Tag: shooter

Terrorist Takedown: More like Stereotype Shooter.

(content warning: Depictions of violence and war within.)

In 2021, it was announced that the previously canceled game Six Days in Fallujah was being brought back. With some of the original development team handling development, it naturally got a lot of backlash now just as it did back in 2009: by glorifying a specific military conflict as a good thing, and feeding into middle eastern stereotypes of them being nothing but terrorists. So much so that the Council of American-Islamic Relations (CAIR) asked for major publishers to drop support for the game. It will likely come out to poor reception, if it actually comes out this time.

A promotional screenshot from the original 2009 version of Six Days in Fallujah. Sure looks generic until you find out the game’s backstory.

Seeing this made me think a lot about the glut of military games made in a post-9/11 world. While war games existed before that tragedy – Novalogic’s Delta Force franchise was modestly popular around the late 1990s – they ballooned to being rather ubiquitous once the War on Terror started. We got games like SOCOM, Conflict, lots of Tom Clancy stuff, even Battlefield dipped its toes into modern warfare. There were so many that actual US military organizations started getting involved, with games like as America’s Army and PRISM: Guard Shield. Nowadays, the only franchise from that period still around making similar war games is Call of Duty, but that might be considered a stretch by some.

Why all this preamble? It’s so I can talk about one of those games made by a budget label that cashed in on the War on Terror, and is a bad game, not just on a technical level, but a moral one as well. One game I’ve had for several years, going back to 2013, and this has lately been a year of looking back, so let’s travel to 2003 and look at one of the more bad games.

This article was originally up on Patreon one week early. If you wish to see this article before everyone else, you can pledge to my Patreon here. Just a buck will get you a chance to see this stuff early.

Yeah, this cover looks incredibly generic alright.

Terrorist Takedown is the first installment in a franchise made to capitalize on the war on terror. Developed by Polish developer City Interactive, this would be one of their early breakout hits. Nowadays they’re known as simply CI Games, but their overall message has been consistent: Make games based on war conflicts old and new, and sell them in bargain bins everywhere. For Terrorist Takedown however, City Interactive didn’t have much of a presence outside of Europe, so another budget publisher, Merscom, handled the release here in the United States. Merscom even touted that some of the profits of the game would be donated to the Special Operations Warrior Foundation, which I think is a conflict considering this game’s premise.

Probably the blandest menu screen I’ve ever seen.

There is no story to Terrorist Takedown. You play a bunch of no-name, faceless soldiers as you’re sent from one conflict zone to the next, taking down terrorists left and right by any means necessary. The “Terrorists” in this case are generic middle-eastern soldiers presumably meant to stand in for Al-Qaeda insurgents, but it’s kinda hard to tell in this game.

Charlie Don’t Surf this ain’t.

The missions themselves are rather varied: The first mission has you in a helicopter gunship mowing down anti-air emplacements and random soldiers. The second mission has you protect a convoy from enemy soldiers and RPGs. Each mission is similar in structure: Survive a conflict of terrorists while protecting objectives and not dying. At least it spices things up a bit, from using machine gun turrets to flying a helicopter, to controlling a targeting reticle on a surface-to-air-missile.

Rambo: The Video Game: Torque bow sold separately.

The Rambo series of films are an interesting timepiece. The first film, aptly titled First Blood, features Sylvester Stallone as Vietnam war veteran John Rambo being chased from some irate cops in a small Washington town, and is more of an action-driven thriller. However, Rambo: First Blood Part II and Rambo III are definitely action movies in the simplest sense, something that could really only be made in the Reagan-dominated 1980s.

They’re cheesy as all hell, and a little bit unsettling these days – especially the more recent entries, John Rambo and Rambo: Last Blood – but I can appreciate their relevance in pop culture all the same.

Over the years there’s been a handful of Rambo video games, mostly of average quality. One of the more well-known ones was Pack-in-Video’s Rambo game on the NES that was a knockoff of Zelda II: The Adventure of Link, and many of Sega’s games throughout the ’80s. After Rambo III, there weren’t any games featuring that M60-wielding muscle man, unlike similar action films like Robocop that got games years after the films were relevant. Cut to 2014, several years after the fourth film, and at a time when the franchise couldn’t be any less relevant, and somehow we got… this.

