Having incubated for years, fan-favorite developer Rare have come out of hiding to lead the Xbox 360 to uncertain victory. Perfect Dark Zero, sequel to their best-selling franchise debut on the Nintendo 64 and a sequel nearly six years in the making, is almost guaranteed to be a hit -- simply by virtue of being Microsoft's favorite child. But being positioned as a launch-day savior also puts PDZ under incredible scrutiny; luckily, the game can fend for itself just fine. On many crucial levels, PDZ is practically a love letter to first-person shooters, borrowing the most brilliant bits from the best games in the genre and incorporating them into its gameplay design. In fact, its fundamental FPS building blocks are so sound, you immediately get the impression that Microsoft may have gotten another Halo-like triumph on their hands -- a shooter so good as to be irresistible to both the casual and the hardcore.
In an attempt to document raw impressions of PDZ upon first playing the game, I chronicled in a news story my single-player journey from beginning to end (check it out here). The overall experience from my first marathon play-through could best be described as a rollercoaster ride filled with incredible highs and some devastating lows. The game's controls are sublime and the weapons feel awesome, hefty, and are a blast to shoot. Meanwhile, PDZ sports plenty of visual detail to give the proceedings a proper next-gen varnish. But for such a high profile first-party game, PDZ's 14 single-player missions are shockingly uneven. The biggest problems here are a result of Rare's decidedly old-school approach to how it handles storytelling and level design. Unlike story-driven shooters like Halo, Half-Life, and just about anything under the sun these days, PDZ's single-player campaign is broken up into self-contained missions that tenuously tie into one another, loosely forming a story.
Each sortie begins with a text briefing (complete with embarrassing voiceovers) and ends with a laundry list of objectives you've either completed or failed. Unsurprisingly, this disjointed narrative completely destroys any sense of story continuity as you travel from one exotic locale to the next. Rather than making you feel like you're Joanna Dark in her struggle against arch-nemesis dataDyne, you wander each of the levels without an arc or mission context. You could be Joanna Dark. Or maybe you're just a psycho on a warpath who has to flip a bunch of switches, unlock a bunch of doors, hack some computer terminals, and flip more switches just so you can move onto the next level in a quest to satisfy your appetite for destruction. While there are still a ton of reasons why the game is unquestionably worthy of your Xbox 360 launch dollar, its single-player storyline is not one of them.
But who the hell plays a shooter for its overrated storyline anyways, right? If the game mechanics feel good -- and more importantly if PDZ is a true successor to the ways of Perfect Dark and GoldenEye -- then aren't these single-player missions nothing more than gauntlet runs to test the mettle of the hardcore? Certainly, PDZ bears more spiritual resemblance to an old-school, side-scrolling shooter than it does its modern FPS contemporaries. Apparently (and you will begin to notice this after retrying any number of these missions for the 10th time), practice makes perfect and repetition breeds mastery. Just as you would learn enemy patterns and spawn points in old games like R-Type or Contra, PDZ is intentional in its simplicity. The way Rare has designed its single-player mission structure certainly enforces this old-fashioned gaming philosophy. Beating a mission on any of the two default difficulties unlocks a further skill level (on the same mission) for you to tackle. So, in theory, an obsessive compulsive gamer could very well spend days trying to zen-run the first few maps, unlocking weapons and gadgets in the process.
Although it's an interesting (if not retro-minded) take on the FPS genre, the reality is that story and characterization do matter in 2005 -- a lot. Perhaps to compensate for the game's lack of a compelling narrative, PDZ packs an amazing co-op mode that allows you and a friend to play through all 14 missions of the story mode together over Xbox Live or in a near flawless splitscreen mode. The effect is something akin to what the Halo games had previously established, except Rare has designed many of its levels to clearly encourage players to seek out partners to master each of the story missions. And since each of these stages are so self-contained, featuring a definite "path" (in fact, if you get lost, a flashing blue arrow mapped to the ground will literally take you to your next objective), there's plenty of memorization and cooperation involved for both players in order to successfully ace each of these levels on the harder difficulties. Fighting off waves of semi-intelligent bullet fodder with a friend in PDZ is undoubtedly the game's greatest virtue.
Similarly, PDZ's suite of multiplayer options more than makes up for its weak single-player showing. Just like you could with its N64 predecessors, PDZ allows you custom its deathmatch sessions right down to hand-picking the kind of weapons you and your foes begin the game with. The one element of multiplayer gameplay that may still prove to be acquired taste is how much damage most of the firearms do. Aside from the shotgun and perhaps rockets and grenades, the weapons in PDZ don't have a tendency to take down targets in just a few shots. Rather, you'll find yourself unloading entire magazines on your enemies in the heat of battle, only to have him turn around and shoot you in the face for the win. So most of the time, close quarters action is decided by he/she who dominates with the shotgun, while medium to far range combat depends almost exclusively on headshots to be lethal. Expect to reload your weapon sooner than what you'd be used to in other shooters, while constantly roll-dodging to avoid enemy fire at close range. Combined with the exceptionally slow movement speed of your character and you have multiplayer gameplay that can occasionally be highly frustrating for beginners. The return of Perfect Dark's insidious and occasionally humiliating A.I. bots gives the game nearly limitless replay value if deathmatch, capture-the-flag, and territories is indeed your thing.
Compensating for all the mindless and reckless circle-strafing of its deathmatch modes are the "Dark Ops" tactical games that combine Counter-Strike's turn-based, one-life-per-round strategies with PDZ's wide array of useful weapons and gadgets. Since the stakes are much higher in a game of Dark Ops, players tend to play more cautiously, using more stealthy camp-and-move tactics as opposed to just straight run-and-gun. Moreover, the fact that weapons do less damage than you're used to also works out to be a blessing in Dark Ops simply because you tend to survive more skirmishes than you would a typical game of Rainbow Six 3. Still, there are two minor drawbacks to Dark Ops; first of all, with up to 32 players per server, sometimes waiting for the next round to start, particularly if you died pitifully early on in the match, can be excruciatingly long. Which, I suppose, is all the more reason to not run out in the open to get your *** shot off, but doesn't make for very exciting times in-between rounds. Secondly, you can't practice Dark Ops offline with teams of bots. (When I asked Microsoft why, they admitted it was simply because the A.I. behavior routines would have been way too complicated to implement). Still, between this and the incredibly addictive co-op mode, PDZ has much to offer in the way of multiplayer variety. If you're into shooting others on Xbox Live, there's absolutely no way you should pass up this game.
But as much as you want to openly embrace PDZ for all its charms, it's impossible to suppress a surge of disappointment for all the seemingly obvious missteps that could have been fixed before the game landed in retail. A lackluster story, unlikable characters, frustrating level designs, lack of more mid-mission checkpoints, all stick out like sore thumbs in an otherwise superlative package. And we, like lovers scorned, are only bitter because we care.