Thursday, June 14, 2012

Medal of Honor (2010) Review

Well, here's me putting my foot in it and accidentally researching the wrong developer. Medal of Honor was developed by Danger Close, an elite team of designers from within EA Los Angeles (who developed the original MoH games  amongst many others), but who also used to be DreamWorks Interactive who made one of my favourite games ever - Neverhood. So I'd like to apologise for the misinformation.

In a brave move, Medal of Honor decides to focus on characterization and real world scenarios over the flash-in-a-pan, overly cinematic, set-piece driven frenzy of it's competitors, especially Call of Duty. The story focuses mainly on two teams of Tier 1 operatives, highly trained and deadly black operation soldiers, fighting to uproot Al Qaeda from Afghanistan. There's not a lot of story here, in fact I often times forget why I was even where I was. This isn't necessarily a bad thing, but perhaps a sign of the times. The Afghanistan war feels like so long ago now, and I, like many, am quite disillusioned with why we were fighting there. However, when things go bad and the game becomes about desperately trying to save your comrades and evac from hostile territory, you forget all about grand machinations and instead focus on your desire to save these characters that genuinely feel real. There's some side stuff about a loud general safe at home sending men to die, but it feels a little under-powered when we've seen it so many times before.

Gameplay is mainly standard fare, but everything has weight and meaning. Barring a few key moments in game, there are not a lot of enemies. They don't endlessly respawn (again, barring a few key moments), so each kill feels meaningful, and powerful. Missions are often very quite, focusing on killing with precision and silence, just like real world operatives. Because of this, when things get loud and crazy, it feels all the more hectic. There is a section where you control a helicopter that is amazing, again helped by some clever mechanics, well designed levels and some brilliant set up before hand that really makes you want to keep not only yourself, but your partner alive. Probably my favourite in game mechanic was the sniping level, in which you're forced to make precision shots from hundreds of meters away. at first, it's very disconcerting, relying only on your spotter to guide you. but eventually you get used to the signs and the mechanics and it becomes crazy fun. There is also a hugely impressive defend mission, that ends with you and four others trapped in a tiny hut while enemies spill endless down the mountain towards you, watching your cover blow away and your ammo run dry. You honestly feel the desperation as you have no idea whether help will arrive in time or not. I literally leapt for joy when the rescue finally arrived, it was that intense.

Graphically, for the time, MoH is a powerhouse. It's running on DICE's Frostbite 2 engine and uses its strengths to the fullest. Cover breaks apart around you, explosions kick dirt and snow into the air, the gun models are gorgeous and the facial animation is fantastic. The sound design is brilliant as well, with an effective soundtrack, powerful and realistic weapon sounds and brilliant voice acting across the board.

I haven't really checked out multiplayer yet, but it's DICE so you know what to expect I'm sure. I'm all multiplayered out at the moment, so you'll have to forgive my unprofessionalism, just this once.

I know MoH received a tonne of criticism upon release. I've heard it referred to as a lifeless shooting gallery, and this is simply not true. In a shooter world over populated with adrenaline fueled, testosterone gun porn, it's nice to have a slower paced, more cerebral and deliberate, character and story driven shooter. This is a truly under-appreciated gem, a well-balanced, weighty shooter mixed with an affecting, personal and thought provoking story, with a conclusion that will leave you aching for more. I can only hope its sequel continues this trend of bucking the system, because it would be a shame to lose this refuge from the madness outside.

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