J.D. Spy & James Bond:
Everything or Nothing
By Indy Studios & E.A. Games
Review by Paul Kostock & Paul Kostock
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Citizen Kostock shouldnt be so cavalier about
aiding the terrorist menace.
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The Official Board of Internet Humors Verdict: |
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Politically charged
John Ashcroft jokes ceased being funny approximately six months ago. Officially.
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You ever sit down in front of something and say
"This is good. This is quality. This is what I want."? And then not enjoy
yourself at all? |
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Game Information
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Indy Studios is basically just Michael Jacobs, his game, and his fairly
well-designed Tripod site. E.A. Games is a gigantic mega-corporation frequently vilified
by the owner of this website. Their board of directors will almost certainly be first
against the wall when the revolution comes. |
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J.D. Spy can be acquired here (http://mjacobs_ca.tripod.com/jdspy/spy1_05.zip).
You can find an image of Everything or Nothing on your own, you filthy software pirate.
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This week I began work at the newest in a
long string of temporary assignments, updating the marketing database of an IT company
that apparently does a lot of work with overseas businesses. This, in and of itself, is
unremarkable, but check out the nationalities of my new bosses
"associates" (in order of frequency): French, Saudi, German, Russian, Egyptian,
Turkish, and South African. So I can only conclude I am currently being employed by a
front company for terrorists. I dont know, maybe Im jumping to conclusions,
but my (white, middle age) boss has a whiteboard over her desk on which is scrawled about
three paragraphs of Sanskrit and a single word in Latin characters: "Inshallah".
That is so fucking cool.
This, in a nutshell, is the precise reaction
Im looking for when I fire up that wretched symptom of Western decadence, the video
game. Im not particularly looking to solve puzzles or challenge myself or best my
friends at some arbitrary, essentially useless set of skills. I want to do and experience
things that arent part and parcel of my human experience. Preferably fun,
interesting, and/or exciting things. Both Indy Studios J.D. Spy and E.A.
Gamess James Bond: Everything or Nothing open with the promise of just that, of
drawing you into the life of a secret agent thwarting the plots of the very same
terrorists I now find that I have thrown my lot in with. And then both games fall flat on
their face, for surprisingly similar reasons.
Okay. Thats a bit unfair. Were really
talking about two high quality wares, obviously designed with love, that just dont
quite come together when all is said and done. They both start so unbelievably well. J.D.
Spy in particular has an opening that is so essentially bold and inspired that it
propelled me through essentially the entirety of the game.
You start up the program, a Visual Basic style
Gui window appears on the desktop. You hear a bit of music, you see a few buttons that
look like they might be related to some sort of neat espionage related activity. Eagerly,
you pull down the file menu and start a new game. Up pops a little profile window, asking
for your name, your spy alias, your email address, and your home city. Fearing, ever so
slightly that this spy ware is in fact spyware, you input your information and hit the
start button
and then you get an error message and the game crashes. You fire it
back up, go through the same rigmarole, and crash again. You stop just short of sending an
angry email off to Michael Jacobs (Im sure an unfortunate number of people
didnt stop short, causing Mr. Jacobs no end of headaches), but then you take a
closer look at the error message.
Buried inside the error message, a few lines
down, is a desperate, anonymous plea for help. It requests you perform a few actions to
validate your receipt of the message, and then youre off and running; dragging you -
the "real" you - into its world of CIA agents on the run and terrorist plots.
Granted, this isnt the first game in history to attempt to blur the line between
player and PC, but this particular gimmick does the trick better than Ive ever seen
it done. It presents you with a real world problem, one any Windows user is used to
encountering, and then segues seamlessly into game play.
And the games full of brilliant little
moments like that. The first time I solved a puzzle and suddenly started receiving
threatening IMs from someone with the screen name "Dragonfire", well thats
about the strongest mimesis has ever been for me. I mean, okay, granted, I realized that
the IMs were simply a script and, if I wanted, I could just type in gibberish and things
would proceed apace. But I wanted to believe in that magic, so I played along and was
rewarded with immersion.
So yeah, the game requires you to meet it halfway
like that. But it does everything it can to encourage you. The use of a customized email
address and the occasional reference to your real name and location help keep the fantasy
alive. If you send an email off that doesnt contain the required keywords, you get a
response thats about as sensible as you could reasonably expect. The NPCs provide
more or less plausible reasons why you have to send them information in the very specific
format the game is programmed to recognize. Its all smoke and mirrors, and mimesis
is always on the very edge of breaking, but Michael never runs out of the ingenuity
necessary to keep the façade in check.
