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SkyNET (DOS)By: The J Man
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SkyNet is a sequel to 1995's Terminator: Future Shock - a game which suffered from poor execution, but which basically had its heart in the right place. The engine was astounding for its time, and the environments were the best representation of the films' nuclear future yet seen. Its mission-based architecture, and rather legitimate attempt to tie plot and gameplay together, also earned high marks from me. At the very least, it definitely deserved another chance. Bethesda takes that chance with this title; the last and best of their games based on the franchise. Things wrapped themselves up pretty tidily in Future Shock, so I can only assume that SkyNet is meant to be a prequel. This allows characters to return and some limits to be put on the technology - much of FS was about the development of new machines that rolled out as the game progressed, so you won't see their most advanced work (T-800s and time displacement) in this game at all. Instead, it's a fairly straightforward story without an epic confrontation or any sense that this is the final battle to end the war. On a routine patrol, you personally discover a functioning nuclear missile recovered by the machines. You have until noon the next day to gather as much intel about the weapon as possible and stop the bots from launching it to destroy Los Angeles... err... again. Now I know, what good would another nuclear missile do against a militant band in shielded underground bunkers, who clearly survived the first nuke intact? That is why this particular weapon just happens to be the dreaded HADES MISSILE (*gasp*!!!!) It's the most advanced nuclear warhead ever developed, and can, as one character puts it "vaporize an entire city into nothing... just nothing..." This betrays physics, but the point is quite clear - this is supposed to be A Serious Threat, and a Very Bad Thing.
The levels do a better job of being interesting. All of the atmosphere I lauded in my review of Future Shock returns here, and the blasted cityscape looks just as lonely as it did in the first. Though the game still has its fair share of standard FPS dungeon levels (present here as military complex levels), most of the action takes place in the no-longer-so-great outdoors and the ruined streets of L.A. It's still impressive to see a mammoth spiderbot trample after you through overturned cars and twisted light poles. I did notice that the walking levels seem somewhat smaller and less detailed than those in the first game, in the sense that you'll start maybe a block away from your main objective this time, rather than four or five in the last. However, even levels with a non-city focus, like the machine factories, will still have a block or two of city on the outskirts. These give you the chance to find and collect supplies. You can also still enter buildings and find a few health packs or clips of ammo. There are a few more neat touches like "dawn" levels that replace the starry night sky with a blazing red sunrise background. These even come in an appropriate sequence, so night transitions to morning across the length of the game, while the plot references the time you're running out of. The outdoor areas, from jagged polygonal terrain to city blocks and ruined freeways, and all are done as well as they were in the previous game. The frequent sewer mazes are also thankfully toned down to just a section of one level in this game.
Unfortunately, the whole game is about seven levels long. This was originally intended as an expansion pack, and the length is about appropriate for one. As a standalone release, it feels a little short. This is offset by the fact that most levels are broken into multiple parts involving trekking up to a base, fighting through it, and then getting back out. Each section is really a "level" in itself, so it might be more appropriate to say that there are seven missions. It's still something you're going to blow through in a weekend without a great deal of effort. The driving and flying levels return, and continue to be some of the most enjoyable of the pack. There's some noticeable draw-in on the flying levels and a heavy amount of enemies in any level, probably to offset the recharging weapons you carry. This does mean that it's often safer to creep ahead and shoot enemies from safety, rather than rip through the scene in fifth gear. But if you know where you're going, you can get there quickly enough to avoid many fights and you won't be disrupted by any time-phasing magically-appearing rocket turrets. So, the action will be as fast as you want it to be. The freeways and overpasses retain the same level of detail and "realism" as the walking levels, meaning they didn't skimp just because you're blazing by at 70 MPH. You'll even pass by Sarah Connor's place of waitress employment from the first film.
SkyNet will also thoughtfully detect and update Future Shock, if you have it installed at the time, to allow you to play that game in 640x480 as well. Probably not worth a specific purchase of one for the other, but something to remember if you get a bundle deal or intend to play both anyway. Nothing has been improved in the sound department, but nothing really needed to be. All guns sound appropriate, powerful, and distinct enough to know what is being fired at you. Only a handful of whirrs and servo noises are used across all the foes, but these still sound appropriate and clue you into the basic size of the approaching death bot. You'll also hear them far out from their actual arrival and cleanly through walls, which actually works for some nervous, spinning around "where are you?" moments as a Terminator slinks out from the alley behind you. The mouse-look and keyboard combination was a little more familiar to gamers by this time, and the ability to reassign the keys as needed is most welcome. The engine supports quick and smooth panning of the player's view, so running under an overpass, watching a machine flier zip by overhead, then whipping around and blasting a walker coming through the door is appropriately quick and accurate.
The Terminators themselves even manage a few awesome moments - I had one chasing me around the corners of an office hallway. It took each corner without breaking a clean stride, efficiently raising its gun and firing off a burst each time it came around. It reminded me of Arnold stomping though the police station in the first film, with the same level of natural, precise movement. It's moments like these that really bring a smile to a fan of the film, and it's unfortunate that they are clearly possible, but seem mostly the result of happenstance. There's a multiplayer mode, if you choose to pursue it. It's a vanilla deathmatch in some pretty well-designed arenas based off of the single player game. The vehicles make it into most, and features like the ability to play levels at either dawn or dusk are neat. The highlight is, of course, playing as a Terminator. You lose a bit on the movement speed, but gain the classic red-tinted vision that highlights your opponents. Humans can counteract this to a point with a motion tracker always selectable on the "1" key, but in the frenetic nature of deathmatch, most of these hide-and-seek elements get dropped anyway. Despite its somewhat unique offerings, this feature was mostly overlooked at its release. You could play up to eight players over a LAN with one CD, but only two over modem. Two players, even as Human vs Terminator, is still going to be a suck-ass game. Some third party programs like Kali probably could get around this limitation, but that required a level of Internet savvy that most gamers hadn't adopted yet. Trying to play it now will require specific intent and a buddy, because you're not likely to run across a match of this tucked away in some server lobby. SkyNet's greatest asset is dropping the damnable time traveling enemies. This leaves only the good aspects of the first game, and a matchup of humans versus bots just like what was showcased in the films. Unfortunately, it seems like too little, too late. Seven missions feels short for a standalone product, and the storyline (and embarrassing acting) fails in comparison to Future Shock. 1998 was also too late to wow anyone with the graphics here, and the multiplayer component was almost totally overlooked. They had three years, which tells me most of it went to satisfying the gaming community's demand that all games must have multiplayer no matter what. Even if top-level matchmaking and server tracking tools were available, clomping around deathmatch as a Terminator is a gimmick, at best. If Bethesda had thrown out the multiplayer component and given a storyline and length comparable to Future Shock (or Future Shock minus the phantom bots), then that would have been enough to satisfy me - the slobbering Terminator fan representative of their target audience. -reviewed 3/7/07 - game copyright 1998 Bethesda Softworks
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