Yup. That Jack Wade is still a man’s man, alright. In a World Gone Bad™, you can be sure our square-jawed anti-hero will still be moodily supping warm Nukey Brown with his microwaved lasagne, not giving a damn about the cheese caught in his grizzly beard, or anything else for that matter.
Dreamcast and PS2 owners first admired Jack’s gruff antiauthoritarianism three years ago. However, barely two minutes after saving the city from the Bloody Mary virus, everything he fought for was razed to the ground by angry mobs, a cataclysmic earthquake and the lure of a sequel in an ironic two-fingered salute from the gods. (Or rather, the game designers at Amuze.)
Twenty years on and the city has gone bad again. Split into two distinct halves, the haves live in shiny, consumerist metropolis Above, while the have-nots, rotten apples and social outcasts are banished to, uh, Below. It’s Jack’s job to keep things that way, but this time he has the assistance of Leeza X, a feisty young thing with a nice line in tribal tattoos and spinny cartwheels.
Presumably, Jack’s getting a bit past all this ass-kicking malarkey, so he delegates much of the work to Leeza while he gets steaming drunk in his man-pad. As a result Redemption is a more well-rounded experience than before, with our protagonist proving more manoeuvrable than not-so-spring heeled Jack. However, 3D shooters have come on a bit since Headhunter, and Redemption’s twitchy aiming system feels antiquated when compared with that of Splinter Cell, for example. If the right trigger is released during gunplay at the wrong moment when turning a corner, Leeza will be left facing thin air as lock-on is lost whilst receiving much hot lead in the back. Luckily, enemies are blessed with Storm Trooper-like aiming ability, so the penalties are not too severe.
More pad-cracking frustration comes courtesy of walls being hugged too readily when attempting to sneak up on enemies; these problems aside, Redemption is a reasonably solid adventure.
Once Leeza has laid down the groundwork, Wade – ha! – wades into the later levels guns a-blazin’ and Brut a-waftin’ to conclude Redemption’s gripping plot. Amuze have created a game rich in futuristic atmosphere, with corporate corruption rife. Think Robocop meets Minority Report (lazy comparisons, I know) and you’ll have some idea of what to expect. Throw in a rousing musical score and some blackly humorous in-game adverts and immersion is achieved nicely.
Then there are those gorgeous, glowing visuals that make you think you’ve just woken up and are looking through sleep-fogged eyes. There are only so many sparsely placed metal crates that can be can be smeared in digital Vaseline, though, before you realise that level design is about as creative as Redemption’s Above/Below naming ethic…
…And indeed its puzzles. Game progression is strictly Resident Evil-style linearity. Fetch a keycard to open the door to the warehouse which contains the energy cell to power up the sub-station which will open the hatch to the room with the computer in it which has the code for the big otherwise-impassable gate in the yard and you’ll see what I mean. Having said that, the problem-solving on offer is enjoyable enough.
In fact that’s the story of the game overall: it’s enjoyable enough. Redemption carries on where Headhunter left off and feels both familiar and a little dated as a result. Yes, there are some unrefined areas of the game, and yes, it offers nothing too special compared with other genre stalwarts, but it’s got lead characters with real, if hackneyed, charisma and a genuinely enthralling plot which will grip you from start to end. If you’ve got a few quid spare give it a bash; just don’t expect too much and you’ll be pleasantly surprised.
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