Or, at least, he wouldnt, if I didnt
have to consult the walkthrough before literally every single puzzle. Now, I understand
that, based on the second paragraph of this review and my own experience with Interactive
Fiction puzzles, Im probably not entirely credible when I tell you these puzzles are
difficult and unfair. But these arent interactive fiction puzzles. This isnt
the type of game where youre provided a locked door and an arbitrary collection of
items which you have to combine in some logical fashion to get to the next room. And
thats good, in the sense that it keeps up mimesis. Im fairly certain that, if
I actually were drafted into the aid of a CIA agent being hunted by terrorists, the
challenges I faced in this game would be exactly the types of challenges Id
have to deal with. On the down side, youre cast adrift in an unfamiliar sea and at
no time is it ever clear how youre supposed to approach the problems set before you.
By way of example, the first puzzle is actually,
in retrospect, not terribly complex. Youre provided with a series of forwarded
emails from a missing agent, and asked to determine whom he was going to meet when he
disappeared. Doing so is a simple task, or would be if you had any clue that the tools you
need to use to solve the puzzle are a legal part of the game world. And maybe its my
fault that I didnt intuit that. I was inclined to believe that at first, but the
tenth time I found myself in the same situation, I just said fuck it and went to the
walkthrough.
And thats the games primary fault.
Its secondary fault is that, to be honest, its kind of boring. When Dragonfire
rears her head its chilling. But for the most part its just a bunch of fairly
flat, dull characters sending you emails about all the adventures they get to go on while
you sit at home scanning a fake websites source code for hidden files. When you get
to the point where you have to calculate the movements of a bunch of warehouse guards or
the amount of liquid nitrogen necessary to fool heat sensors so someone else can do
the breaking and entering bit, you feel just a little like youre not so much playing
a game as solving word problems while someone else plays a game. Or at least I did.
And the plot doesnt help much. Theres
a great initial hook, and a pretty big twist at the end, but the terrorists and their
goals are ill defined, and theres little in the way of building tension. Really,
once Dragonfire is pacified, theres no threat at all until the very end of the game.
The evil, omniscient "them" your contact talks about turn out to be not much of
a threat, which makes sense to some extent after the final reveal, but doesnt keep
you glued to your computer screen.
So, all things said, J.D. Spy is an experiment
that almost works thanks to the authors ingenuity but ultimately comes up short. So
lets talk about Everything or Nothing (The first Bond game that feels like a Bond
movie!).
The question that seems to be on everyones
mind is: "Is it better than Goldeneye?" Fuck if I know. I played all of ten
minutes of Goldeneye once at a friends house years ago and wasnt especially
impressed. But really, this game goes a long way to doing James Bond justice. Like I said
before, it opens well (Just like a Bond movie!) with a pretty cool cold opening. And by
"opens with a cold opening" I mean just that. Theres no menu screen, just
a couple obligatory logos and a brief cutscene to explain what the hells going on.
And then youre off. I thought that was neat: It drew me in immediately.
You sneak into the middle of a dangerous arms
deal, instigate a firefight, and abscond with a nuclear device. In the process you rappel
down a wall, blow up a helicopter with a rocket launcher, and shoot a bunch of guys in the
face. Very Bond.
Then we get a drawn out, credit sequence in the
style of the films featuring a customized theme song by some pop skank thats
probably coming to the tail end of her fifteen minutes. In addition to the Bond regulars,
theres William Dafoe as the chief villain, Richard Kiel as Jaws(!) and three
beautiful women who couldnt act their way out of a paper bag lending their voices
and digitized images to the games cast.
Okay, heres the first ridiculously stupid
move EA makes. Heidi Klume cant act. Were all aware of that. If she winds up
in a movie or a TV show its because shes good to masturbate to, and we all
accept that and move on with our lives. But can anyone recall the last time a supermodel
was hired as a voice actress? What the hell would be the point? So they can legally draw a
picture that kind of looks like her? For a tenth the price they could have hired some
overweight method actress who would deliver a competent performance and let the creepy
guys in the animation department create a fictional woman around her voice and their own
fertile motivations. Instead we have to listen to a bunch of supermodels phonetically
mumble their lines and the best we get in return is that maybe we can imagine that their
pronunciation is so bad because theyve got a mouth full of cock or something.
But, really, thats a minor quibble.
Otherwise the production is great. Top notch. And the game play is good to, except
well, theres always that except.
Take, for instance, the cold opening I mentioned.
Youre dropped in the middle of a firefight without so much as a how do you do, told
which button shoots and which button auto-targets and then pretty much left to fend for
yourself. You get extra points for rappelling down a wall in this opening level, but at
this point you have no way of even knowing that rappelling is implemented in the game. You
have to locate a dropped briefcase, but theres no map screen or radar to tell you
where the hell it is. You as Bond have just seen it dropped and should know exactly where
it is, but you as the player have been given a bunch of disorienting camera angles and
pretty much just have to wander around the firefight until you happen to stumble across
it. Then a hole gets blown in one of the walls in the compound and you have to escape
through it. Except, once again, its impossible to tell from the cut scene what wall
just got blown open, and the exits kind of in a corner thats not visible from
a distance. So I had to resort to jogging in circles against the walls for five minutes
until I stumbled across the exit. I felt less like worlds greatest secret agent and
more like the proverbial chicken with its proverbial head cut off.
