Last year, as you may know, the sequal to the film "Pitch Black" was released. Titled "The Chronicles of Riddick" it, well, chronicled the continuing adventures of one Richard B. Riddick, portrayed by Vin Diesel, as he becomes involved in civilization's fight against the evil Necromonger horde. A coworker of mine characterized the movie as "ass." My take was that it was enjoyable but it had a lot of gaping plot holes and really wasn't as good as I had hoped it would be. It's worth a cheap rental but I certainly wouldn't buy the DVD.
At about the same time, a small company named Starbreeze Studios released the now-obligatory companion computer game, which was published by Vivendi Universal. In this case it was for the Xbox console. The game garnered surprisingly good reviews given that most games based on movies tend to suck royally. Since the Xbox is essentially a special-purpose PC, it didn't take long for Starbreeze to port the game over to the PC world. I just finished the game and here are my thoughts.
Modern 3D engine
I would say that the 3D rendering engine used for "Riddick" looks almost as good as the Doom 3 engine. The look of the graphics is very similar and the engine uses many of the same cutting-edge rendering techniques. Of special note are the shadows, all of which are dynamic as in Doom 3. The shadows are sharp-edged like in Doom 3, as opposed to the soft shadows used in Half-Life 2. However, HL2 had to cut some corners on shadows to keep performance high so not all of them are dynamic, and those that are have only one light source and, in the one big flaw in the Source engine, can be cast through objects (so, for example, a person walking along an elevated walkway casts a shadow that appears beneath the walkway). In "Riddick" multiple light sources can exist and the shadows do not (as far as I could see anyway) cast through opaque objects.
It's obvious, however, that the programmers either aren't quite as experienced as those at iD, or didn't have as much time to polish the engine. There are minor rendering glitches, such as visible seams on character models and texture z-order issues, but they are minor and don't detract much from the experience. Everything else good about the game more than makes up for them.
The engine does require a reasonably powerful machine to run well although it will scale down if necessary. In my system I run it at 1024x768 with all the visual goodies turned on. Running at 1280x1024 results in an unacceptably low framerate. Even so, it's still considerably higher resolution than Xbox players get on their televisions.
Immersive gameplay
The gameplay in "Riddick" is first-person most of the time. It switches to third-person for cutscenes, which are rendered real-time by the engine, and when you are doing certain things like climbing. In first-person mode you really get a sense that you are the title character. This game does something that most other games don't do: The player's character model is completely rendered. This means that you cast shadows and you can see your own body if you look down. In HL2, the character is basically a disembodied camera floating above the ground. The arms and weapons are rendered but the rest of the model doesn't exist. When you pick something up, it just floats in front of you instead of showing your hands holding it. In "Riddick" the camera moves with the character's head. The way the camera moves is a little different because of this. Instead of the player moving the camera, the player moves the model which is fully animated, and the movement of the model's head determines where the camera is and which direction it's facing. It provides for a more realistic movement of the point of view. It takes a little getting used to but really adds to the feeling of immersion.
The style of gameplay varies throughout the game. Sometimes you have weapons, others just your fists. Sometimes you charge in guns blazing, other times you sneak around in the shadows and snap your enemies necks from behind. A couple of places involve stepping into an armored mech and stomping to your destination, chainguns blazing. The list of personal weapons is relatively standard and is kept simple; there are no BFG 9000's or laser swords in this game. Instead you get things like shivs and clubs for melee combat and, for longer range, your basic pistol, automatic rifle, and shotgun. There are a couple of specialty weapons you'll get to use at various points but nothing too exotic.
Speaking of melee combat, this makes up a significant part of the fighting you will be doing. Riddick can fight with his fists or with a melee weapon and you'll use both in the course of the game. The control system is relatively straightfoward. You can even go up against opponents with firearms with just your fists, and you'll need to do so at least a few times. It's best if you can sneak up behind them but even toe-to-toe it's relatively easy to put a finishing move on the guy. You'll know it when you see it.
There are several side missions you can accomplish if you wish, although they are not necessary to proceed through the game. Also, there are many packs of cigarettes secreted throughout the game. Collecting them unlocks various additional features, such as game art and videos. You can also collect money, either by finding it lying around or by completing side missions for which you get paid, which you can use to buy various items. Again, it's not strictly necessary but certain items will help considerably if you get them. This adds an element of role-playing to the game although it doesn't overshadow the first-person action aspect at all.
The level design is well done and really gives the impression that you are in a bleak and dirty correctional and industrial facility. Of course there are the obligatory crates and exploding barrels but they do fit in with this setting and only exist where it would make sense.
Voice talent
Vin Diesel lends his voice to the character of Riddick and, based on the credits, appears to have had a pretty large role in designing and scripting the game. It definitely shows. In addition to Deisel, Cole Hauser provides the voice of Johns the bounty hunter, the character he portrayed in "Pitch Black." Additional voices are provided by Dwight Schultz (Murdock from "The A-Team" and Reginald Barkley in "Star Trek: The Next Generation" and "Star Trek: Voyager."), rap artist Xzibit, and Ron Perlman. The performances from these actors, as well as the other voice actors who voiced myriad other characters, are very well done. One reviewer noted that Diesel and Hauser actually underplayed their roles which, in my opinion, really reinforced these characters as hard, pragmatic men who do what is necessary to achieve their goals.
Miscellaneous
Some have noted that the game is relatively short. For me personally it was about the right length. Trying to pad it out longer would have made it repetitive.
Every single character you encounter in the game is an individual with his own unique model and voice. Some actors voice multiple characters but they change inflection, tone, and accent to personalize their voice to each one. The character voiced by Xzibit even looks more or less like him and, of course, the models for Riddick and Johns look like their respective actors.
The PC version of the game has a section not present in the Xbox version. This is the first time you get into a mech and go stomping around shooting everything that moves.
There is one really nasty glaring bug in the game. When I died, the game would crash when reloading the level. I did some searching around on the forums and discovered that the solution was to unplug my joystick. Since I wasn't using it anyway, this was no big deal but it does represent a rather glaring example of something that was missed by their testers. I'm guessing that, since the game was ported from the Xbox, the code that deals with interacting with controllers wasn't completely ported over properly and, when it tries to figure out what's all plugged into the machine, it chokes on the joystick. Maybe the game thinks it's an Xbox controller or something. Other than that, I don't recall the game ever crashing.
As noted above, there are some minor rendering issues. I did, however, encounter a whopping huge one late in the game. I opened this large door and, on the other side, it was this tan blankness. Once I stepped through, the area on the other side rendered and the area I just came from was now blank. It didn't keep me from playing the game, but it was a bit disconcerting.
Conclusion
If you like first-person games and you have the machine to run it reasonably well I definitely recommend this game. It's a fine example of how to make a movie-related game the right way.
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