I realised that the focus here isn't on the 'shooting' part.  The actual FPS mechanics are clunky and imprecise, and enemies can soak up an unnatural amount of bullets.  It makes instinctive long-range combat a little irksome, especially when you consider that a couple of whacks with a rifle butt puts most antagonists down in a second.  That one of the loading screen tips informs you that "a running target is more difficult to hit than one hiding behind cover" should have pointed me in that direction, but it still feels a little unnatural and ill-considered.

"...some sort of maniacal ninja..."

It also doesn't quite work all the time.  For certain fights, it's a fine tactic, and the close-quarters combat is satisfyingly meaty, even if the collision detection and damage modeling aren't quite accurate enough.  But, at times, it's more sensible to lure baddies into your hiding place and take them out one by one.  I have a sneaking suspicion that this might be an exploit, rather than the developer's intention, but it's nevertheless slightly at odds with the otherwise relentless pace.

Things get a lot more enjoyable once you learn your way around Necrovision's foibles.  It's beautifully cathartic to jump around the room, landing kicks to the face and stabs to the abdomen as if some sort of maniacal ninja were on the loose in World War 1.  But the formula one pacing becomes a little tiresome after a while.  There's never any respite, and the difficulty levels feel oddly askew.  Easy is just too easy, and limits the amount of special abilities you have access to.  One level up, though, is painfully tough, and with such horrific loading times to suffer through, the try-die-repeat method Necrovision forces upon you degenerates into tedium.

Things get even worse when you begin to notice the awkward level design and terrible signposting.  One objective instructed me to "find a way past the steel door".  After backtracking for a few minutes and then returning, it turned out the correct method was to simply pull the lever next to it.  The silly Duke Nukem-esque macho quips go hand-in-hand with the frenetic combat, but are at odds with the emotionally poignant letters left scattered around the world.  The voice acting is embarrassing and, while Necrovision looks admittedly pretty, the framerate occasionally drops to unacceptable levels.

What's left is an abundance of exhilarating combat sequences in a barely adequate game.  It's a good laugh, but fails to live up to the standards set by those it tries so hard to impersonate.

60%
Cathartic beat-em-up hiding in a clumsy shooter.

About our scores...

Contents
Issue 4

Podcast

Editor's Note

The Special Report
A silly video! Hooray!

The Evolution of Horror
A look back at the genre's history

16-Bit Boy
Do our minds corrupt the most innocent games?

Is it 'Game Over' for survival horror?
Where's the genre heading?

The Angry Gamer
Are games programmed to cheat?

Listen to your Elders!
Lessons from the FPS grandfathers

Interview:
Vince D. Weller
What makes a good RPG?

Interview: Dan Pinchbeck
How far can we push FPS boundaries?

First Impressions: Resident Evil 5
Rekindling the spirit?

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