Call of Juarez: The Cartel
Developer: Techland
Publisher: Ubisoft
Release Date: Out Now
Players/Online features: 1, 2-3 co-op, 2-12 multiplayer
Words By:

I really enjoyed Call of Juarez: Bound in Blood, the second in the Juarez series and set in the old Wild West, it was a game that made the era cool long before Red Dead Redemption turned everyone and their sister into a gunslinger. The Cartel brings the action right up to date and the grizzled Detective Ben McCall (a man with a face like an old leather football, presumably a descendant of the McCalls from BiB) is the only connection to the previous games. The first thing I noticed about The Cartel was how weird the sound was – in the intro section of the game it sounds a bit like the entire soundtrack was recorded off the TV, it has a hollow, resonant sound, that may have been added for atmosphere, but doesn’t work, it just sounds cheap. The other thing is some awful frame rate jitters, horizontal tearing, pop-up and non-existent lip synch in the introductory cut-scenes-none of which are fatal, but they don’t exactly fill you with confidence for the game to come. First impressions and all that-it’s not a good start. The sound does improve, but sadly the graphical glitches and tearing remain throughout.

The Cartel plays a fairly standard first-person shooter game, you can carry one primary weapon and two side arms, and can dual wield certain weapons. The game is, I believe, unique in the way it offers you the option of playing the campaign as any one of the three central characters (Ben McCall, FBI Agent and Halle Berry wannabe Kimberly Evans & DEA Agent Eddie Guerra) from the start. Each member of this inter-agency task force has their own story, motives and unique skills; Ben reloads with lightning speed and can also handle heavy weapons easily, and in fist fights he always comes off best (as long as you block incoming attacks with both triggers and then lump the bad guy with a click of ‘R3’). Kim is extremely agile, allowing her to shoot accurately when running and also has additional concentration which makes her the best sniper. Eddie likes SMGs and shotguns, and is proficient with all modern weaponry, so he can dual-wield or “Akimbo” SMGs, the lucky, lucky man. Before each mission you’ll have the option to change your weapon loadout in a playable ‘lobby’ area, not that there’s much point for the first few levels as the choice is limited and the preset weapons are as good as anything else you unlock.

The Cartel has a few extra gimmicks to add to the mix in “Concentration” Mode which builds up as you kill enemies so when the gauge in the top left of the screen is full you get a short period of slo-mo Max Payne-style bullet time to deal out extra damage, this is mapped to ‘left’ on the D-pad for some reason. The second, “Akimbo,” is just the ability to dual-wield certain weapons. The third, “Team Cover” is simply the chance to move to cover when your AI partners lay down covering fire. The fourth is “Team Entry” which simulates the three Agents bursting into a room at which point they all have a few seconds of bullet time to surprise the enemy and get the jump on them, but this is used so often that it becomes a rather tired game mechanic, much like the flanking does in the Brothers in Arms games...

One of TC’s weirdest features is that the screen “greys-out” when you talk on the phone, cutting down the draw distance and blurring everything (amazingly this happens during a high-speed pursuit And shootout on one occasion, when you’redriving!) presumably so that you pay attention to what is being said – but surely if you want to convey the fact that this is an important cinematic plot segment, wouldn’t widescreen borders have been a more standard and recognisable effect and been more logical too? The way these phone calls intrude on the action is occasionally annoying, and sometimes just hilariously daft, plain and simple. Your character eventually gets nagged on the phone to do “Secret Agenda” tasks during missions and these are usually unrelated to the mission, must be done out of sight of the other two and get you XP. The strangest thing though is the other XP booster in the form of “secret item” thefts that make you feel like a dirty cop. These could be anything from a phone to a wallet placed randomly in a level. Searching for these items (some are a lot easier to find than others), spotting them and figuring out how to steal them without being spotted soon becomes a way of life in The Cartel, and whatever you think of it is possibly the game’s most original idea.

