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| Eurogamer | 1Up |
Despite being over a year since I first wrote about this mesmerising work, I think it's only natural that I should feel a little smug about singing the praises for a possible sequel...
You may wonder what a someone who loves a quick-fire FPS like Stranger's Wrath or the marathon button-mashing epic Metal Slug (Three)? I'd like to say the reason is you kill far more often, with crushing assertive attacks that would make Muhammed Ali seem like a widdle fwuffy kitten (you do fight giant stone homunculi - of sorts). Unfortunately I can't make that sort of sweeping statement without great and conspicuous evidence; so here goes...
Although set around the time the Great Wall Of China was built, martial-arts film-heads will notice a freedom of movement certainly associated with output of Woo-ping Yuen and Larry & Andy Wachowski. Fighting in this game does come strangely naturally, particularly as this reviewer only ever decided to fight an in-game NPC after provocation and insults. However you look at it, the central character to Jade Empire's narrative, whichever of the (at least) 6 models you choose to represent your character, & thereby reflect your decisions inside the game, knows a fair thing or two about fisticuffs.
You start our story in the idyllic country village of Two Rivers; set nearly at the southern edge of the Jade Empire; well inside the geographic locale known as the Golden Delta. You are also enrolled as a student at the local martial-arts school, under a prestigious teacher. Surrounded by flowing streams & live backgrounds, you could find it in an Away Breaks-type catalogue. Sounds picturesque? It is. Water, dust, explosions, "natural" sunlight & its associated refractions and reflections are all present in the list of visual affects during play. The volume of splashing water (or spoken dialogue) increases and decreases according to the distance you are from it; various fauna also make themselves heard (but usually not seen) during this initial part of the game. Making use of RAD Game Tools Inc.'s "Bink" video codecs amongst various other items of Microsoft's own creation, and all this runs more than rather smoothly on an un-hacked 4 year-old (non-crystal, non-360) XBox1; only stuttering when two or three explosions are going off at once during a ruck2. However the discerning player is regularly being reminded of some truly great motion-graphics (particularly amoungst the current wave of games technologies) because some of the character's hair does look like it's come straight from PSX/PSOne-era Wrestling games. However this is one of only a few minor gripes that exist at the presentational level: it does overall look pretty tasty. As was said in MonstaPro's preview: "Occasional Particle Illusion® style magic/special effects ...with plenty of violence involving four/five people at a time, with the occasional growling were-beastie that really needs a good kicking". If you have at least moderate RPG-patience (it is a virtue!) you will see plenty "ass smashing" which doesn't ever drag because it can be all over that quickly. As is the mantra: guard up; focus; pick a target. Generally it is that simple to be victorious over most of the opponents though the highest number this reviewer has fought at once - on the easy setting - is approximately eleven. Accuracy does slack here I'm afraid as I didn't really have time to count them all. "Surely then" you cynics say, "they must be easy!" or "He was figh'in' puppies wiv guns!" Sadly no; cannibals in their underground lair to be precise, and this is only on the third "level".
Forgetting a moment the intrinsic bloody violence involved; I use the word level with relaxed focus. More of a sepia tint, perhaps. The town of "Tien's Landing" (near where you discover the cannibals) encompasses a variety of countryside-based sub-areas. You start at the crash site (play it & find out: the special editions are out now! :D ) and stroll variously through and around the dry river to get to the - locked - ruins and the entrance to the town. Mixing with the denizens there (there are very many( and finding out a few extra plot lines you could then go back to the - unlocked - ruins, and then to the bridge2. The player can make many course-changes along their "path of existence", but they aren't ultimately responsible to track down everything; though they may choose to do so3. Fighting may be more difficult or a plot-event may not occur if tasks are not completed, but the game will still finish. What happens before it finishes - as what happens to the rest of your followers - is by-and-large up to you, the player. Yes, this does follow the RPG template used since Zelda on the N64; BUT the player willing to interact with does genuinely come off better for it, in my opinion taking a much more lateral approach to this, the most activity-based effort geared toward problem-solving genre.
The RPG element also rises through the plot by your philosophic affiliation; very similarly to the force-meter present in Bioware's KOTOR. Basically this simplified karma-meter charts how far your temperament has swung toward good or evil, in this game under the guise of one of the two "paths", taken implicitly through decision-making during game-time. Namely, the "way" of the "Open Palm" (for the goodies) or that of the "Closed Fist". These two philosophies are ever present during action, as well as in theory, throughout play. As a combatant your human opponents will regularly start fights with you over a decision you have made that contravenes their chosen "way". Luckily they usually spring from a fairly obvious insult from you or an action you have recently taken; this is lucky as through curiosity or disbelief you are more often-than-not given the choice to undo or attempt to cover-up that decision. Of course, they don't have to believe you; particularly as you could still very easily stab 'em up & rob 'em blind! As a bonus: when making this decision be aware that when you "do" someone you usually get given an item from their inventory. Why this doesn't obviously affect your karma-meter I have no idea. Perhaps the programmers thoroughly believed in the way of the "finders keepers"...
Technicalities aside, what is it like to be in the game? Atmospheric. The experience seems to be a very authentic, if slightly fragmented, connection with the player. As you walk past a possible candidate for conversation both your heads turn to watch each other (as seen in Hitman: Codename 47); likewise their voice switches audio-channel if you move your character's head just-so during informal speech. True, the models for the PCs & NPCs alike aren't the most realistic but your character's facial-expressions change during formal dialogue, even whilst choosing your next "line"! This particular feature is thoroughly useful if you require a certain...reaction... Quality-wise: quips and insults are also banded around freely, if the designer thinks you should get the choice of mean or helpful they'll probably be there! "Intimidation" and "charm" are two standard types of responses during formal dialogue, both are even labelled as such in case you get confused (from lack-of-sleep?)! Even the loading screens, though very probably too frequent (although necessary) are attempting to be intuitive, containing self-altering text! Control-methods, hints on playing-style & even background-knowledge to the game's mythos all appear!
Jack Wall4's score is also used to good affect, though possibly not so much if it's just through a stereo telly. Here there is probably a good reason to hook it to the Hi-fi! The background changes usually to reflect the nature - or mood - of your destination/quest (yes the word quest is still used though there are no distressed damsels or shining knights around5). For example, during your time in the Tien's Landing ruins, given the right circumstance (plus dark ambient soundtrack) or just plenty of fog outside: it can be a wee bit creepy... If you also feel the need to spend more money than you already have on this superb title, Bioware run an online store (and discussion forum) selling T-shirts & the soundtrack on CD (see above link)! I have seen the strategy-guide separately available but without an import tax (i.e. from a UK shop), it shouldn't be hard to find online.
Now having completed it twice (with two different characters & two more on the way), only a few gripes have surfaced: (spoiler alert)
To sum up: although not marred by hang-ups (particularly as this reviewer's 'box is on the old side) JE does itself great service by being nothing short of comprehensive when tutoring "n00bs" & entertaining veterans. In my opinion Bioware have chosen well to keep the prominance of a-now-comparatively old product with a forum & DL purchases; these are even the materials to create a "fan-site" and to stage a "link-swap".
If you do find this one in The Bargain Bin & have even a remote interest in the "old" Xbox version, it's well worth a tenner if you get addicted. This is particularly the case if you find the Limited Edition (the red & green cover). As a result seeing this on a 360 would I'm sure be a treat, just make sure you've got a HDD & possibly t'internet!
89/100