Tuesday, March 2, 2010

In Retro: "Run Like Hell" Review (Xbox)

A review of "Run Like Hell," or "RLH," from my backlog...

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Since its release in 2002, “Run Like Hell” has been given a fairly undeserved bad wrap. Sure, the game seems lost somewhere between mediocre action and less-than-terrifying survival horror, devoid at all turns of anything that so much as resembles atmosphere, and this coupled with some less than stellar visuals, but there’s a certain charm to its “Star Trek” meets “Alien” storyline and all that… running like hell.

Speaking of the plot, it’s definitely more Paul Anderson than James Cameron or Ridley Scott – that is to say it’s cheesy, but enjoyably so more often than not. You’re captain Nicholas Connor, and your ship has suddenly become infested with aliens. Aliens of the not-so-friendly sort, that is, since there are extraterrestrial crew members aboard as well, like Dag’rek, of a warrior-like race and Nick’s bosom buddy when things get serious. It would seem that Nick’s fiancé, Samantha, is in distress somewhere on board the besieged vessel, and with everybody else pretty much dead or dying, it’s up to Nick and Dag and a few others to swoop in and rescue her. Well, mainly Nick. This is the basic premise of “Run Like Hell.”

They say every story has already been told, and it’s all in how it’s told that makes it special. Well, “Run Like Hell” is derivative from the word go, complete with generic riffs on H.R. Giger’s xenomorph design and the generally drab layout of the beleaguered spaceship. Everything is generic, like an exclusive movie that premiers on the Sci-Fi channel sometime after dark. That said, it’s still intriguing, thanks in large part to some generally good voice work by veteran actors such as Lance Henriksen (as Nick), Clancy Brown, Michael Ironside, and Brad Dourif. With the help of an unusually solid cast this side of “Grand Theft Auto,” you do sort of become attached to the characters they portray. Also, the nature of the alien menace is, as you would expect, doled out only gradually, and if you’re into this sort of thing you’ll feel right at home, and while you certainly won’t be wowed “System Shock” style (to understate), you may still be pleasantly enmeshed in the familiarity of it all.

In terms of gameplay, “ Strafe Like Hell” may have been a more appropriate moniker, as that’s really the only winning strategy when it comes down to combat – and there’s a lot of combat to be had here. Targeting your enemies at random is no problem, but selecting the gravest threat in the midst of a thick fray is sometimes nearly impossible. At least it’s easy to know which enemy is in your sights, thanks to a huge (and I mean huge) blue ring that encircles said opponent. The game can be forgiving during these situations, however, thanks to some pretty stupid artificial intelligence and Nick’s ability to, as mentioned, strafe outside of harm’s way while emptying his clips. Sooner or later you’ll hit what you were aiming at. The developers attempt to negate their stupid baddies on occasion by cheaply surrounding you, however, which is as irritating as it sounds. Still, laying out the gunfire while back or sidestepping to avoid the incoming danger lends it all that sense of desperation that it really should have. Your enemies are mean, and you don’t want them getting too close to you, et cetera, et cetera.

“Run Like Hell,” as a survival horror game, is not very scary, however. This is due in large part to the graphics engine on display, which seemingly couldn’t render a moody, tensely atmospheric sequence if it tried. The lighting throughout “RLH” is generally garish and bright, point of fact, and this outlines the failings of the graphics themselves, which are a little on the blocky side. That said, the principle characters are rendered with enough personality that they seem to overcome their ample limitations. This is not true of the aliens themselves, though, thanks to uninspired design.

Unlike other games of this ilk, at least it’s hard to get lost in “Run Like Hell.” To some, its fairly linear structure may be detrimental to the package, but I found it refreshing that I could navigate the ship’s similar-looking halls and corridors without feeling overwhelmed by not knowing where to go or what to do. The game makes this pretty clear by breaking itself into contained chapters, and keeping certain sections of the ship locked down when they’re not yet necessary. Even so, there is still room for some exploration, but if you prefer free reign then you’ll probably be disappointed by this aspect of “RLH” as well.

There’s much to frown about in this game, it’s true – and this is a fact that’s been touched on harshly by many of its critics. Regardless, there is a charm to it that is less touted, thanks to the delightfully hokey storyline, its participating characters, and gameplay that, as a whole, isn’t nearly as bad as you might think, even based on the aforementioned issues it suffers from. While some of its parts don’t function properly on their own, together they do at least conjoin into something decent and by no means unplayable (as some would have you believe). Not the most glaring praise for a video game, certainly, but there’s nothing to condemn here either. Think of “Run Like Hell” as a guilty pleasure, like that ridiculous “Mansquito” movie that aired on Sci-Fi, and you watched it despite your better judgment. Hours of your life you’ll never get back, sure, but if you’re a fan of the genre, complete with all its stereotypes, you could do worse than this.

FINAL SCORE: 6.8 (Fair)

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