Now four games old, the Conflict series has built up a faithful following with its unique squad-based tactical and run & gun gameplay mixture. Previously set in the 90s desert wars and then in Vietnam last year, this time out the guys are going global, and seem to have been playing Rainbow Six on their days off…
So what does this mean for us lot? – Well you get delivered by chopper into a world of shite again, and this time all of you manage to get captured (it’s not the first time squad members have been captured). Obviously you quickly escape and then release and re-arm your mates. You then control one character and the squad of three in the same way as before, switching between them at will (with a tap of the D-Pad) or issuing orders with the same ease from a quick menu via the left trigger – it’s top stuff this control system, and easy and intuitive to use whether you’re a Conflict veteran or a newbie (there’s a tutorial too). You also can now issue ‘delayed orders’ in a similar way to Rainbow Six, although it has to be said that we found the use of this feature practically redundant due to the hectic gameplay. The path finding abilities of your squad are as impressive as ever as they do as go where they’re told (just about anywhere in a line of sight), kill enemies (as long as you’ve instructed them to ‘fire at will’) and find their way back to you from long distances through some pretty complex maps.
From the start it’s clear that Global Storm has had yet another lick of paint in the graphics department, with tidier visuals and more detailed characters than before. New additions to the series include the ability to climb ladders, use zip lines (do all games have to have zip lines now?), vault low ledges and hop through windows – small things but they add immeasurably to the gameplay. In previous Conflicts the squad’s abilities would improve with experience – it may have been a slightly daft feature for obvious reasons and it would seem to have been removed, but this might come as a shock because to use the vernacular; your guys can’t shoot for sh*t. If you’re Conflict veteran then at first you think it may be because they need their stats improving and things will improve, but it soon becomes apparent that something bad has happened to the collision detection – regardless of the difficulty setting (there are 4) enemies don’t always go down when they’ve clearly been hit with what should be a fatal shot or a crippling number of rounds (you’ll see the blood fly and wonder why they aren’t dead), and whether you use the recommended “short, controlled bursts” of fire or not, automatic weapons are wildly inaccurate as the recoil sends the sights bucking all over the place. Okay, so maybe this is realistic (but I don’t think so, or wars would go on forever), and maybe it’s just me, but this lack of control over their weapons seems utterly ridiculous in the hands of what are now supposed to be vastly experienced elite soldiers.
On the good side, ordering the three other guys around or switching between them soon becomes second nature, and you soon learn each of the squad’s strengths and weaknesses. You can order squad members heal another downed soldier or pick up health packs, weapons & ammo. This clever system also allows you decide which way they’ll face, or make the whole team follow you, fire at will, or hit the ground when the shrapnel starts flying. Although it can sometimes get a bit fiddly purely due to the number of possible actions and options, with practice the control interface works well, and on-screen prompts let you know what the guys can do with context-sensitive commands (like: pick up weapons/ammo or open a door). One gripe I have here is that sometimes you’ll want to pick up a certain weapon and it’ll seem to be “overlapped” by another placed or dropped close by, and manoeuvring into the precise position to pick up or swap weapons can be annoyingly fussy.
The enemy AI has had a real overhaul and you’ll soon start to wonder if you’re on the wrong side. They seem Teflon-coated, and also to be better shots than your lot, even on the run, and now hide, dive to the ground and take cover or retreat if wounded. They also love to lob the occasional grenade in your direction, and if nothing else, this soon teaches you to keep the squad split up. As I said, you may wish you could change sides as your squad’s AI seems to be even more inconsistent than before; if ordered to ‘fire at will’ they seem to shoot at everything in sight, and some enemies you can’t see (except the guy who’s crept right up behind you all and is shooting you in the arse), and if ordered to follow you will still dopily bumble into the path of a tank or emplacement machine gun as you sprint for cover – they have no sense of self-preservation and their survival is nearly always up to you, making the game quite a juggling act if you play it alone. You end up peering cautiously round every corner, tree or bend in a road, and changing characters regularly.
Ironically, this constant feeling of being in peril is never more apparent than on the odd occasions on which the squad gets to ride rather than walk; you’ll get to drive vehicles a few times during the campaign, but you never feel safe for a second in them as RPG-toting enemies lie in wait round most corners. One RPG hit will take out a Land Rover, so the guy on the machine gun had better be on his toes. It always seems safer to scout ahead and clear the route so the vehicles have a safer passage – and it’s at this point that you wonder why they bothered with vehicles at all – the enjoyable, open levels of the first Conflict game and the awesome power of the Bradley fighting vehicle’s weapons seem to have been long forgotten.
The co-op mode however is as good as ever; 2, 3 or 4 players can play split screen, system linked or now for the first time on Xbox Live. Thankfully you can turn friendly fire off when you’re playing with inexperienced players, and split screen and online the game works really well. Compared to some games CGS has excellent voice communications, which help immeasurably on Xbox Live. The game really comes to life in co-op mode, and some levels that were so tricky and taxing seem less so with human assistance. Playing the split screen mode on anything less than a 28” TV is virtually impossible as you just can’t see what’s going on, but impressively the frame rate remains steady throughout. The game sounds amazing for the most part with quality weapons samples and plenty of communication between the squad. Custom soundtracks are also a great feature and there’s nothing quite like blowing away enemies to our preferred war music (The Sex Pistols and Guns N’ Roses). But occasionally you’ll issue a particular command or enter a new area and everything will pause for a fraction of a second (presumably something is loading), but sometimes sound effects will go missing too – maybe the clatter of your machine gun with it, which is obviously very off-putting. Plenty of blood being splattered around, ragdoll physics and some impressively animated death falls by enemies look great, and despite the game’s failings it soon sucks you in.
As with Conflict Vietnam, some battles feel more like the Alamo than anything else (or maybe Custer’s Last Stand), where survival is the only aim. Far detached from Desert Storm, where you felt like the good guys on a crusade/boys day out with lots of neat weapons to play with, here CGS gets to be a real struggle for survival as you kill dozens and dozens of enemies per mission. There seem to be just to many to be believable on most levels, and during one particular “save the VIP” escort type mission (in which CGS gets very close to actually becoming Rainbow Six) you seem to have to kill every terrorist on the planet (and their mates) in order to clear the level. ‘Lots of bad guys to kill can only be a good thing’ I hear you say, but far from adding to the gameplay, too many missions follow the same old course; you enter a building/area, trigger a load of enemies and hunker down and pick them off as they seem to come from all over to join the fight. At the higher difficulty settings in particular, any other course of action is suicidal as the enemies seem so abundant and accurate, and your guys often seem incapable of defending themselves no matter how carefully you set them up.
Never far from tense, surprisingly immersive and even nasty at times, Conflict Global Storm may be an evolved version of the first Conflict, but I’m not sure I particularly like the direction it has gone in. It seems to me to have taken a couple of steps backwards, aiming to be a third person Rainbow Six-alike instead of returning to its roots and simulating a mixture of open country battles and urban warfare; something which despite a lot of fogging to hide draw distance problems, Conflict Desert Storm did so well. If you’re looking for a co-op game to play than you could do far worse (Rainbow Six Lockdown for instance), but as a solo game this wasn’t an enjoyable experience – but then, maybe conflict isn’t supposed to be…
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