We do so love a nice surprise. Be it waking
up on Christmas morning to a coal-free
stocking or discovering a top new Live Arcade
release on a random Marketplace trawl, there’s
just nothing quite like it. But best of all is when a
game comes more or less out of nowhere.
Seeing review code only surfacing weeks before
release is usually enough to set alarm bells
ringing in this industry but in the case of Dark
Sector, it appears that D3 just did it to catch us off
guard with one of the most unexpectedly brilliant
games of the year so far.
Although D3 as a publisher might not be a big
name player, there’s nothing third rate about Dark
Sector whatsoever. Nothing. From its absolutely
stunning visuals to top-notch gunplay (not to
mention introducing plenty of ideas of its own as
well) ex-Unreal developer Digital Extremes lays
its foundations with aplomb. The monochrome
intro-cum-training-level is painfully reminiscent
of Gears of War, only minus the bullet-spraying
silliness – a few well-placed shots are all that it
takes to do away with most foes here and one to
the temple does the job that little bit quicker.
Unlike so many games, this headshot rule also
carries over to some of the tougher enemies
introduced as the game goes on. While the
target areas might be smaller or enemies
themselves quicker, everything bar the bosses can theoretically be dropped in a single shot.
But if you don’t have the patience to sit behind
cover and pop out occasionally to line up your
shot, the glaive is the weapon of choice for you.
Shortly after its introduction, you obtain two
skills that become vital in your success. The first,
Power Throw, quadruples the glaive’s power
and extends its range if you can time the toss
well, with anything standing in the way facing
unwanted amputation of limbs. And to help put
this to even better use, enter skill number two:
Aftertouch. With this, time slows down and you
can guide the glaive towards its target manually,
although an intentionally tight focus effect and
time limit will stop you abusing this too much.
So pivotal to the story and progression is
the glaive that you should pick up, and indeed
master, its multitude of abilities and uses in
next to no time. By chucking it into fire, ice or
electricity, the blade can be briefly charged with
that power, a quick and showy way to defeat
foes, sure, but used more in the game’s puzzle
element. Much of this will involve using a string
of elemental effects in an area. For example,
setting fire to key targets along a corridor to
get the flame to the burnable exit or even
escaping a sinking ship, this presents some of
the more vicious puzzles on offer, if only due onslaught that rarely seems to go away.
We’ve somehow managed to go this far
without mention of the sheer visceral brutality
of Dark Sector, which is something that becomes
apparent the second your first headshot hits in
the black-and-white prologue level – the grim
dark torrent that erupts from your unfortunate
target’s cranium gives a fair idea of the horror that
is to come. And with the glaive, come it surely
does. Lopping off limbs and heads is a regular
and initially horrific sight, especially once you
gain the Aftertouch ability. More vicious still are
the finishers, whereby enemies hit with enough
force will glow red for a moment to indicate
that they are stunned and ready to be punished.
Move in and press B and you launch into one of a
plethora of instant kill moves depending on both
your location relative to the enemy and what
type of foe they are. Eviscerations, limb or neck
breakages and all kinds of other horrible fatalities
are possible in this way and like Nero’s Buster
grabs in DMC4 you’ll never tire of seeing enemies
torn to bits in this way.
While Dark Sector’s level design follows
decidedly linear routes at almost all times, this
means even less is required from an already
minimal HUD. There are no objectives, no
goals and no maps – everything is usually
straightforward enough for you to get from
to the imposed time limit and constant enemy A to B with zero guidance, following the ageold
rule that if you’re being attacked, you’re
probably going the right way. This really adds
to the game’s already cinematic feel and it’s not
uncommon to be left stationary after a cut scene
as you haven’t realised that the action has kicked
off again. It really does look that good with the
boss battle in the derelict church being one of
the most visually stunning things we’ve ever
seen a console do.
Boss battles in general are excellent too; a far
cry from the sort of encounters the genre usually
throws up. The glaive is often crucial in working
out how to beat them and rather than simply
being powered up or beefier versions of normal
grunts, each boss has the same sort of old-school
feel as, say, Devil May Cry’s cast of villains. Attack
patterns can be learned and exploited and the
health recovery system usually gives you enough
leeway to figure out what you should be doing
without being confronted with the game over
screen time and time again.
Indeed, if
it weren’t for
the few slightly
amateurish oversights
that crop up sporadically
over the course of the adventure,
we’d have no problems lavishing Dark Sector
with the same levels of praise as some of the
biggest releases of the last twelve months. It’s
prettier than Halo 3, more varied than Gears of
War and more brutal than Condemned 2, so if it
weren’t for the fact that the odd invisible wall, irksome glitch or
inconsistency in what you can and can’t traverse
along its linear course, we’d have little hesitation
in awarding it honours to reflect this. Still, even
with these infrequent and minor setbacks, Dark
Sector is a gritty, empowering and above all
unexpected delight, boasting a level of detail
and quality that you wouldn’t usually expect
to see outside of the industry’s usual suspects.
Time to raise your game, Fenix…
The first great surprise of the year and arguably the best underdog release
since Midway’s glorious Psi-Ops. Dark Sector is constantly impressive and
tighter than most triple-A releases, with only a few tiny niggles
and its decidedly basic structure holding it back from taming
the genre altogether.