The
truth is that all reviews are subjective. Critics, reviewers, and
gamers all bring the weight of their experiences and tastes with them
to every game they play. I point this out because Operation Darkness
nearly overwhelmed my critical reasoning skills. It's a game that hews
so closely to my tastes that it might well have sprung wholly-formed
from my own mind. Had I been asked, one year ago, what the absolute
best premise I could imagine for a game would be, there's an 80% chance
my answer would have been "A gothic-horror themed League of
Extaordinary Gentlemen battle Hitler's undead army." So how can I
possibly look at a game fairly when it seems to have been created for a
market of me?
Operation Darkness belongs to that most
Japanese of genres, the Strategy Role Playing Game (or SRPG). SRPGs are
generally set in fantastical or futuristic settings, and replace the
simplified combat 'two lines attacking each other' of JRPGs with
methodical turn-based gameplay that focuses as much on strategic
movement as it does on powering up characters. It's a niche genre even
in Japan, and its fanbase is so small outside of Japan that a new,
sub-'niche' word needs to be coined to describe their size and
fanatacism. Operation Darkness takes this slow, static gameplay
and uses it to create a game with a fantastic premise: What if Hitler
had teamed up with vampires and the only hope of defeating them lies in
the hands of a team of SAS werewolves?
The genius of the game's
presentation, and this is something that characterizes Japanese games
far more than their North American counterparts, is that every
situation, no matter how ludicrous, is offered with a completely
straight face. This is a game where a main character says, and I'm
paraphrasing here, "Oh no, the Nazis are summoning zombies! It looks
like we're going to need Jack the Ripper's help!" No plot development
is too ludicrous, no twist comes too far out of left field for
inclusion. Of course, the idea of a game where multiple unrelated
strange things co-exist is completely alien to North American gamers.
The fact that the game is willing to throw in so many different bizarre
ideas is a breath of fresh air. That all of these different characters
and stories fit so well together is just a wonderful bonus. As I said
in my preview last month, this is a game that allows werewolves to fire
rockets at dragons. How much more interesting does a game need to be?

Luckily
the game doesn't have to coast on its premise because the strategy
combat is extremely solid, with only a few minor mistakes and quibbles
keeping it out of the realm of greatness. The battles are handled in
the classic SRPG manner, with each character having two possible
options in every turn: they can move then attack, or attack then move.
Where the game differs from the normal setup is in how turns are
handled. Instead of each side getting a clearly-defined 'turn' in which
they move and attack with all of their characters before letting the
other side do the same, every character moves in a constantly-updating
sequence based on players' speed rating. This is a good idea in theory,
as it allows spry werewolves and melee fighters a chance to get an
advantage on the hordes of foes they're always facing, while enemy
tanks, which have a nasty tendency to show up unexpectedly, barely get
to move at all.
The other great idea is the new 'cover system',
which, despite the suggestion of its name, has nothing to do with the
trees and broken walls that litter the battlefields. Instead, it allows
characters to forgo their turn in exchange for the opportunity to
attack any enemy that enters into their field of fire, no matter how
many enemies that may be—so a character with a sniper rifle and a keen
eye can deal out far more damage than they could just firing once per
turn. Like the speed-based turns, this cover system is an interesting
innovation, and for the vast majority of the game, it provides a great
new wrinkle on strategy that allows the player to battle overwhelming
odds effectively.
While the setting remains captivatingly mad
for the entire length of the game, and the strategic combat works well,
the game is not without its problems. One of the most notable is that
the inventory system is about four times more unwieldy than it needs to
be. I understand why individual characters have a weight and inventory
limit, but I can't imagine why the items sitting in a warehouse back at
base should have one. It's 2008—I shouldn't be spending five minutes
between every mission throwing out old items so I can buy new better
ones. What's far worse than this is the game's refusal to let players
salavage German weapons and items from corpses at the end of missions.
Sure, for plot reasons a few of the missions end with the players
fleeing, but the rest of the time there's absolutely no reason I should
be forced to run from body to body looking for guns while enemies are
still shooting at me.

The
game's biggest problem, by far, is the way its difficulty curve kind of
hits a wall right at the end, and it's entirely because of a bad design
decision. For the entire game, the enemies' difficulty level is very
well scaled. As player characers pass levels, getting more hit points
and more powerful attacks, so do the enemies. It moves at a matched
pace, ensuring a constant level of challenge. While everything else is
moving at a steady rate, though, the enemies' speed increases far
faster than the main characters'. Towards the end of the game, the
enemies move so quickly that an average soldier gets two moves for each
one of the players', while bosses get between three and five! It's so
bad that by the end even tanks move faster than the player.
In
theory the players should have enough special abilities to deal with
these handicaps, but because the two most important weapons in the
player's arsenal, the cover system and their magic powers, take up an
entire turn to use, the player has to waste an entire turn at the
beginning of each fight just getting into position to use their
abilities, while all twentysomething enemies have between two and five
opportunities to hit the players as hard as they like. Add the fact
that in the last few missions the player can't re-arm between missions
(or salvage from corpses), and is asked to fight multiple ultra-fast
bosses at once, the game reaches a point of near-impossibility. Every
flaw is heightened by the lack of in-mission saving, meaning the
slightest mistake can result in nearly an hour of wasted effort.
Operation Darkness
succeeds for the vast majority of its 40-hour length. The audacious
premise is incredibly fun all the way through, and right up until the
last few missions the gameplay more than holds up its end. It's just
too bad the game gets so frustratingly difficult right at the end.
Beyond my insane, utterly irrational love for everything about the
premise, I really enjoyed the vast majority of the game's levels, and
the craftsmanship that went into building them. I was all set to
recommend this game without reservations, only to have second thoughts
when it so utterly dropped the ball. I experienced about 35 hours of
good gameplay here, followed by five of hair-pulling,
controller-throwing frustration, before I finally gave up, one mission
before endgame. That's a ratio I can live with, but anyone who likes
consistency, and, you know, actually finishing games, should think long
and hard before diving into the most wonderfully ludicrously insane
title to come along in years.
Copyright: GameCritics
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