Haze is a blurry mess
Variety's review of "Haze" is online and it's one of the harshest we have run in a while. Our critic Matt Peckham calls it a "dull, dimwitted experience filled with stale stretches punctuated by
underused innovations and utilitarian visuals."
It's a real shame, since based on what I saw at E3 last year, I was really excited. It seemed like a solid shooter hat integrated a cool gameplay mechanic -- the "nectar" that soldiers can inject themselves with for a rush that increases power and blurs out anything unpleasant about battle -- with a story that hits on heavy issues about pharmaceutical and military power.
Turns out, not so much. As Matt wrote:
"Haze" dunks its half-baked allegory about pharmaceutical/military depravity in a tub of shoot-em-up blandness that doesn't stand a chance against better alternatives in a saturated genre.
Matt did have a few nice things to say about the atmosphere and sounds, but not much. This is the graf that really clinched it for me as a reader and potential player:
Levels are an amateur compilation of mission cliches like "drive through a minefield," "defeat a gunship," "escort a vehicle," and "blow up a bridge." Choice never factors, so whatever moral complexity the game teases at the outset ends up compromised by a fatal inflexibility for the player. When the endgame arrives after less than 10 hours, it's an anticlimactic groaner that feels like the designers just shrugged and threw in the towel.





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