Feature Review
Rune
* * 1/2
OK, I'll admit it: Tomb Raider
always looked sort of fun. I just couldn't imagine standing
in the line at the register holding a box with giant breasts
on it. Playing video games as an adult has enough baggage associated
with it, without the additional benefit of looking like a pervert.
Thankfully, since other game publishers were unable compete
with pure sex appeal to lure in the lucrative market of 13 year
old males, they had to resort to unprecedented levels of graphic
violence. No arguments here.
Rune is a third-person
action-adventure in the style of Tomb Raider, with some
Viking stuff thrown in--but that's not really an important part
of this title, and it shows, even though it at times takes its
subject matter too seriously. Rune features wide
and expansive areas which almost disguise the fact that it is
completely linear, but the false sense of freedom it gives you
eventually leads to little more than frustration.
There's too many locations that
exist for no reason, closed doors that are nothing more than
scenery, and ledges placed just close enough to jump to, which
in any other game (post Super Mario Bros.), would
be a good idea, as there would be a reward placed on top. However,
Rune not only defies all conventions, it mocks you with
them: There's NEVER anything on top of those peaks. It even
throws the worst possible video game scenario at you--forcing
you to swim through a tunnel with your "air" bar almost
gone, and then presents you with two other tunnels to choose
from, diverging in opposite directions. Even the enemies are
annoying, as the choice to engage or avoid them is never readily
apparent. What's more, a good number of them require a deftly
aimed cut to the neck to dispatch permanently, which seems impossible
at first, and once you learn the trick, the simplicity of it
grants little satisfaction.
To Rune's credit, the
level design gets better towards the second half of the game,
but half of a good game just doesn't cut it. Visually, it looks
good, using the Unreal graphics engine (which favors
owners of 3dFX video cards), though the sparse level design
rarely takes advantage of its ability to create detailed environments,
like those that appeared in Deus Ex.
Multiplayer is a new experience,
as there are not any projectile weapons, and winning is dependent
upon your ability to time your attacks and dodges while trying
to stay behind your opponents. While some of the maps are straight
out arena battles, which grow tiresome rather quickly, other
ones are more strategic and grow tiresome a bit slower. These
maps turn into a camp fest, where players guard the locations
where "runes" (items that give your weapons special
abilities) appear. Not only are the special abilities completely
overpowered--one weapon, the massive Dwarven' work-sword, is
clearly superior to all others in both its natural state and
in its rune powered mode, which automatically electrocutes anyone
who comes near you, similar to the effect of the BFG in Quake
2. Team games are more interesting than the all out deathmatches,
but are still hampered by the fact that players re-spawn in
random locations after they die, which leads to small roving
bands that ignore each other in their search for the other team's
stragglers.
Rune is a completely
average game that is getting undue praise because the rest of
its genre is relatively weaker. Though average isn't necessarily
bad, I would urge you to check out last year's Heretic II,
which is a better game in many ways and can be found for bargain
bin prices.
by Richard Leader