Game Over Online ~ XIII (c) Ubi Soft



XIII (c) Ubi Soft

Published: Thursday, October 2nd, 2003 at 05:33 PM
Written By: Thomas Wilde


XIII is not a game. It is a comic book made of light that you play with an external device.

It is the story of a person who might once have been bad, who, in order to find out just how bad he was, is forced to do bad things to bad people for a good twenty-one missions. It's a stealth-based FPS with a wide variety of weapons and a hearty number of ways to make people die screaming.

But it's a comic book.

I'll explain.

Cel-shading has traditionally been used to make games that look like cartoons; it's probably a misuse of the adjective to call a three-year-old technology "traditional," but what the hell, it's video games, work with me here. With cel-shading, you get titles like Jet Grind Radio or Auto Modellista, which acquire the look and feel of hand-drawn animation rifling by at sixty or more frames per second. It provides clear lines and flat planes, sacrificing a certain degree of fluidity for a sort of throwback style.







XIII is not cartoony. It is an American crime graphic novel; visually, it reminds me of Brian Michael Bendis's Powers, with a certain Frank Miller film noir spin to it. The cel-shading is used here to create that same sort of comic dichotomy: an unrealistic style that conforms to realistic rules. While it's amazing just how much detail can be cranked out of the shaded polys, from the grooves of your .44 to the Lance Hendriksen wrinkles across the protagonist's face, the action onscreen still remains strictly in the realm of animated fantasy, even when the blood is flowing in rivers.

The title character wakes up on the beach one day, with no memory, the Roman numeral XIII tattooed on his chest, a key in his pocket to the Winslow Bank in New York City, and, most irritatingly, a group of heavily armed mooks with air support who call him "Agent Thirteen" and want to punch many holes in his vital organs. Clearly a conspiracy is afoot, and XIII is at the center of it.







Frequently, XIII plays out like the first shooter made for the deaf. Written effects frequently take the place of actual sound; men collapse with written screams, footsteps register as the word TAP, hanging briefly in midair. An enemy thug, shot or stabbed in the head, will look to the sky in three still frames, realizing his fate and screaming in denial, before pitching over onscreen. Explosions are BLAM or WHOOOSH or an occasional BOOM; your empty AK-47 CLICKs when you try to shoot it. It takes some getting used to, but no one can tell you that this game looks like anything else.

XIII, as shooter heroes go, is not much for the shoot and loot. This is essentially a game that is packed with the delicious smoky flavor of espionage, which is a synonym for killing people quietly. Many missions are set up to encourage you to sneak into enemy territory, breaking necks and hiding bodies with ninja-like facility. It's usually possible to go in with guns blazing, but then you will frequently die in a hail of cel-shaded, dramatic bullets; XIII laughs off such minor concerns as 9mm bullets, but four guys shooting M-16s at you simultaneously will leave unattractive scars.







While you're up against some really, really attentive guards--they are either blessed with batlike sonar or the beneficiaries of some of the best mook AI in shooter history; I am undecided on this--XIII is equipped with many silent ways to eliminate them. A bare-handed attack can drop them instantly, as can smashing a handy object--a chair, a brick, a whiskey bottle, whatever's lying around--over their heads. From a distance, your silenced crossbow can kill a man with a single perfect headshot, but its targeting and rate of fire make using it a risky proposition. (Crossbow bolts are apparently also tipped with a magic substance that is fatal to heads but only mildly annoying to chests, as your opponents can soak up like five bolts, without body armor, and keep coming. It's troublesome. They should be tested for steroids.)

When the guards have seen you, you'll be fighting back with a solid assortment of modern weaponry. In this build, along with those guns mentioned above, XIII has twin 9mm pistols, throwing knives, a harpoon gun (useful for the game's seemingly frequent water missions, as it's the only firearm that'll work when submerged), a sniper rifle, hand grenades and an M-16 with attached grenade launcher. Each of these weapons features a secondary fire mode, ranging from the unfortunately mundane--full-auto as opposed to single or three-round bursts--to the visually appealing--XIII fanning the hammer on his .44 to fire two shots in rapid succession, or switching his grip on his throwing knife so he can stab with it--to, well, a grenade launcher.







The short version here is that XIII pairs an unparalleled and unique visual approach with a solid, albeit occasionally frustrating, first-person shooter. My only complaint, and this is no doubt unique to the build, is that the missions are often quite short; a hard-bitten veteran of the FPS wars should be able to blast through the introductory level in under two minutes, and that's assuming he stops to stab the guy with the mullet repeatedly. (Stupid AK-47-toting mulleted trenchcoat guys.) Then again, this is a preview build, so it can only get better from here.

XIII will be arriving in stores on October 28th, a full three days too early for us to make any jokes about "goodie baskets." Curse you, Ubi Soft!


Questions or comments about the upcoming release of XIII for the PC and all next-generation consoles? Talk to us!


[ E-Mail Thomas Wilde ] [ Comment in our Forums ]

Copyright (c) 1998-2009 ~ Game Over Online Incorporated ~ All Rights Reserved
Game Over Online Privacy Policy