DevastationZone Troopers: Shoot, Rinse, and Repeat

DevastationZone Troopers: Shoot, Rinse, and Repeat
By Chuck Miller

DevastationZone Troopers (DZT) is definitely not a big budget title, not that every game needs to be one or should, for that matter, try to be one. This isn’t a criticism either, just a statement of fact. What DZT lacks in depth it makes up for in visceral shoot-first-and-don’t-ask-any-questions action. It’s a simple formula that makes for quick and easy play. No bulky manuals to read and no significant learning curve to overcome. In a world of increasingly complex games with control systems that take hours to master, it’s refreshingly therapeutic–point, shoot, and enjoy!

Of course, this class of third-person shooter doesn’t involve a great deal of strategy. Yes, some basic tactical elements come into play such as using terrain to one’s advantage, limiting the number of enemies engaged at any time, avoiding fire from multiple sides, and picking off adversaries at a distance–all basic stuff. Mostly, however, it’s a simple matter of moving in and eliminating the enemy as quickly as possible. Intense at times, it’s a basic formula and one that works.

The run-and-gun action in DZT can get very intense.

Once Upon a Time, in a Zone Far, Far Away…

The story elements in DZT are traditional sci-fi cliché. As a DevastationZone Trooper, the player responds to a Code Red distress call while on border patrol in the vicinity of Ardanis. It seems that the Rakkai Empire (it’s a given that an enemy using “Empire” in their moniker is inherently evil) has sent a massive invasion force against this planet. Consequently, the helpless inhabitants need the Trooper’s overwhelming firepower to prevent their annihilation and extinction. That’s the essential gist of it, at least.

DZT employs a mission-based model with over 50 highly destructive sorties included. Following a brief animated intro (notable by its lack of vocal narration), the player finds himself at the game’s Main Menu. Here one selects New Game, to set the difficulty level; Load Game, to load a previously saved game; and Settings, to adjust video, sound, and control options. Difficulty levels consist of Easy, Medium, and Hard. While novice (really “green”) players will find an appropriate challenge in selecting Easy, all others should opt for Medium or Hard. Otherwise, the experience will offer little challenge and reward.

On the Game Menu, choices include BSA Missions, to receive briefings and select missions; Equipment, to stock up on new weapons and add increasingly more powerful upgrades; and Save Game, to save progress after successfully completing a mission. The player automatically returns to this menu at the conclusion of a mission whether a success or a failure.

Your Mission Should You Choose to Accept It…

The player’s introduction to DZT is via a simple, easy-to-complete tutorial. All missions begin with a dropship flight sequence (shades of the original MechWarrior as developed by Dynamix for Activision?, a mini-space sim of sorts, with the object being to collect Credit Cubes, avoid Mines and space debris, and thread one’s way through Dropship Markers along the descent path. Credit Cubes are used for equipment purchases, making their collection important. But, take too much damage from Mines and debris, or miss too many Dropship Markers, and the mission will end abruptly. Keyboard, mouse and gamepad are all supported. Yet, best success is achieved with a gamepad. As a side note, game controls allow changes to key assignments, as well as mouse and gamepad sensitivity.

GETTING THE DROP
Functioning like a mini-space sim, dropship sequences begin each mission unless disabled.

Once on the ground, the mission proper begins, as described in the pre-mission briefing. Weapon status and shield indicators appear in the lower right quadrant of the screen. If damage reduces shields to zero, the Trooper dies. Expend all ammo and weapons fail to fire. Thus, it’s critical to replenish both by collecting Shield and Weapon Cubes strewn across the landscape. Energy weapons, meanwhile, recharge from the Trooper’s backpack power reactor (more advanced models, which recharge weapons faster, can be purchased). In the lower left corner, a radar and distance indicator can be seen, showing enemy locations and the mission waypoints.

