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CliffhangerBy: The J Man
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It amazes me how developers can screw up formula games. Take the side-scroller; you have hundreds of examples demonstrating clearly what works. You have a mold of general rules, clear cases of what plays best - practically a damn template of how to make a good game. Yet designers still take this template, start to fill in the blanks... then ignore the rules and fuck it all up! Cliffhanger the game shares more in common with the Stallone flick than just its name and plot. They both also suck. A lot. As in the film, you play as an expert hiker (our man Sly) and must find three briefcases full o' cash, that have scattered across a high-altitude mountain. An evil John Lithgow is using you to retrieve these cases, but also sends his hordes of bad guys out to stop you. Perhaps the brief cutscenes explain this paradox, but who really cares? So as Stallone's character, it's up to you to fight a whole bunch of cardboard cutout bad guys and try not to get killed by the dangerous environment that is a high-altitude mountain. It's not the most stellar of innovative ideas, but at least sounds interesting enough on paper. Well, why doesn't it work? Collision Detection [ko*li*shon de*tekt*shon] (noun) - 1) A trigger in video games that registers when one object on screen touches another. 2) How the game knows you've hit a bad guy or tripped on a hazard. 3) Something really vital for beat-em-up games. In Cliffhanger the collision detection is so horrible that most often enemies will hit you, but your attacks pass cleanly through them. I'll just let that marinate a while. Standing toe to toe, you can't hit your enemies while they can hit you. When your entire game is based on fighting, and you can't fight, then you lose a little of the enjoyment, yes?
Enemies are among the dumbest you can find. Only two enemies at a time will attack you, with any others standing frozen, waiting for their turn. Since enemies usually come in groups of three, this does not make much sense. They're not great fighters at all, and if it weren't for the fact that most of your attacks will miss their mark, you would clean house against these guys. Sensing this, the designers used some royally cheap methods to keep these guys a challenge. Weapon enemies, the knife guys and machine gunners, will hang back as far as they can and attack with their grossly overpowered weapons. Enemies also can completely block your attacks while your block button absorbs virtually nothing. The bosses follow a similar pattern of cheapness - the first boss for example is so unintelligent that he leaps at you and easily shot away until he gets to half of his life. Then he charges around and is immune to bullets. Bullets!
Sound is below average. The music sounds clear, but is pretty unimpressive. Sound effects are pathetic. Punching and kicking sound exactly like Mr. Phlem working up the world's largest loogie. Knife effects sound like some guy holding a microphone to his lips and making a whick whick whick noise. Jumping produces a grunt of entirely too much effort - the kind reserved for picking up small buses or dropping a rather large deuce. The gun sounds just fine.
Riiiiight.... -reviewed 2/18/02 - game copyright 1993 Sony Imagesoft
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