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Coded Arms

            Coded Arms is not only the first First-Person-Shooter to launch on the PSP, but also Konami’s first attempt at developing a First-Person-Shooter title. Having received mixed opinions Electronic Theatre Image throughout development and fighting with the lack of interest in the genre in Japan, Coded Arms was a “must-play” title for Electronic Theatre at E3 2005 where, surprisingly, the title received mixed opinions from the writing team. Having now received a rather uninspiring, under-the-table release, Coded Arms has aroused much interest and speculation.

            The basic premise of the title bears more than a resemblance of the earliest of First-Person-Shooters - such as Castle Wolfenstein 3D, DOOM and Serious Sam - whereas rather than having specific objectives or a mission to complete, the order of the day is simply to progress from the beginning to the end of each Level, obliterating anything that either breathes or looks at you a little funny. The game’s HUB divides the play into Sectors, with each Sector containing a handful of Levels. However, each of these Levels then contains a further division (usually consisting of between three and fifteen floors) to complete before returning to the HUB.

            The Level design is certainly a revered aspect of game developmElectronic Theatre Imageent according to the team responsible for the title. Coded Arms features a Random-Level-Generator which is used to its fullest possible effect. Each and every Level is randomly generated upon entrance – and then re-generated should you die or wish to replay an earlier Level. The replay value is, of course, enhanced greatly by the feature, however it does cause a degree of stagnation for some of the areas as many environments are limited and reflect those already played. Although latter Levels are distinctly reminiscent of the opening sections, the difficulty curve is swung out suddenly creating a harsh realisation of your progression through the game. Much like hitting a brick wall at over 100mph, the game gently eases you in until half-way through a floor, within a Level, within Sector 2 – when things get ridiculously aggressive and will send many players reeling back to the HUB in order to replay earlier Levels and nab some bonus upgrades.

            The title also features a small amount of intelligent variations from the more traditional First-Person-Shooter titles, some of which have just been brought into play out of necessity due to not having a pre-determined Level structure, whereas others are indeed clever tweaks to the formula. Pick-ups, on the whole, will not litter the environment until specific enemies have beenElectronic Theatre Image taken down. Ammo is always on the far-from-plentiful side of things, forcing you to vary your tactics through the 30 strong weapons list, while each weapon is upgradeable. Removing the arbitrary need developers have for secondary functions, collecting a specified amount of Upgrade Data Units will add to your tally for the specific weapon you are carrying and upgrading the strength of the weapon considerably. Health and armour upgrades and items are done similarly, but to less of an extent.

            As the title features the Random-Level-Generator rather prominently, multi-player Deathmatches are always eye-opening, as neither player has had to option to build knowledge of the environment played prior to the match. Incredibly limited, the multiplayer remains fun throughout its shortcomings.

            Graphically, Coded Arms is very hard to place. Whilst sporting some fantastic animation and lighting effects, the title is plaguedElectronic Theatre Image with an inexcusable amount of polygon pop-up. Presumably the result of having the Random-Level-Generator running full-swing, practically every textured surface creates a break in the suspension-of-disbelief by showing the player that, in fact, you are actually playing a game. The PSP has highlighted many developers’ sloppy attitudes towards such glaring errors and, for once, Konami have fallen foul to the rushed polishing-up stage that many developers deem adequate. Every texture in the title has been given a blur-effect and, whilst whether or not this was actually intentional for the style of the game remains unclear, it certainly highlights some of the PSPs shortcoming when slowly moving through an arena.

            The aural presentatiElectronic Theatre Imageon reflects that of practically every title developed for the PSP. When played through the speakers, is easily ignorable, but when adding the benefit of headphones, the music may get irritating quickly, but the sound effects are spot-on and only help to reinforce the feeling of being inside a computerised network.

            Coded Arms can be relied upon for a solid play experience, but more than this; Coded Arms can perfectly be used as a reflection of the industry today. Ranging from seamless to bug-ridden, astounding to sloppy, the title highlights many of the errors made by major games developers today whilst proving that, maybe, it’s important for developers to make these mistakes. Flitting between truly astounding and thoroughly contrived seems to be Coded Arms mantra, and while many First-Person-Shooter fans may feel a little under-whelmed, anyone with an interest in the industry must pick-up a copy for the revelations it holds. Konami haven’t done bad, they’re just yet to make us proud. Electronic Theatre ImageElectronic Theatre Image

 

 

Kev J.                                                                                                                                     Reviews Score Table Interpretation.

19/09/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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