The frequent vehicle sections add a bit of variety, the agency SUVs (they seem to be the only thing you ever drive) handle quite well, but these sections never seem to last long, there’s no freedom to explore and there’s no point either. The driving sections are a certainly a more than just a link device for the main FPS action, but despite having some large areas to drive around in you’re always corralled toward the next objective and nagged along the way, a thing that detracts from the whole point of having the dynamic freedom of a vehicle-first-person GTA this definitely isn’t. I have to say that some of the driving sections are just plain annoying, as you’re reliant on your AI partner’s shooting ability or the enemies’ lack of, and one unlucky swerve can mean an unjust death. In one pursuit you’re chasing an SUV full of bad guys while they’re riddling your vehicle with automatic fire, so just to survive you have to drive while staying ducked behind the dashboard for almost the entire chase-just about the daftest thing I’ve ever played in my life as the tyres would have been flat, the radiator and hoses holed, cables severed, and everyone aboard would have been dead for sure, ducked down or not. But ducking while driving is one of the game’s original ideas, and one that I wouldn’t term as a problem.

Some examples of the things that I would call ‘problems’: There is a cut-scene where you are chasing a bad guy onto the central reservation of a freeway, the cars zoom by but disappear just too soon and then the bad guy you’re chasing vanishes right in front of you as the cut scene starts. In a tunnel maze you walk by your two AI partners only to see them appear 20 yards further down the tunnel! Another thing that sometimes happens is that there are white dot markers you follow that keep you on track in levels, and some trigger cut-scenes as you reach them, so your two partners will just vanish before your eyes and appear at the next marker on the map! On one mission I missed searching a bedroom in a crackhouse den, had no idea what to do next so went right back to the SUV hundreds of yards away to see if I’d missed something on the way to the house, and I was impressed that the game had given me so much freedom for a change (doors frequently slam behind you so you can’t retrace your steps). I hadn’t missed anything at the start so returned to the house, which respawned all the bad guys like I’d never been there!

TC has a lot of explosions that look suitably violent and spectacular, and also has a lot of destructible scenery, (walls, crates, pillars, cars, glass etc) which is a good thing, but when enemies frequently glitch through objects before they’ve been blown away then that’s bad thing. Enemies also occasionally glitch into other scenery which obviously makes them even harder to spot and hit. The game feels, frankly like it’s at its Beta test stage, and that’s no exaggeration, we’ve played plenty of Beta code that had less technical problems.

The AI clearly wasn’t a huge drain on TC’s development time; your partners can also just happily stand around while bullets are flying all over the place, while if you pop your head up you get shot to hell. Your partners are invincible you see, and Techland seem to have programmed their AI to be aware of this as, for want of a better term, they take bloody liberties, while repeatedly (and I mean repeatedly) informing you that “If we weren’t watching your back, you’d be motherf*cking dead!” – The cheeky, AI & damage-free bastards!

Further on the subject of speech, the main character, Ben, has a few different sayings when he enters concentration mode but one of them actually becomes painful to hear: “I will make mine arrows drunk with blood, and my sword shall devour flesh, and I will bathe in the blood of my motherf*cking enemies”... I presume this and the couple of other pseudo-religious rants that Ben comes out with were supposed to sound cool, a bit like Samuel L. Jackson’s “And I will strike down upon thee with great vengeance and furious anger” speech from Pulp Fiction, but they aren’t, they just make him sound like an asshole religious nut, and depending on how often you use “Concentration” it soon gets overused and frankly, embarrassing. Whichever character you use there’s far more profanity than necessary and much of the other dialogue is silly or madly OTT too, and some seems multipurpose as the character you’re playing as will sometimes say something they just shouldn’t have said (they’ll sometimes give themselves driving directions when they’re driving!) The soundtrack is rather good and very hummable Western-type music, but the repetitious, OTT dialogue kinda spoils even that.

The invincibility, as with most AI characters in FPS these days, is for plot purposes and also to save the trouble of giving them decent combat AI. I’ve never seen AI team mates get in the way so much while simultaneously doing little more than spraying unlimited ammo in the vague direction of the enemy-it almost comes as a surprise when they kill an enemy. At least this invulnerability saves you having to “heal” them or restart every time they’d get killed, which would be almost continuously as they’re so “Rambo” in their tactical approach-these guys know they’re unbreakable and actually behave like it, often just standing and looking with distain at an enemy that’s shooting them from just a few yards away. Apart from getting in the way and generally being mouthy pains in the ass, whoever you play as, your AI partners will also bump into you and shove you around, often pushing you out in the open when you’ve taken a good cover spot (thanks guys!) In complete contrast, when it comes to the occasional fisticuffs the Agents really punch their weight, often downing the enemy before you can get a punch in.

