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Nocturne (Win98)By: The J Man
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I was trying to come with a simple description for Nocturne. Something that would quickly explain its moderately uncommon style and concept, and make immediately clear why I snapped this game up when it was released around Halloween 1999. After much deliberation, I think I've broken it down to two words. Two words that could sell you on this game immediately, or at least convince you to read the rest of the review: "Steampunk X-Files."
Enter your character, a gruff weapons specialist and agent-of-all-trades known only as "The Stranger." He speaks with a voice of pure gravel and the spartan style of Clint Eastwood. He dresses in a grey trench and fedora like one of Eliot Ness' men. There's a running gag that he allegedly killed every werewolf in Germany. He wears an oversized pair of goggles that... well, make him look pretty ridiculous, actually, and don't seem to serve a purpose. He also runs a bit like a girl. But when he whips twin pistols from his fluttering coat and starts flinging lead into the game's deep shadows, he starts to look pretty damn cool. How cool Stranger looks while blasting away various types of monsters is crucial, because it's the majority of the game. Sure, you'll have "investigations," but these are really just excuses to travel around the world and shoot things. The investigating will take place in set-up cutscenes, or consist of finding the key needed to unlock the next area and continue the shooting. That's about it, but a terrifically moody engine keeps the tension high as you creep through dingier and dingier locales and prepare for monsters to leap out from every sheltered corner.
When those threats appear, Stranger is ready. Your default pistols come equipped with laser aiming and flashlights, allowing you to easily track where you're aiming despite the third-person view. In addition, some level of auto-aiming kicks in as monsters get close, and Stranger keeps a bead on them as long as they remain in a limited cone of vision ahead of him. In these cases, the lasers also help you see where the monster Stranger is currently tracking is located. But wait, there's more! Each of his hands tracks independently, effortlessly setting up John Woo moments as he blasts at creatures on both sides, or spins and shoots while surrounded. Mild strategy kicks in as you find weapons in your surroundings, or special ammo for the pistols, like silver bullets, that are more effective against certain enemy types.
It's not all powdered awesome though. Some of the levels tend to drag on and make key or object hunts overly frustrating - a bit like Tomb Raider in that regard, where you spend far too much time searching the environment in confusion. The combat also gets used so much that it turns a little stale when it, and not the gothic horror, becomes the focus of the game. The mafia chapter is a great example of this - it's an interesting story, but the chapter pretty much just calls on you to Tommy-gun mobster after mobster until the end. Yawn. Otherwise, it's a winner. It's still frequently beautiful to this day, with a gunslinger that's fun to play as and a plot made cool by its practical methods of dealing with the kinds of creatures you're so used to fearing as bastions of the unknown. The game basically can't be any more slick, effortlessly combining a skilled, stoic hero, creepy locales, classic monsters, stylish gunplay, wafting coats, long shadows, and even a slow motion scene or two. Think Buffy meets The Untouchables, with a hint of John Wayne westerns, and you've got something hard to pass up. -reviewed 10/31/07 - game copyright 1999 Gathering of Developers
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