The
Deception series began three years ago with Tecmo's Deception,
an odd blend of strategy, role-playing and monster raising. Deception
II followed one year later, refining the design a bit.
Before its release, it was widely thought that Deception III
would hone the concept to perfection. Alas, the truth is
somewhat different.
The
game casts the player in the role of Reina, a young girl who has witnessed the
execution of her stepmother and brother at the hands of a ruthless
king. Her skill at setting and using traps enables her to escape
the same fate. On her journey, she faces many adversaries
who wish to end her life as well as many who try to help her
understand her trap skills.
Deception III's
storyline is
a convoluted mess that involves Reina, her former captors, and some allies
that attempt to help her. Basically everything is an excuse to
get victims in range of Reina's traps. A long-winded cinema will set the
stage for each mission. In the cinema, you'll find out who's after Reina.
They'll spend a lot of time talking in poorly translated English
subtitles and then eventually enter whatever room Reina is in. The
cinema ends with a brief on-screen synopsis of what just
transpired. (Which makes the cinemas rather redundant.) The player takes control of Reina, who must
avoid being killed by her assailants while trying to ensnare them in
her traps.
That's what makes
this game different from most others. Reina fights her opponents
through the use of
strategically placed traps in each room. There are floor traps,
ceiling traps and wall traps that the player can position via a 3D grid
layout of the room. Some rooms have traps already in
place, such as falling chandeliers or spikes that spring from a wall.
Many levels feature interconnecting rooms that Reina can
run between. Each room can be set up with a fresh supply of
traps. Once used, a trap requires a small amount of time to
recharge before it can be used again. Reina's traps can also be moved at
any time, as long as they are not recharging.
The
traps are unique in their sheer brutality. Floor traps can take
the form of a simple bear trap or a blast zone, which is basically an
explosive device that you trigger via the PlayStation's
controller. Ceiling traps include swinging pendulums and falling
rocks that can be dropped on an opponent's head. Wall traps
include spikes or moving walls that can push enemies into the range of
another trap. The game encourages the use of combos to injure
enemies. For example, a wall trap could throw an enemy into a
bear trap which will hold him or her long enough to bring a pendulum's
blade down for the final blow. Once the opponents are killed,
you can view a "death file" which will show you how they
died. You will also receive special power-ups, like new
traps or items that affect the way other traps work. Then it's
on to the next cinema and the whole chain of events starts all over
again.
The game's ingenuity
is soon overshadowed by the fact that this endless series of missions
doesn't really tell a great story. Since Deception III tries to pass itself off as a sort of strategy RPG, a storyline is
somewhat important to getting the player interested in the on-screen
goings on. After about six or seven missions, the game becomes
horribly dull. Boring, in fact. That's not to say it
starts off that way. In fact, the tutorial that explains the
trap-setting process is very entertaining. Unfortunately, the
game just doesn't have much going for it in the longevity department. Deception
III's graphics may look good in screenshots, but in actuality
they're marred by a poor frame rate and a lot of polygon
problems. While one wouldn't be prompted to call the game ugly,
it certainly does not rank with the PlayStation's best looking
games. It's a shame because the game does have a very unique
look to it.
In-game
sounds are virtually non-existent. Traps make noises when
sprung, your heels make noise when you walk around, and there's an
overly dramatic soundtrack. Overall, that about covers the gamut
of Deception III's sound effects. They're ably
crafted, but there's simply not much to listen to. The game
engine rendered cinemas feature a lot of dialogue, but they're
subtitled with no voice-overs. The pre-rendered cinemas, which
feature critical storyline points, are subtitled and feature Japanese
voice-overs. The
game's control scheme works, but one gets the feeling that it could
have been made a more pleasing experience. Running from place to place is
no problem, but trying to keep an eye on not only Reina's position,
but the position of enemies and traps can be a little daunting, especially when facing enemies with higher
intelligence. Early opponents will blindly walk into traps, but
later foes will not only avoid them, they'll do it quickly. You can press a button that will make you turn and
face an opponent and that helps things a little bit. You can pause the game and look
at a map of everyone's position, but doing so interrupts the flow of the
game and is more intrusive than intuitive. Deception
III is a game that dares to be different. I give it credit
in that regard. However, the overall concept just doesn't work
as a long, involved game. The variety of different traps
available does little to offset the fact that setting traps and
getting people to trigger them gets old quickly. If this
trap-setting idea were to be used along with some other innovative,
mission-oriented elements, a winner of a game might just spring to
life. Unfortunately, Deception III's concept wears thin
after only a few plays. It might be good for a weekend rental at
best, but it's definitely not worth shelling out hard cash to buy.
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