“I’m sorry they sent you to such a hellhole, John.”
“I’ve seen worse.”

Rambo: The Video Game is the most recent attempt to make the action movie series into a video game. With so many years between the last major Rambo game, you’d think we get a really solid adaptation of the film series, right? Wrong. Developer Teyon and publisher Reef Entertainment brought this out to critically negative reviews, from gamers and fans of the films alike.

So, what’s the genre they opted to go for? First-person shooter, right? Perhaps a third-person cover shooter? The answer to that is neither: It’s a light gun game. Considering Teyon’s pedigree – they made a majority of the Heavy Fire series of light gun games – it seems fitting, but also very limiting.

“Let’s commemorate this man by being glad the bastard’s gone, that’ll show him.”

So how does the game piece the story together? Well, our game begins with a cutscene of a military colonel talking about John Rambo at his funeral, retelling his stories of war, while satisfied the man’s dead.

This is amazingly inaccurate it hurts. Not only does Rambo live after the events of these films, it just comes off as incredibly comical and not at all powerful or emotional. I honestly thought this was a reference to a small scene in one of the films, but nope, this was made specifically for the game. I don’t know why they opted to tell the story this way, but it’s really really dumb.

The most ridiculous light gun I own: The Silent Scope Light Rifle.

It’s been a rough month for me, folks. Admittedly the drive to write wasn’t quite there for most of the month until fairly recently, and I do have some actual posts prepared to be published in October.

But for now, I’m gonna write a fairly short post. This is about something I found unexpectedly at a Goodwill. A rare relic of a bygone era. Probably one of the goofiest video game controllers I own. In a sense, this is part “here’s something interesting I own,” part “I Bought Stuff!”

I know light guns aren’t supposed to resemble real firearms anymore, but this looks so goofy.

No, this isn’t a super soaker or Nerf gun, though I can’t blame you for thinking that. This is the Silent Scope Light Rifle, a light gun made for the original Xbox. I bought this for $7, and in hindsight it probably was one of the more impulse purchases I made that I have a small bit of regret. I’ll explain why in a bit.

I won’t go into a long history about the genre as there’s much better places for such things, but here goes. Light gun games were all the rage during the 8 and 16-bit eras. Duck Hunt, Wild Gunman, Lethal Enforcers, those American Laser Games that practically show up on every system like Doom or Resident Evil 4 does these days… They were fairly popular.

Then, oddly, it slowed down. At least, on home consoles. They still got light gun games, but at a much reduced rate. Some cases like Area 51 on the PlayStation didn’t even support a light gun, opting for PS Mouse support instead, which completely ruins the fun.

It was still thriving in arcades thanks to Time Crisis and later stuff by Raw Thrills like the infamous Target: Terror. But short of Namco bringing out the GunCon 2 for a Time Crisis II port and support for games like Capcom’s Resident Evil: Dead Aim, it was practically a ghost town for light gun games during the PS2/Xbox era. Until the Wii briefly brought the genre back into the spotlight for a brief moment.

Games I beat in 2018: Enemy Front, possibly the true successor to Medal of Honor.

Welcome to the first Secret Area post of 2019. Here’s something that was several months in the making. This was mostly due to procrastination. Naturally, I’m writing about a game I finished last year, two days short of a year after I had beaten it. And it’s a callback to a post I made last June. Let’s do this.

Last year, I had written a somewhat scathing review of the 2010 Medal of Honor reboot, which took the legacy of a long-standing WWII FPS franchise and basically ruined it by being a Call of Duty 4: Modern Warfare copycat. You can check that post out here. At the end of that post, I had hinted towards a game that I had said was just as close to the original Medal of Honor games.

Okay, it’s a bit of a stretch, but it is a World War II FPS, and surprisingly a decent one at that.

Enemy Front was a shooter released in 2014 for various platforms, including PC. Released by CI Games, it was a fairly unknown budget shooter in an era where those kind of shooters were slowly disappearing due to the drought of retail games as well as the prevalence of Steam making it a newer (and cheaper!) haven for the cheap schlock of the past.