Credit Cubes also appear deposited across the landscape. A secondary goal is to collect as many as possible during a mission. Since some are hidden inside other objects, it’s prudent to destroy every crate, structure and piece of machinery visible. Leave no stone unturned, or in this case, container intact. Upon completing the tutorial, additional missions are now available (and will continue to be added), rated according to difficulty level. As for objectives, some missions will simply have a list to complete while others will add a time element.

The Best Defense is a Good…BFG

Although the player’s Trooper is outfitted with a decent amount of firepower right from the start--essentially an über soldier with impressive capabilities-- wise selection from the game’s arsenal of upgrades and enhancements will help assure victory as the intensity ramps up in later missions.

Armaments, purchased with Credit Cubes, are added or upgraded between missions. Weaponry includes AP Laser, Missile, Plasma Blaster, and Photon Cannon upgrades, basic equipment, as well as extras that improve damage resistance like Power Shield and Proximity Discharger, and those that enhance basic firepower such as Power Fist, Missile Swarm, and Damage Amplifier. Over a dozen upgrades are provided. A truly handy one, though, is AutoPilot. Once acquired, the dropship flight sequences are disabled. Though it also removes the chance to collect additional Credit Cubes, the trade off is worth it unless one really enjoys this relatively peripheral aspect of the game. By offering this upgrade, it is clear that the designers have learned lessons that go back at least as far as Universe and Elite on the 8-bit computers of yesteryear. When in doubt, don’t force players to do repetitive behaviors where there is no increasing challenge.

WEARING PROTECTION
There’s nothing like a bit of added protection when under fire by the enemy.

We Have the Technology…

From a pure technological standpoint, DZT is a good game, albeit not a great one. Nevertheless, it incorporates a proprietary game engine which offers some impressive cloud/fog representations, particle counts, and weapons fire/explosions, each of which cast sophisticated lighting effects. It also supports a surprisingly large number of on-screen enemies at any given time and 3D positional sound effects to enhance the intensity of play.

Destructible terrain, however, is one of the game’s signature features. It’s absolutely wicked to blast through a hillside, come out behind an opponent, and blow it away. Players can pretty much pulverize anything except rock. All it takes is sufficient time, energy, and/or ammo. Destructible terrain is also a key game element in that some locations can only be reached by parting the landscape. From deserts to tall grasses, topography is only improved by its destruction.

GOPHER IT
Boring through the landscape’s destructible terrain let’s players surprise an enemy from behind.

Conversely, some technological aspects of DZT could stand improvement. While two viewing modes, elevated behind-the-head and near top-down, assist in scoping out the landscape and clearing enemies at a distance, a closer, over-the-shoulder view would assist in increasing the immersion factor. It doesn’t help either that the player’s character, seen from a third-person perspective, seems to skim across the landscape, starting and stopping as though sliding on ice.

DZT’s enemy AI is also a bit challenged. At times, opponents seem to have an awareness zone limited to a mere few inches. For instance, nail one adversary standing next to another and the one remaining seems oblivious to the loss (unless hit by flying debris). Blast through the hillside behind a foe and your presence isn’t detected in spite of the cacophonous destruction taking place. It would seem that the entire Rakkai Empire is deaf.

There’s also the appearance of an annoying “Now Playing” banner that slides into view from the upper right corner during screen and location changes. Distracting at the least, these intrusions (which can’t be toggled off) identify the title and artists of the music currently playing, in this case original soundtracks from Exstus, The Phase, and Tolgar & Tod Miner. Appropriate for MTV or VH1, it appears to be out of place, if not unprofessional, egotism on the part of the artists or a self-serving promotion by the developer. Best left for the end-game credits, this interruption only serves to impede the game’s illusion of reality. This is not a slam on the music, which is professionally done and adds to the driving intensity of play, just on its method of introduction.

