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Destructoid review: Fracture
Whenever I think about game clichés that never quite made it big time, I always think terrain deformation. Volition had it with the Red Faction series, but it never quite caught on. It probably has something to do with the amount of time developers have to spend trying to fully realize levels under which players can dig. Especially when they’re catering to a guy like me, who will consistently try to make it to China at the beginning of every level. Of course, it's not the developers' woes that you're probably concerned with. It's how the game is. Hit the break to check out our full review. [Déjà vu much? Yes, this is our second review of LucasArt's Fracture. Wondering why? While you may find the text of the original view of some value, the final score and word didn't comply with Destructoid's review standards (in particular the lack of testing the multiplayer experience). The game has been re-evaluated by a different review keeping this in mind. -- Nick]
Fracture (PS3, Xbox 360 reviewed) Quite naturally, this physical division of the U.S. has given rise to two central ways of life for the entire world. The east coast (and western Europe), now dubbed the “Alliance,” enjoys funny accents and really bulky armor. The “Pacificans” (the west coast as well as Asia) are all about genetic enhancement and modification. Immediately in the game’s storyline, these two factions are at odds with each other because of the Alliance’s desire to ban genetic modification. Understandably angry, the Pacificans lead an uprising chock full of robot suits, mechs, and a nasty virus capable of destroying the Alliance.
In one regard, this is a relief, but it can often lead to frustration when having to scavenge around the level to find another tool to raise land even more. That aside, the gun works and serves to create small barriers between the enemy and Brody. More importantly, it works quickly without any catches. Players will find themselves utilizing the ability more to get to higher spots and finding entrenched doors more than they will strategically in battle. The only problem is that barriers often move because of the nature of explosives in Fracture, which have the same capacity of terrain deformation as the Entrencher. Once cover is blown away (literally), the game becomes overly frantic, as players will be forced to negotiate between several targets, all eating at Brody’s shields, while running around in circles and avoiding grenades and rockets. It’s like a chicken with its head cut off, expect Brody is the chicken, and he has a shit ton of grenades and firepower. There's even a funny little driving section in the middle of the affair, which really seems to serve zero purpose. The car isn't a slouch, but the controls are unforgivably tight. Think Halo's Warthog, except two-wheel drive.
The game has the main graphical polish where needed. There aren’t any clipping issues to be found nor any other visual oddity that one would expect to find in a game that relies so heavily on physics-based play. Fracture looks like an extremely polished Too Human. It’s dated, but services. That is to say, nothing looks spectacularly amazing, but it’s all there. In terms of sound, one would be surprised by the decent voice-acting and musical quality. Day 1 will probably never stray too far from their own roots. Fracture feels like a concept forged many years ago, but it just doesn’t stack up with any conventional standards. If you enjoy shooters, feel free to rent. Otherwise, it’s safe to pass this one up.
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