Warp
is a small developer famous both for supporting Sega’s systems and
for making offbeat games. In that sense, Warp’s first Dreamcast game, D2,
does not disappoint.
D2
tells the story of a small band of survivors from a doomed commercial
aircraft that is first hijacked, and then struck by a meteor.
The game begins eight days after the crash when Laura Preston,
one of the passengers and the game’s main protagonist, regains
consciousness. The game
then follows Laura and a few of her fellow survivors as they attempt
to survive the harsh Canadian winter and make sense of their fate, as
most of the other survivors encountered in the game have
“blossomed” in to hideous monsters.
D2
is primarily an adventure title most similar to the so-called
“survival horror” genre made popular by Resident
Evil. The game is
played from both first and third person perspectives.
While outside, the free-moving camera follows Laura as she
makes her way through vast snow-filled landscapes.
Inside, the camera switches to a first person view that most
often uses fixed locations Laura can move between (rather than
allowing free movement).
All the usual
trappings of the genre are present: multiple weapons, healing sprays,
and items for simple puzzles. However,
the combat system breaks the mold by mixing in RPG elements.
While outside, Laura is attacked by monsters, usually randomly
and with no warning. The
view then shifts to first person where Laura can aim her weapon, but
not otherwise move (escape is impossible). Oddly, two of the game’s
five weapons, the sub-machine gun and the assault rifle, have
unlimited ammunition (while the regular pistol, shotgun, and grenades
require ammo pickups). So
the strategy in combat comes from learning various monsters’ patterns of
attack, and knowing how to keep multiple monsters at bay while Laura
reloads. “Boss” battles also require you to hit specific weak
points to inflict any damage.
After
a combat round ends, Laura receives experience points like in an RPG.
Leveling up raises the game’s only two statistics, Hit Points
(HP) and Skill, which increases both targeting accuracy and damage.
Also unusual is the
sheer amount of spoken dialogue in D2
(which probably explains why the game spans four GD-ROMs.) Towards the
beginning of the game, the dialog can actually be quite dull. Characters frequently talk to Laura for literally five to ten
minutes, while Laura just stands there, giving no response beyond
slight head movements. In
fact, Laura only speaks twice in the entire game. It’s quite strange to see characters essentially talking to
themselves-answering their own questions because Laura won’t talk.
One character spends ten minutes talking about the poetry she
writes, why she writes it, how it makes her feel to write it, etc.
All of this actually gives the game a sort of otherworldly
feel that similar games lack. As
you are slowly drawn in to the game's world, and slowly become interested in
the characters, the dialog begins to seem more interesting, but it’s
still strange. For the
truly impatient, all cut scenes can be skipped, though doing so would
rob the player of half the experience.
Another minor
complaint is the game’s structure.
D2 is mostly linear,
which is not necessarily bad, but sometimes your next objective
isn’t clear. I found
myself occasionally having to revisit several locations on the map to
trigger the next event to advance the plot.
I was never stuck for more than a few minutes, but some players
might find that more distracting than I did.
Graphically, D2
has little to complain about. Lip-synching
is frequently off, and some areas are a little dark or plain.
But those are small complaints in a game that is more often
impressive than not. Huge and oppressive snow covered areas are drawn with no
clipping plane. Snow and
fog are used only for effect. Textures
are detailed, as are the character models.
Houses and buildings are easy to identify even from a distance.
Shadows are detailed and accurate.
And all of that includes a fast, steady frame rate.
Sound in the game is
not quite as impressive as the graphics.
The character speech is clear, while atmospheric sounds and
music do a good job of accentuating atmosphere.
But there are very few actual music tracks, and even fewer that
are memorable.
D2
starts out
slowly, has strange and long-winded dialogue, and is rather linear.
But the solid, interesting gameplay, great atmosphere, and the
thrill of discovering what happens next give it that addictive quality
that makes it hard to put down. Since
I actually came to enjoy the game’s pervasive strangeness, my only
caveats are the relatively short length-about 15 hours-and the lack of
any real reason to play it again.
It may also be too slow paced for some players.
Though it may not be the next Resident
Evil, D2 is still a fun, worthy entry in the “survival horror”
sub-genre.
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