Because of their total lack of awareness I frequently found myself shooting my partners, not because I intended to (although by GOD KNOWS they deserve to be shot), but because of some muddy visuals combined with a horrendously clumsy distance focus blur effect (amusingly when you use zoom (L trigger to aim more accurately) sometimes enemies become even harder to see. Not a problem when you’re playing solo but kind of embarrassing when you’re playing co-op online, so it’s just as well friendly fire is off. If you use eyewear already TC will make you feel like you need new specs/contacts, if you don’t need glasses then lengthy periods of play in The Cartel will quite possibly have you booking an appointment at Specsavers.

Here's another thing, during play I unlocked a Uplay award or four, so logging into Uplay (it's Ubisoft’s very own, seemingly pointless Achievement/Trophy reward server that could just as easily be part of Xbox Live or PSN), I was greeted with this message: “An internal error occurred. Please try again in a few moments”... Not being sure how long a Ubisoft ‘moment’ lasts, I tried again the next day, only to get the same message. Eventually I Googled (there are other search engines available) the problem only to find that, despite the fact that I’ve been signed up to Uplay since Assassin’s Creed 2 it wouldn’t let me log in because I hadn’t updated my details. Now correct me if I’m wrong but this isn’t “an internal error”, an internal error suggest their server is experiencing problems and it’s their fault. Why couldn’t Uplay simply ask me to update my details? Anyway, logging in to Ubi.com and updating my profile solved the problem, but you have to do this on a PC and can't do it from the 360 which could be a pain for some.

After a dodgy start sound-wise I also found that some sound effects are missing altogether and sometimes when Ben takes damage (if he walks near fire for instance) he makes a pained yowling noise clearly done by a different voice actor. The most annoying thing is probably the fact that a decent damage indicator “red-out” effect (certainly better than CoD’s) is spoiled by the fact that taking damage increasingly muffles the sound, so because you’re injured you may miss plot dialogue. This could explain why the story made little or no sense to me the first time through, the only thing I got was that each character seems to be trying to screw the others over and Eddie has a gambling problem. When you play the campaign through for a second and/or third time (should you be so inclined) you learn the others’ sides of the story and it all starts to make sense.

Another thing that’s easily missed is that the subtitles don’t even say what the spoken dialogue does all of the time, including one we noticed that mistakenly says what presumably the scriptwriter dictated to the person who was typing the subtitles or the translation itself (see screenshot above, left)-it’s just one more ridiculously sloppy moment in a game that’s seemingly held together by them.

As you’ll have gathered from the screenshots the game actually isn’t bad looking, but Techland’s own Chrome Engine, even with its latest 5th version just can’t handle all of the scenery, and as soon as you move or rotate your view at any pace things start to glitch. The very first level, set in the Sequoia National Park, highlights this as what should have been beautiful vistas are fogged worse than Victorian London, and while it still manages to be pleasing to the eye the pop-up and tearing spoils the overall look terribly.

The character models themselves are quite good too, but their eyes look weird and the facial animation (including the lip-sync that I mentioned earlier) looks really basic, especially with L.A. Noire so fresh in the memory. The animation is hit-and-miss too, and thanks to the clipping and dodgy collision detections they do things like stand on top of crates or cars that they were supposed to be walking around, and when they walk up stairs they just walk straight and flat and glide up following the slope. In one driving section playing as Kim I was sat in the back seat (you can lean out the window to shoot), but AI-controlled Ben, sat in the front passenger seat, kept trying to stand up in the front seat and was glitching through the roof! The ever-present pop-up and clipping indubitably spoil the look of the game but the enemies act in a quite convincing and varied way and the ragdoll is top notch, you’ll delight in the way some of the bad guys bite the dust, but groan inwardly when you see their bodies disappearing into “solid” scenery (see various glitches, above, centre). Rocks, bushes, vehicles as well as more expected-to-pop-up things like road signs, trees and suchlike appear too close to you, but the worst moment of clipping (objects disappearing through scenery that is supposed to be solid) wasn’t a dead body phasing into a rock or a wall like you see in this and so many other games, but occurs during the frequent door breach scenes. Sometimes your character’s view clips clean through a wall allowing you a brief glimpse of an empty room ahead-because the enemy hadn’t been drawn in yet! This sort of thing smacks of rushed development and sloppy QA, and I don’t expect that from Techland, and especially not Ubisoft.