I had heard of it thanks to a certain YouTube personality. Ahoy – later a maker of wonderful flashy documentaries about Doom, Half-Life, the Amiga, and many others – had done a video chronicling the arsenal of Enemy Front. He had done similar videos before for Call of Duty and other franchises, and would later be revised to an all-purpose format with his Iconic Arms series of videos. I’m still waiting for the new season of Iconic Arms, just to see what games he uses as an example for the weapon he’s talking about.

Though, it wasn’t just a British YouTube personality talking about a budget polish-developed FPS’s weaponry that got me to snag Enemy Front. It was also dirt cheap on a Steam sale. All it takes is something to be under $5 and you’ve caught my interest almost immediately.

Broadcasting your war diaries doesn’t sound like a good idea to me.

Enough preamble. Let’s get to the meat and actually talk about Enemy Front proper. You play as American journalist Robert Hawkins as he reports the stories of a resistance front all around Europe. Hawkins’s voice sounds familiar to me. There’s no voice cast in the game itself, and IMDB only gives a brief unconfirmed list. I swear I heard him in that infamous Duty Calls game I also wrote about long ago, but there’s no proper credits for that one (or for Enemy Front).

Later meeting up with resistance fighters, Hawkins must stop the Nazi menace in various locales around Europe, including during the Warsaw Uprising. A fair share of the game takes place around that Polish conflict. It’s fitting, considering developer/publisher CI Games is based in Warsaw, Poland.

Human shields are a good way to be threatening. Until they realize you just grabbed some expendable low-ranking goon.

Let’s go to the target range with NRA Gun Club!

 

1024px-National_Rifle_Association.svgThe National Rifle Association, better known as the NRA. A wonderful organization based in the United States that helps gun manufacturers with guns and trying to advocate gun safety… while blaming things like Mortal Kombat and American Psycho (?!) for causing violent shootings instead of the guns themselves.

I don’t get super-political on this blog, but you can probably tell my absolute disgust for the NRA. Gun regulation is a big problem here in the United States, what with lots of gun homicides and mass shootings happening almost regularly. The NRA often use scapegoats to distract from the real issues about guns in this country. Lots of countries in the world have already figured out gun laws, and yet we sit here with them blaming everything but the product itself.

It doesn’t surprise me that they would be absolute hypocrites when they blame video games, yet made their own game. Well, rather, they gave endorsement for a video game.

gsdx_20160608042052
Look at all those gradients!

This is NRA Gun Club. A first-person shooter published by Crave and developed by our good friends at Jarhead Games. I’ve covered Jarhead’s stuff in the past, with such thrilling hits as CTU Marine Sharpshooter, which I wrote about here, as well as Navy SEALs: Weapons of Mass Destruction. As far as I know, this game would be their swan song, not living long enough to make it to the 360 generation. This would also be the sole game they made on the PlayStation 2, and it shows.

This game runs on the Gamebryo engine. Gamebryo must be proud to know the same engine that powered Fallout 3 and The Elder Scrolls IV: Oblivion also ran this wonderful game.

gsdx_20160609113352
Or at least his first name, this game has a six character name limit.

After being introduced to the bland title screen, I am asked to make a profile name. Since this is based on the NRA, I’d thought it’d be nice to name my profile after Wayne LaPierre, the NRA executive vice president and mirror-universe Stephen King. He’s probably the most notable personality of the organization next to like, Charlton Heston.

The only mode with any sort of progression is Certification Mode. Here, there are four courses, each one unlocked after completing the previous one, with certain requirements needed to pass. There’s Plinking, Bullseye, Trap/Skeet and “Practical Shooting.” I’ll describe each one the best that I can.

gsdx_20160608001545
This is probably one of the few games that you could genuinely say “looks like a PS1 game.”

The “Plinking” challenge involves rapid-fire scoring for points. Choose a weapon, shoot at targets, score points, repeat until time runs out. Most of the targets award 5 points, but some target like the cans award 10. Each of these are done in “Strings,” where the range is reset each time, with the final score averaged out of the best runs. If the average meets the minimum required score, it’s considered a passing grade.

The challenges are split between pistols, long range rifles and shotguns. Once you qualify in each challenge, it ends with a “Multi” course that combines all three weapons. Successfully pass that, and the Plinking challenge is complete.