The
only real show of intelligence is the odd point in the game
where a random Klingon will run off to get help. Thankfully
the game does vary incredibly well, you often find yourself
in a 'Thief' style atmosphere of sneaking past sleeping foe
and taking care not to wake them. The modes shifting from violent
shooting carnage to stealth like tactics help to keep play at
an original level.
Just
like in Ion Storms Daikatana you have sidekicks to help make
up your team, all of who follow you around and go about doing
their jobs independent of you. Thankfully, aside from a few
minor glitches, the team AI remained fairly believable and far
from the sombre nature of Daikatana's. You rarely have to worry
about anybody keeping up, one way or another they'll catch up
eventually.
Overall
the AI became a challenge, although the longer shooting fests
(especially on later levels) were often frustrating or just
plain boring.
Live
long and…
Interactivity is another area many hoped would be higher then
it turned out to be; instead of bridging the gap between Quake3
and System Shock2, it only helped to separate it. More leaning
towards the Q3 style shooting romp than the SS2 levels of interactivity,
Elite Force is somewhat of a let down. At least titles such
as Half Life gave you a more realistic illusion of interactivity,
in Elite Force it feels fabricated.
The
only real interaction you have is pressing the enter key and
making a member of the crew or an alien race speak, or doing
the same on a control panel to stop some kind of explosion occurring.
Rather similar to EpicGames 'Unreal' than anything else, a bit
more interactivity could have vastly improved the game.
Next
>>
<<
Previous
|