Monday, October 29, 2012

Null Battles (XBLIG): "A Retro Gravity Based FPS Title"

In my time as an XBLIG reviewer I can't recall any developer taking on the gravity based FPS sub-genre. With that being said though the XBLA game "Hybrid" did an excellent job of bringing this new sub-genre to light earlier on this year. Regardless of that fact Techno Hermit Game's 'Null Battles' brings back the arcade goodness of the old 90's era 3D geometrical based games, and blends it with today's online/multiplayer gaming capabilities. In a simple yet vastly complex way the developer delivers an indie game that not only has significant replay value, but one that also allows the gamer to create their own arenas for online/multiplayer combat. The setting adjustments are definitely plentiful, and the possibilities nearly endless. Innovation is definitely not dead as this developer has once again proved with their unique take on this FPS sub-genre.

Null Battles is an entirely multiplayer based shooter. Whether you want to play against AI opponents, via a local setup, system link, or even through Xbox LIVE there's something here for most gamers, and FPS enthusiasts. This particular FPS hybrid is based on first person gravity, and cover-to-cover based movement that is set amidst geometrical shaped platforms within an enclosed arena. All modes are practically the same, and in essence are all "Deathmatches". With room for up to 16 Players (2-4 Teams) each pre-named team that is chosen for battle is sent out through an opening on opposite ends of the arena casing, and into the fray carrying with them a geometrical shaped gun. Divided not only by team name, but also by selected team colors each team must eliminate their opponents by blasting them to pieces with controlled laser bursts via their weapon. Each player has a certain amount of life points shown on the game's display, that once exhausted will result in the dismemberment, and death of that player. Your life level is not the only thing at stake here though. Your gun, which is activated the moment you step foot past the arena entrance will eventually deactivate during a battle if you should happen to hold down the fire button for too long. If this happens a cool down period will occur causing the weapon to be unusable, and in turn make you vulnerable to other players' weapon fire. In the end, after the time limit runs out, and the death dealing is done the team with the most kills will be the victor leaving the MVPs of each match to be displayed within the end game stats. Even the least players get their brief moment in the spotlight as the worst of the match are also named within the end game stats.

What makes Null Battles unique among other FPS gaming genres, aside from the core gameplay features is the gravity system that was applied to it. As I mentioned earlier in the review the arenas within the game are filled with geometrical shapes that are mashed together to form oddly designed platforms that are accessible to all players. While your character can fly around aimlessly from time to time (as if in outer space) the cover that the geometric platforms provide will allow for vantage points, and easy escapes from opponents if needed. Maneuvering around the enclosed arena can be done with ease thanks to the developer's right-hand, and left-hand setup options. Naturally a right-handed person such as myself is going to want to have the weapon on the right side of the screen/character, and a left-handed person will likely desire the opposite. By implementing these choices/preference you can easily use the two main shoulder, and trigger buttons as desired. For example, the right-handed setup that I use allows for the (RB) button to function as the gravity movement button, and the (Right Trigger) acts as the firing mechanism within the game. The opposite of course is true for the left-handed gamers. As such moving via the (Right & Left Thumbstick) while shooting, and dodging your opponents fire is made all the more simpler according to side setup.

There are a plethora of options available to players of Null Battles. In the main options menu, which is divided into 3 sub-categories you'll find a detailed selection of arena, player/team, control, and sound based options. You can setup things like arena size, shape, and even the platform layout/design if you so desire. I left the options open to random in the arena options so that I'd get a surprise every time I played though. Some of the more interesting setup options like the changeable gun reticle/crosshair icon, and the team name edit added a personal touch to the simplistic visuals that the game offers. Even with the amazing amount of options I still felt that the game was a wee bit lacking. There was no music like I heard in the developer's youtube video/trailer. It was actually as if you were in the void of space with nothing, but the sound of laser fire going on. Regardless of this oversight the developer's level designer slightly made up for the lack of music. While it's not readily understandable, through some button mashing you will find (as I did) that there is a designer menu where you can tweak things like the size of platforms/shapes as well as where you want to place them within the standard, or dodecahedron oriented arenas. I didn't spend much time dealing with the arena customization to be honest, but I did get in enough time to understand that you can change quite a lot from the options that are made available to you.

In closing I think the developer did a decent job at making Null Battles. While it was impressive in a lot of ways, it lacked in substance. I just don't see many players getting into the game as there's nothing really exciting about it. Sure it's very innovative, and is definitely designed well, but games need a certain something to make them desirable to play. I just don't see that in this game. Looking back I think some music would have been nice, and maybe even some cool textures, or skins would have made the game more desirable. Even some special effects (other than the character dismemberments) might have made this seem less like a college project in the making, and something more like an actual console based game. I guess what I'm getting at is that Null Battles seems like a gaming project that was near 100% completion, but didn't quite make it all the way to it's polished state. If you can look beyond the retro 3D model-like presentation, and admire the game for it's truly remarkable innovation then I think it's worth a shot, but if you're like me and like that "Something Extra" then I'd pass on this title. The decision is yours this time though ...

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