E.Y.E: Divine Cybermancy |
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in direct single setup in one part. Eye Divine Cybermancy is on of the best
action game. E.Y.E. is a game based on the Source engine. This means it
is capable of some decent atmospherics, and some of the environments are very
pretty, but it nevertheless feels like old tech. The game has a slightly floaty
feel to it that I’ve detected in Source total conversions from time to time,
and this game feels like a Source mod gone insane. There’s no lack of talent
here, Streum have done some amazing stuff, but there does feel like a lack of
cash and, perhaps, a lack of focus. Just give you an overview of that’s
contained in here, let’s try to quickly run through its features. It’s a
shooter, but it’s linked together by missions, which are obtained by talking to
characters in classic RPG fashion. There’s a stat system underlying your
character, with a whole bunch of attributes to be levelled up. Which of course
means a level system: you level up as you play and spend your points
accordingly. Of course there’s also character creation preceding all of this,
where you combine a number of different “genes” to come up with your
character’s starting traits. Whatever you choose you’ll be able to engage in a
bunch of different things that the characters can do, from flat out ranged
combat (pistols, SMGs, shotguns, sniper rifles, heavy weapons) through using
various types of armour, engaging in stealth, hacking, and a bunch of
augmentations you can play with for further specialisation. There are even
“several madnesses” and you must take care of your character’s mental health as
things get more difficult. The game world is a sort of amalgam of
Warhammer 40k’s mythic pseudo-magical theology and more familiar Deus Ex-like
cyberpunk. You are a super-assassin working for some kind of monster-slaying
brotherhood who are struggling for control of various locations against other
cyberpunkian factions of men in dark glasses and long coats. All this is backed
up with a library of written back matter, which I couldn’t really be bothered
to read. It’s nonetheless impressive that the team have put so much work into
their world, even if they couldn’t quite afford to flesh it out. More
immediately, there’s some kind of immediate sub-plot where your mentor might be
a baddy and people are suggesting you betray him, but I’ve not really uncovered
how deeply the RPG elements run just yet. I simply haven’t played enough. No
matter how these conversation trees impact on your experience, I suspect it’s
going to be tricky for anyone to invest too deeply in this baroque world of
largely-silent blank-faced nightmare soldiers. The scope, then, is
impressive, but you have to remember that we are dealing with indie production
values. The levels are enormous, and often swathed in atmospherics, but the
game does feel a little wobbly in places. Menus don’t feel intuitive, and while
there’s a huge bank of tutorial videos provided to explain the game to you,
principles of how to play aren’t really expanded upon beyond a basic tutorial
corridor. While the NPCs do have a few animations and a few speak
weird-language nonsense vocals, most of what we get is text boxes, with the
NPCs remaining static. The game world is huge and detailed, but it doesn’t
quite manage to feel authentic in the way that higher budget games do. I think
this is down to the way the team have had to limit their ambitions. While there
are bits and pieces of incidental detail, such as little beasts crawling about
on the floor, there isn’t much in the way of scripted events or little details
that might otherwise bring a game to life. Some areas are seriously impressive,
while others are simply fogged and gloomy boxes. Of course we can
forgive all that when the game is so ambitious, and when it tries to deliver so
much of what we ask for in terms of depth and complexity in games. It’s just
the kind of game project that large studios would no longer risk, and so it’s
down to brave, dedicated souls like the Streum team to try and make it happen.
The whole thing is four-player co-op, so you can play through it multiplayer as
you see fit. I suspect this is the optimal way to get through it, because the
combat does feel more like you are playing basic multiplayer bots than well
scripted enemies. I say this partly because I haven’t really figured stealth
out, and therefore have fought my way through most of the levels, but
ultimately baddies aggro you from far away, and then run to get into line of
sight. Snipers pick you up almost immediately, which can be a little annoying.
Ultimately enemy activity is a bit simplistic and doesn’t compare well with
other, similar FPS behaviours, or the diverse range of options that the rest of
E.Y.E. wants you take advantage of. Also modern games have really pushed the
audio-visual feedback of being shot at, and here it feels very lightweight,
which makes dying (and then being peculiarly instantly resurrected) all seem a
little weightless. As a consequence I’m not finding the combat particularly
satisfying, but I also haven’t quite figured out how to adapt my character to
stealth. It might involve starting over. All that said, the combat has
some positive aspects: It’s fast-paced, especially in how quickly enemies go
down. No bullet sponges here. In fact it all speaks of hardcore multiplayer
influences. Once again there’s that tinge of Source mod to it. You get the
feeling that mods like NeoTokyo might have had some influence here. Streum
clearly want their combat to be respected, and ignore the slow, challenge-free
cover-systems that contemporary gaming tells us we want. The result of this is
a game that feels old fashioned and at the same time bold and independent.
I’m looking forward to trying the game with another
player, and also exploring a bit more of the world. The maps are huge, but I’ve
been in the same one for a while now. Having seen some serious mapping talent
displayed so far, I wonder what else this oddity contains. I’m amused by the
starting area for the game being a dream that your character is having. I still
feel a little groggy from my explorations in this world. I wonder at what point
things come back to reality with a bump. I remain intrigued, but not entirely
convinced.