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I-WarBy: The J Man
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In the future, a vast computer network connects the globe, and administers civilization's mundane daily functions. Over time, this network begins to break down and clog with viruses. Now on the verge of catastrophic collapse, a lone pilot must drive a cyber-tank into the virtual reality of the computer network, clear out the attacking programs, collect the viruses stored in datapods, and deploy those pods into the heart of the corruption. I-War takes obvious inspiration from Tron, and offers basic levels created out of sharp, shaded polygons in a style somewhat reminiscent of that film's idea of the inner workings of your computer. Levels are broken into large, contained rooms connected by one-way teleporters. Individual rooms range from open areas packed with enemies to areas segmented by locked doors or simple traps. Your goal in each level is collect the required number of "datapods," either lying around or contained within database structures you must demolish. Once all datapods are collected, an exit opens up and takes you to the next level. Fairly straightforward gameplay, and especially typical for the Jaguar.
But let's not kid ourselves either - the lack of visual variety means I-War starts to get boring quickly. I've already talked about how I really like the inherent campiness in the 90's conceptualization of VR, so I probably have a higher tolerance for these bland computer worlds than many others will. Even still, rooms start to get obviously reused early on, and you will never see any levels that break the core design of open areas with medium distance visibility and no sky. Despite the computer theme, there's also no attempt at a stylized representation of being inside recognizable computer equipment. And though the level names imply that you're moving to different mainframe hardware, individual levels don't look different from each other, or change in basic layout. Similar (or often, completely identical) rooms simply get reshuffled and populated with different objects. There are just not enough changes to make level fifteen look much different from level one, giving you fewer reasons to slug through copied areas.
It's not all bad though. Again, the acceptable framerate keeps things playable. Levels are small enough that you can clear them quickly and won't get lost for too long. It's casual enough that it can be fun in pieces, and slogging your way to final boss won't be too much of a chore. Your progress can also be saved to the cart between levels, meaning you can pick up your game quickly without having to worry about passwords or playing levels over again. One thing I-War does particularly right is its placement of weapons and upgrades. Blasting towers and swatting tanks quickly became routine, as there are no greater tactics beyond shooting your enemies more rapidly than they shoot you. Despite this, I still looked forward to upgrades and thought they came at exactly the right times. Just when I thought I was getting bored, here comes a twin laser upgrade to help me knife through defenders twice as fast. Or the autotargeting ability that lets you finally shoot flying drones, or track the bouncing mines. Or the plasma cannon that's pretty effective at charging up and demolishing stationary towers. It's a small aspect, but important. Even if hardly any other part of the game improves as you go along, your abilities at least will.
Music is what I would call "virtual techno." It's the same kind of beat and sets of instruments that kept popping up for these kinds of VR media, and even resemble the background music in The Lawnmower Man. It's unobtrusive and futuristic. Sound effects are pretty average, and pretty forgettable. Lots of "pew pew" laser effects and compressed, crackly explosions. A voice synthesizer ramps up the camp factor with monotone warnings of "damage critical!" or similar status changes. I can't decide if something so intentionally devoid of personality could be considered more annoying that Cybermorph's Skylar. I-War is probably worth playing through if you like the concept, don't try to rush through it, and get it cheaply. Its gameplay is repetitive, but uncomplicated and enjoyable, with one of the Jag's better 3D framerates. The well-rationed tank upgrades also give a sense of progress as it becomes noticeably easier for your to splinter virtual foes. There's not much else to it though, and many gamers will get understandably bored before the halfway point. Overall, a decent game that won't set the Jaguar, or your opinion of it, on fire. -reviewed 4/19/09 - game copyright 1995 Imagitec Design, Inc.
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