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In Crusading FootstepsA Review of Total Mayhemby Edmond Meinfelder
After a briefing on the mission objectives, your squad teleports to the mission site. Following several quick exchanges of fire, a bit of searching, a little thought and a lot of destroyed Bots, you complete the mission goals and High Command teleports your squad to the base. At the base, players use the credits gained on the mission to upgrade armor, power sources and weaponry.
The near-identical twins differ under scrutiny, however. Total Mayhem allows players to control up to six soldiers (cyborgs, to be precise); Crusader has only one. Total Mayhem also lacks the gratuitous graphic gore found in Crusader -- persons running about on fire screaming, welling blood under dead bodies, and so on -- because the opponents in Total Mayhem are robots. When a cyborg under your control dies, the soldier blows up in metal chunks. For those sensitive to blood, Total Mayhem offers relief from the usual gore. Your cyborgs in Total Mayhem gain experience with each mission completed. Other than armor changing color, indicating a promotion, I noticed no benefits from experience. If promotions are to give visual cues, helping the player distinguish one character from another, assign a unique color to each cyborg. I usually had three colonels at any one time; all dressed in identical red.
The interface works well and game play is smooth. Crusader's actions, though more varied, are not intuitive. The mouse-based interface for Total Mayhem is intuitive. The mouse cursor changes shape when moved about the screen indicating: move to here, select this cyborg, shoot this enemy, climb these stairs and so on. Enacting any of these commands is just a mouse click away. New players can walk up to Total Mayhem and begin playing at once. Look Ma, no clumsy interface!
If Cinematix could not perfect the path-find, the game creators could have widened or removed the doors and stairs. Perhaps only the leader should path-finds to the target and the remainder of the group follows the leader. When separated from the leader for too long, the soldier is simply teleports to the team. Unrealistic? Yes (but teleporting lost members worked great in Interplay's Lord of the Rings). Removing frustration is more important than maintaining realism.
Toggling the selected cyborg often fixes obstruction problems, but when your team or enemies are behind a building or cliff, they are invisible. Arguably, walking about a turn or into a room having a Bot suddenly appear is exciting, but the sad truth is the Bot frequently does not appear. The view obstruction appears based on the selected cyborg, rather than what the group can see, making the auto-attack modes essential. If the currently selected cyborg is not first into the room, you hear a lot of fire and when you finally see the room, the battle is done. Worse, when the path-find algorithm works against you and half the team decides to walk around the building rather than into it, and the other half walks into a heavily defended room. I lost a few cyborgs this way. A lot of problems come because Cinematix wanted the obscuring perfect. In many Ultimas and X-Com, obscuring only hides what is inside a building, until the player enters, when the building roof becomes invisible. Total Mayhem tries to show the player only what the selected cyborg can see at any point, hiding all else. A just cause, but the result is frequent cases where the game entirely obscured your soldiers from sight, leaving only the blue number above their head visible. Again, we have realism before fun.
Crusader drips atmosphere -- the player feels the oppressive corporate government. The mood is in the dingy rooms, the remarks of the workers, the green bubbling slime, the propoganda posters and the computer terminals with quirky messages. Total Mayhem fails to deliver an enveloping fiction. The Bots walk across what might have been clean human research and military areas just two weeks ago rather than 116 years ago. Some movies, like Blade Runner, use lighting, sound and appearances to convey a mood. Total Mayhem conveys no sense of presence in a fantastic world.
Total Mayhem comes packaged with 26 minutes of digital techno playable in your CD player. The music is good, but after the third time through, you ask myself, "Why am I shooting robots to dance music?" If you never heard great game music featured in Command & Conquer, A-10 II, Warcraft II, Mechwarrior II, Fantasy General and Crusader, you are in for a treat. However, the music feels out of place. I remember Dune II sporting a simple, eerie ambient synth sound contributing well to the mood. As Total Mayhem has no mood, dance music is as apt a choice as anything.
Once in a while a new game arrives, challenging how we perceive and play games. Total Mayhem is not one of those games. After a truly great game arrives, new titles march onto the shelves imitating the great game. Some new titles innovate in their own right, endearing themselves to many, while the majority fade into obscurity as also-rans paling in the shadow of a great game. Total Mayhem fits the latter category. Short on story and mood while plagued with minor programming flaws exacerbated by game design, Cinematix takes a proven formula, adds some minor innovations and creates a game caught in a giant's shadow. Total Mayhem is a good game, definitely worth a look, but not the best in this revived genre.
Gamer's Zone Scorecard
System Requirements:
486 DX2-66, 2x CD ROM, 10 megabytes of disk space,
Breakdown:Fun Factor 3 Graphics 4 Sound 4 Interface 3 Replayability 1 Overall Score:
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