The next level is a tutorial, which I welcomed.
Its unskippable, which I suspect pissed a lot of more experienced players off. So
now theyve gotten on the bad side of everyone. And then two levels later and
youre driving a car, then engaging in stealth combat, then flying a helicopter and
none of this is covered in the damn tutorial anyway. This was fine with Battletoads when
you had two buttons and dodging the walls in your speed bike was an intuitive task. But
not when M is telling you over the headset to get under a train and it takes you ten
play-throughs to figure out that theres only a seven second window when this is even
possible. Its not difficult once you figure out what youre supposed to
do (ride the trains ass until the track dips, then speed up so you get in position
before the bridge drops out), but up until then youre replaying the level a bunch of
times because youre ramming the back of the train until your car blows up trying to
figure out how to get underneath.
So youve mastered stealth and driving and a
couple levels later youve got to face stealth driving, which is the dumbest concept
ever. Basically its Grand Theft Auto after youve racked up a couple stars,
only youve got a cloaking device, the maps too damn small, and the fireworks
store you need to blow up isnt marked anywhere on the map, so youre running
around in circles again.
So whats this mean? That Im bad at
video games? Maybe. But the problem from my perspective is that youre thrust from
unfamiliar situation to unfamiliar situation, so you never reach that point where you stop
thinking about the controls and just experience the game. I still havent quite
figured out the rules of stealth mode. If a guy spots you but you knock him out by
chucking a wrench at his head then, so long as he hasnt fired a shot, youre
still considered hidden. But if a guy spots you and you take him out a split second later
with a flying tackle, then somehow a magical alarm gets raised and all the bad guys know
where you are. Knock someone out with a dart gun and that works. Shoot them with your
silenced pistol and that doesnt. And then sometimes youre fine indefinitely
unless someone hits an actual alarm button. Inevitably, if you navigate all of this, the
game eventually just arbitrarily decides youre past the point where it wants you
engaged in stealth and just has everyone empathically intuit your location.
There seems to be about a dozen different types
of guns in the game which would be great if there was any appreciable difference between
them. The sniper rifle and the rocket launcher are powerful weapons with specific uses.
Everything else is pretty much on even keel. Sure itll take one or two less shots to
kill someone with the Desert Eagle then the PPIII, but with auto-target and the way
enemies respond to being hit (standing around "stunned" for a moment and
grunting) makes this largely irrelevant. Theres not even any great advantage to
using an assault rifle (thanks again to auto target and limited ammo, youre not
likely to just start laying down suppressive fire), except for maybe the larger magazine.
And that wouldnt be so bad if all the bad guys on a level used the same weapon. But
instead you find that you start the level with a PPIII and most of your enemies carry a
Desert Eagle but they only have three bullets in the clip apiece. A few of them carry
various assault rifles (on the same level you might see a group of enemies with AKs and an
essentially identical group with Uzis) and if youre anything like me itll
generally take you one or two more bullets to kill them then youll get off their
corpses. So all this variation of weaponry pragmatically does is make you constantly pause
the game and cycle through your arsenal until you find which gun you happen to have ammo
for.
And all of this effectively takes you out of the
game. Which is a shame, because the game has some excellent strong points. In addition to
what I mentioned, the enemy AI is the best Ive encountered in my (admittedly
limited) experience. They go for cover, they use numbers to their advantage to flush you
out where they can. They drop from the ceiling on lines and totally take you by surprise.
If you spend too long turtling behind a wall, theyll chuck a grenade at you. The
game rewards you with extra points for doing cool, Bond-esque things like jumping a canyon
instead of just driving around it. Theres reportedly a scened where you infiltrate
the enemy bas and pause to give some random executive a massage. Thats cool.
Thats what I want out of a game, but getting there is frustrating as hell.
Is there a lesson from all of this? Make your
games too damn hard and people will feebly mule at you on an infrequently updated website?
Dont expect the player to think outside the box without adequate prior training? I
dunno, I guess Im just recording my disappointment for the record. I really wanted
to play the hell out of both these games, but they both just kind of lost me after a while
because they constantly keep you thinking about battling them rather than experiencing
them.
As freeware, I have no problem recommending you
at least give J.D. Spy a chance. Everything or Nothing might be worth a rental just to see
if your opinion differs from mine, but my official stance is "Not Recommended".
J.D. Spy
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Responsiveness
N/A |
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James Bond:
Everything or Nothing
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Responsiveness
10 / 10 |
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