![]() Sadly there's nothing noteworthy about either, though the gore is liberal, keeping with the expectations of bloodthirsty gamers the world over.īut even a bloodbath doesn't shroud the fact that the likes of Prototype and Dark Sector have done this all before with the polish and visual fidelity we've come to expect. As aforementioned, you'll slay both humans and the pesky invaders (I can't use that catchphrase again) in a mix between traditional run-and-gun shooting and melee combat. No, the developers have opted for a bare-bones approach instead where button-mashing and repetitive fights are the order of the day. Forget about a cover system akin to Gears of War, or even the option to crouch. It plays as a standard, linear third-person shooter, but its intent on sticking to the principles that framed these types of games back in the late nineties. Still, there has been an agreement on the look and feel MorphX is striving for. Perhaps Buka worked on the first half of the game and Targem constructed the second, and they could never come to an agreement on whether our hero would work alone or not. It's about the only confirmation you ever get, because the narrative doesn't bother to tell you what's changed. If you want irrefutable proof, the reticule changes from red (enemy) to green (ally). Quite suddenly, these army-clad men that you'd been disposing of in the hundreds are now your friends. The game begins with you fighting both aliens (damn them!) and humans, but an invisible line is crossed halfway through the story. Truth be told, the story isn't worth following and the lack of cohesion is particularly worrisome. Or, alternatively: "how not to translate a Russian game." If MorphX had a catchphrase it'd be this. You'll cackle when a human shouts it in the heart of battle. ![]() You'll cherish the moment you come across the very same words written on a wall in bright red scrawl. At one point, our hero tells us that the people were angry with the aliens, and then says, "damn aliens", just to illustrate how angry. "Damn aliens" is a phrase that proliferates the story and it's so out-of-place that you can't help but laugh. Quite why this is happening is explained by ham-fisted cutscenes, but you'll spend much of your time still in the dark, though the game does come with a much favoured line. It's the traditional example of a game rewarding your progression with bigger and better toys. That's not to mention the chitin claws he can wield, reducing alien and human foes into itty gritty examples of dismemberment. By midway, the tattoos are covered by alien hide and an energy cannon sprouts from our hero's arm. The claw comes first (very District 9) but it's not long before our hero has the best of both worlds: the powers of an extraterrestrial and the voice of a gruff, chain-smoking coal miner. It becomes apparent that he has been harvested, but has retained a human's personality despite the alien appendages transforming him. People are forced underground and as the game begins, you usurp the reins of a nameless tattooed man who finds himself in an "incubator". With a War of the Worlds-esque intro, we're introduced to the "damn aliens" who swoon from the sky and swiftly dispel human resistance. Yet, dismiss the game at your peril, for it has sparks of genuine and surprising creativity. To review something so unknown is a rarity and what MorphX presents is a strange dichotomy: monetary constrains have hurt the presentation and a lack of financial clout has ensured that no-one is paying attention. ![]() MorphX merely has its boxart, a man with a green eye and big claw, to speak for itself. MorphX has slipped onto store shelves without as much as a whimper, cowering beneath the likes of Dead Rising 2 and Halo: Reach, games that, prior to release, relied on extensive advertising and viral awareness to encourage a purchase. By AudioSoldier | Review Date: SeptemYou get the feeling that developers Buka and Targem don't think much of their newest creation.
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