One final point, though resolutions up to 1600 x 1200 are supported, that falls below the native resolution of most larger widescreen flat panels today at 1920 x 1200. Granted, most gamers don’t have monitors this large…yet, but the number is increasing thanks to price points nearing the $800 mark for 24-inch models.
These “big screens” are only going to become more prominent going forward, so supporting them now makes sense.

Of course, one might ask whether DZT is even going to appeal to gamers with larger widescreen monitors who invest several thousand dollars in their game rigs. Possibly, but in all honesty, it probably won’t appeal to the hardcore crowd who plays high-end shooters like the forthcoming Call of Duty 3, STALKER, F.E.A.R.: Extraction Point, and Call of Juarez, as well as the episodic Half-Life 2 and SiN series. Nevertheless, that’s not a blanket statement. Some gamers looking for an intermediary fix between triple-A titles, this writer included, just might enlist in DZT while waiting.

And Now for Something Completely the Same

As mentioned before, DZT offers simple, pure, visceral action. Apart from its destructible terrain, play is solid but unsurprising. Its mantra is simple–shoot! If it moves, shoot. Heck. Even if it doesn’t move, shoot. It’s one of those guilty run-and-gun pleasures with no consequence for actions taken. A few minutes are all that’s required to decipher its play model, and the never-ending action is intense from the get-go. DZT is addictive in spite of its technological weaknesses, and what it does it does well.

Apart from its simple mechanics and basic play strategies, there are only a few surprises. Players need to watch their environment well. Nearly invisible “trigger mechanisms” float in the air throughout each map. Touch one of these triggers and enemies are generated on all sides ready to annihilate. Bump into one accidentally when low on shields and it’s near instant death. Mission targets will also occasionally generate enemies on all flanks. So, it’s wise to be prepared in advance. Verify shields are at full strength before activating one.

A NEW GENERATION
Accidentally touch a trigger mechanism and you will unleash a world of hurt.

Also be ready for an incessant onslaught of opponents, as DZT provides continual enemy generation. Clear an area and on return it’s teeming once again with adversaries. These nasties are also generated, apparently on the fly, behind one’s back. So, expect to be ambushed from behind frequently. Some players will find this adds to the challenge. Others will consider it “cheating” on the part of the program. Whatever the case, don’t be caught with your armored britches down.

Dropship sequences, referred to above, are tedious and disposable. While a plausible element, they’re a pain without a gamepad and really add nothing to the game. In fact, they seem like an add-on rather than integral part of the story. Since they can’t be toggled off, purchasing the AutoPilot upgrade to disable them is the only alternative.

The last key play ingredient worth mention, replayability, is somewhat enigmatic. For many gamers, DZT will be highly-replayable, if simply due to its addictive action coupled with the rather generic gameplay and environments. No mission or landscape stands out as entirely memorable. Thus, they all seem “fresh” when revisited. Of course, DZT’s higher difficulty levels add greater challenge to return excursions. Other players, however, will find the experience too generic and, hence, a bit boring, less of a candidate for repeat play.

BEEN THERE BEFORE
Much of the game’s terrain looks similar whether lit up in a fire fight or not.

In the end, though, DZT gets a “thumbs up” for its fun, addictive gameplay. The story is cliché and generic, certain aspects of its technology could stand improvement, and there’s no multiplayer component whatsoever (which could have been a smokin’ addition). Yet, that’s somehow acceptable. These factors are not deal-killers in such a simple, afordable run-and-gun experience. While it would be great to see a few weaknesses addressed in an update to DZT, that won’t stop gamers from enjoying it now.

Reviewer’s Snapshot: 7 (appealing for its near-brainless action and intensity)

Graphics 7 (excellent visual effects, but generic landscapes and enemies)
Music/Sound Effects 8 (immersive music and competent effects)
Game Play 7 (addictive run-and-gun, kill-everything action)
Replayability 6 (a mixed bag depending on personal preference)
Price/Performance 8 (a good deal of entertainment for the investment)

Reviewer’s Bias: 5 (not much expected based on first impression)

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