But you know, everyone who plays or watches the game likes parts of it, and recognises that it has some exciting moments and had huge potential. The most confusing thing about TC is that the gameworld looks suitably large and begs to be explored, but it never lets you for some reason. It is a pity they present you with this seemingly open play area, which is much better than having false-looking barriers or invisible walls everywhere, but then penalise you if you wander too far from your objective. You get a short warning that “You are about to leave mission area! Go back!” - Which is a real problem if you’re running or driving fast, as it’s probably Boom! - loading screen and you’re back to the last checkpoint.. This is, of course, very bad, and the QA testers should have made the designers change this very early on.

The co-op game was probably The Cartel’s saving grace for me, although it’s even glitchier than the solo game and seems to get exponentially worse if you add a third player. Several missions seem to break for no apparent reason, particularly when the Agents split on a level and go separate ways, and as this usually means having to restart the level. Playing the entire thing through in co-op will require a very good and patient friend or two.

There are two multiplayer modes; a straightforward Cops vs. Crooks team deathmatch game, and a missions mode that sets objectives within the game like the cops having to defend a bank, a jewellery store or a Judge’s residence from the robbers team, or maybe try and defuse a bomb in a witness’s car. There are 3 default classes and ranking up (your campaign rank doesn’t carry over) earns you new weapons and perks like body armour. Sticking close to your partner boosts your abilities and you can also raise your partner when they’re downed. Most objectives seem very hard to accomplish, as everyone just runs around shooting each other-like most objective-based games it’s a nice idea, but requires some communication and co-ordination to succeed in, and when I was playing there was precious little of either. The multiplayer game plays well with few signs of lag, but I don’t believe that yet another multiplayer mode is why most people buy a Call of Juarez game.

A highlight of The Cartel is the shootout in the Eldorado nightclub, which is probably the most impressive part of the entire game visually, if only for the vast number of clubbers all dancing their butts off while you chase down yet more bad guys in the strobe lights. Presumably the strobing helps hide the glitching and tearing. There are a few other spectacular set pieces too, but there are far too many glitches in between them.

The concept of a group of bad cops and government agents that are prepared to stray over the line to finish the job that normal cops can’t get done is, of course, a great idea, and has been used successfully in several movies. The problem with TC is that although the story is good that this trio just aren’t slick enough, aren’t well animated or acted enough to engage you, and are at times (particularly Ben) deeply uncool. This is a major problem in a game that’s pretty much trading on being tough and cool. The climax of the game would suggest that Techland didn’t think much of them either and they certainly won’t be returning in The Cartel 2.

I’m absolutely amazed that Techland allowed the latest episode of their best-known franchise go on sale in this state. Call of Juarez: The Cartel is another one of those games “that’ll be good when it’s finished” – sadly it never will be. Techland must have shifted their focus to a certain other project (Dead Island), a highly anticipated title that a lot of us had on our pre-order lists but will feel ambivalent about now. If The Cartel had emotions it must feel like the older sibling when the new baby arrives; unloved, usurped and neglected. To end on a bright note; the co-op mode gives you a rare opportunity to play the entire game through with a couple of mates, and a lengthy campaign of 15 chapters means the game has a decent lifespan, and if you can tolerate the glitches you’ll probably play it through three times to see the whole story.


Best Bits

- Some very frantic shootout action.
- Driving sections add variety.
- 3 characters and online co-op.
- Good music.
- Lots of boobies!
Worst Bits

- Constant glitches, pop-up and tearing.
- Dodgy sound and terrible dialogue.
- Dumb partner AI.
- Missions sometimes feel ‘broken’.
- Stupid phone call interruptions.

by: Masonic Dragicoot

Copyright © Gamecell 2011