Game Over Online ~ Darkwatch (c) Sammy Studios



Darkwatch (c) Sammy Studios

Published: Wednesday, November 10th, 2004 at 06:16 PM
Written By: Thomas Wilde


You know, there's something really satisfying about explosive arrows.

I do not mean to imply that this is the only reason to play Darkwatch, Sammy's forthcoming Gothic western FPS, but it's one of the first things I noticed. I'm a big fan, in my FPSes, of weapons that provoke an "oh hell I am about to explode" reaction in enemies (Cerebral Bore 4 life, yo). That's what Darkwatch's crossbow does. It makes zombies run around madly for a moment, as though attempting to escape their festive, firework-esque fate, before they go up in flames.







The person doing the zombie-exploding is Jericho Cross, vampire and member of the secretive Darkwatch organization. In a very dark and nightmarish Wild West, his job is to travel across the frontier fighting back the undead by any means necessary (read: bullets). At the same time, he's searching for the vampire who turned him into one of the undead, so he can kill her and prevent the final stage of his own transformation.

Like a couple of other upcoming FPSes, Darkwatch has managed to evade the PS2 curse. It doesn't look like a slightly tweaked 1998 shooter, using muddy textures, underanimated enemies, and hideously dark environments as weapons in the eternal battle to keep the frame rate above thirty; it actually looks good.

Everything is crisp and clear, from the sickly green glow of an oncoming skeleton, clutching razor-sharp sickles in either fist, to the endless black plains sliding by on either side as you engage in a gun battle from horseback with the undead inhabitants of a haunted locomotive. When you chuck a lit stick of dynamite at an enormously fat, puking zombie, it does not merely explode, but collapses in on itself in a far too well-rendered puddle of gore.







By the way, you probably don't want to eat while you're playing this game. Just a quick heads-up, there.

Then again, if you have a low tolerance for gore, I don't know why you'd be playing something like this. Darkwatch is unapologetically bloody, and you have the option to make it moreso if you want. As you make your way through the game, you'll encounter a series of choices between good and evil.

For example, in one stage, you'll run into a woman who's been bitten by the undead. You can opt to finish her off, which is the Evil way to go, or bite her and suck out the poison, which is Good.

These moral decisions have an immediate and tangible effect on how you choose to play the game. Cross's powers will mutate according to what kind of vampire he chooses to be, with a new ability making an appearance every time he makes one of these choices.







In the above example, killing the woman will give you the power to spend blood to enhance the power of your melee strikes, while saving her will give you an equivalent ability that applies to gunfire. In either case, with the ability activated, a bullet or pistolwhip will no longer simply make a mild impact, but will now actually blast enemies into blackened skeletons. By carefully managing your decisions, you can turn Cross into whatever kind of vampire you want him to be, specializing in various kinds of combat.

Cross's powers form the backbone of a fairly typical FPS arsenal. So far, we've seen a revolver (it's really some kind of minishotgun, but who cares?), the aforementioned crossbow, a dynamite launcher, a sniper rifle, and a powerful shotgun. Most weapons come with pointy bits haphazardly welded onto them, so they do double duty as firearms and a cutting implement, for use when you hit people with the melee button.

When you get into a fight, one of the first things you'll probably notice is that enemies are... kinda fragile. A lot of them are the walking dead, but you can knock limbs off them with little difficulty. That's because most enemies in Darkwatch have independent targeting zones, letting you shoot off their limbs or go for the instant kill with a bloody headshot.







That attention to physics shows up throughout most of the game. You can hit hanging corpses to send them swinging, destroy most of the environment, and send enemies pinwheeling back over cliffs. There may even be ragdoll physics; while the zombies look sort of ragdoll-esque when they get sent flying, I'm not entirely sure if what they do conforms to the true definition of the term. Let me get back to you on that one.

Darkwatch is still a fair distance off, with a planned release date somewhere in the spring of 2005. (Ah, spring, when a young man's mind turns to gory gothic Westerns.) It's not a Halo 2 killer, but its combination of atmosphere and customizability make Darkwatch a title to look out for.


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