Gargoyles are a girl's best friend.
Struggling goth gal Jennifer Tate is having a really bad day. Just when things
seem to be brightening up, a demon monster shows up at her musician boyfriend's
gig and whisks her hunk away. Man, don't you just hate it when that happens?
As Jen travels into far out realms with a friendly gargoyle name Scree and
the power of bestial transformations, she just might have a shot of saving her
beau and the demon world of Oblivion. Unfortunately, it's up to you to help
her out in Sony's new 3D adventure, Primal
. Though it occasionally nails
the atmosphere, the gameplay is stuck in limbo.
offers an interesting take on third-person action adventuring by giving you
two distinct characters. You must switch between Jen and Scree in order to make
your way through Oblivion. For example, Scree can climb stone, while Jen has
other powers, such as a high jump. Working off the hints and directions given
by Scree and other NPC's, you must use each character's resources to open doors
and work through passages.
It sounds cool enough, but the game design is slightly fractured. Jen's jump
is area-sensitive - she doesn't have the freedom to hop about at will. Why can
Jen only jump up this
steep embankment and not there
? And what
separates one stone wall from another? There's stone practically everywhere!
Why can the gargoyle only climb up this
side and not that one
The answer to these questions is that Primal
's two-character system relies
on linearity to function. No total freedom here, sadly.
Jen also possesses the ability to fight. Scree, on the other hand, just turns
into an immobile statue. Whenever an enemy is in close enough proximity, rock
music starts to wail, and Jen is automatically locked-on. The fight moves use
pressure sensitivity, but it still feels too shallow, much closer to button-mashing
than an actual fighting system. The hit detection sometimes feels a little off
as well. Punches occasionally go straight through enemies. Most enemies also
require a finishing move to eliminate, which feels forced and unnecessary.
As Jen progresses through the game, she'll gain four different creepy forms
based on the four enormous regions of Oblivion. When she loses the energy of
one of these forms, she'll fall back into her normal earthly form. To remedy
this, Scree can suck up energy and give it to Jen. It gives the two some sort
of chemistry, but even that cannot save Primal
from its odd linearity.
Unlike games like Soul Reaver
doesn't reward you much for getting one of Jen's new
forms by emphasizing the need to tread over past levels and reach heights previously
unattainable. Instead, the game pushes you ever onwards. You'll get a new ability
and know exactly where to use it, with little in the way of open-endedness.
Bummer if you want more than just a linear adventure.
of the coolest details in the game is the rift gate. Rift gates are teleportation
devices that transport you across the territories of Oblivion. When you start
one up, the image of the destination appears on the other side. Jen then walks
right through and is transported there without any load time. While I imagine
the load time is masked by the time it takes Jen to start up the gate, it still
feels very seamless.
does a fine job of handling the creepy atmosphere thanks to
its excellent graphics. The main character models are sharply detailed and the
lighting effects are particularly noteworthy. Shadows bend against surfaces
and flicker naturally. Ominous dark clouds coalesce on the distant horizon,
while earthy fires glow and sparkle. It's a pretty entrancing game.
And then the jittery camera breaks the spell. The camera tends to hop around
to much, and Jen's slow gait doesn't help matters. One of these days a third-person
adventure will get the camera right.
The music alternates between light orchestral bits and pounding metal. The
voices are well cast and help flesh out the humor and drama. The game also comes
with French and Spanish audio tracks. I thought the game seemed more artsy-fartsy
when I played it in French with English subtitles. Try it out.
Primal runs into some odd troubles when it comes to saving. I stopped
to save once, but when I returned to the game, the castle I was in was completely
gone and Jen was floating. I could move around and different parts of the environment
would be clipped. I paused, and then came back to the game...but now I was stuck
behind a rock, trapped. Other bugs have been reported online, so consider yourself
warned and remember to make multiple save files.
More than anything, Primal reminds me of Sony's own The
Getaway - a game rich in atmosphere with gameplay that doesn't keep up.
Primal is bound to be stuck in the shadows when compared to recent a
recent doozie like Zelda,
but at least those shadows look terrific.