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Hockey? He's given me a bl**dy hockey game to review. I mean, this sort of thing's really my cup of tea, you know; in between bouts of multiple frags in Quake DeathMatch, shooting crocodiles in Tomb Raider, wiping out marauding aliens in Scorched Planet, and screaming around not-so-deserted mines in Descent II, I've always got plenty of time to fit in a game of hockey, now, haven't I? Now, ice hockey, that's a different matter; it brings out the animal in you, doesn't it, and you just know that in five minutes time, a bunch of heavily padded guys are going to be beating the sh*t out of each other. Now that's what I call sport, not some namby-pamby game of hockey. Later...
Oh, man, I only just scraped past him there...now, a quick Speedburst - damn, he's right behind me - better head for the Turnstile...YES! Got you you bast! Now, just the goalie to go...aaaaagggghhhhh!!!!!! What the feck was that? The bast had a proximity mine, didn't he? I'll get him next time. Now, where's the damn rok got to? Ahhh, I see, it's behind me. Well, a quick shimmy up this wall, a smooth 180 turn at the top, grab that Swarf, nearly there...NOW, side-punch, he's dropped the rok, change players, pick it up.....goalie's coming out... a swift pass...SHOOT....YES! That'll teach the basts to scrag me with a Killball Charger. Ahem Oh, sorry, still there, are you? What? I said it was a girly hockey game? Naaaahhh. Skill, this is. [Get on with it -Ed] Oh, yes, sorry, the review. Not a girly hockey game Oh no, sirree, it isn't. Let me see, how do I describe HyperBlade? You Rollerblade? You know, the film where there was the "skate around an oval track, try to put the ball in the opponent's goal, kill anyone who doesn't get out of your way" game? Loosely speaking, HyperBlade is a "skate around a (shaped like an empty baked potato skin) field, try to put the rok (futuristic ball-type thing) in the opponent's goal, kill anyone who doesn't get out of your way...no sod it, kill them even if they do get out of your way" game. And it's fun. The obligatory intro It is the year 2065. You are one of the sporting elite, a player in the Transnational HyperBlade League, battling for the World Championship against 11 of the toughest, dirtiest and deadliest teams ever to skate onto a drome. Your opponents will try to stop you any way they can - even if it means taking off your head in the process. But you can get the edge. Skate, pass and score your way to victory. Or simply fight your way to survival. It's all up to you. What's fun about it?
You control a team of four "dromers", of whom two are on the pitch at any one time, who's aim is to score as many goals as possible, while conceding as few goals as possible, and maiming and killing as many opponents as possible. Just think of it as if you're team is Wimbledon FC, and you're Vinnie Jones on skates, and you'll get the picture. The teams compete in a drome, a large concave hemisphere approximately 220 feet long, 135 feet wide and 70 feet deep. The dromes contain objects of various types that enhance game strategy: some are obstacles, some provide weapons or increased scoring ability, and some give a player a temporary power enhancement. While scoring is what wins the game, HyperBlade teams are allowed - in fact, encouraged - to use physical intimidation and brutal fighting tactics to achieve victory. Any and all fighting activities (such as punching, slashing and tripping) are allowable tactics. For example, scoring with an opponent's decapitated head results in a 4X scoring bonus! Winning the Game There are two ways to win a HyperBlade game. Firstly, you win if you end the match with a higher score than your opponent. Secondly, you can also be awarded a win via the "Wipe Out" rule if you kill all four opposing forwards and then score a goal. There are 12 teams in the Transnational HyperBlade League. Each team's full roster is quite small, with only two starting forwards, a starting goalie and two replacement forwards on the bench - five players in all. Usually, the starting forward positions are played by one fast, small offensive specialist (the striker) and one strong, heavy defensive specialist (the defender). However, there are no rules which enforce a division of duties for the forward position, so a team can choose forwards with any set of skills it deems desirable.
Because of the bruising nature of HyperBlade, substitutions are allowed at any time within the game. Players must consider going to the bench and conserving their strength to avoid becoming fatalities, especially over the course of a full season. The prospect of serious bodily injury or imminent death encourages many dromers to adopt a "kill or be killed" style of play. You can substitute your current player for whoever is on the bench. By default, you start each game with your two starters, and the two "scrubs" are on the bench. While a player is on the bench, his/her health rating slowly improves as time elapses. After a period break, all players are restored to full health. Action!
This game is action, action, action all the way...no storyline to get in the way, no temptress to lure you off the straight and narrow path, just the sheer exhilaration of fast-moving graphics (Ninja PC), a thumping dance soundtrack (streamed from the CD), and the thrill of speeding around, mixing skill with sheer brutality. The in-game sound effects (blades scraping against the field, players bumping into each other, you're head being separated from your neck by a sword...) are very well executed - they're all 16-bit stereo samples, and you can tell the difference. Nice crowd noises, and the occasional opponent telling you to "die, scum" (and your team mate shouting at you to "get up") add to the overall feel of the game. Exhibition There are two types of game you can play; Exhibition or Gauntlet. Exhibition is a kind of "friendly"....er, shall we call it "foely", where a single match of four five-minute periods of time are played; this is a great way to learn how to play the game, and learn those special moves. Gauntlet, however, is a kind of "super league" on acid. In order to beat the gauntlet, you must defeat each team one by one, in a computer-chosen order; if you lose or tie a game, you have to start all over again. If you lose any of your players due to, say, death, that player is gone for the entire rest of the gauntlet. For this reason, it is critical to track your players' health levels during the game. Game objects Let's have a look at what those naughty people have left lying around:
Networking One of the marvellous advantages of being a Windows95 DirectX game is that HyperBlade supports two, three, or four network players in a multi-player game via DirectPlay. DirectPlay is Microsoft's networked game sub-system, which allows any player on the same Windows95 IPX network, or any player running a Windows95 Winsock TCP/IP connection can join in the fun. Each player entering the network game takes over one of the available attacking players, while the computer will control any spares. The goalie is always under the control of the computer. Sounds good. What's wrong with it? Attention! Ninja PC time! The minimum spec for this game is a Pentium 90 with 16MB RAM. Let's face it, it's flinging those polygons around like there's no tomorrow, and it all eats processor power. It also requires a 16-bit soundcard, no real-mode drivers, and 80MB of free HDD, so watch out. I hope they sticker the box appropriately. But I've got a ninja PC.
Conclusion HyperBlade is a top game. I would heartily recommend it to anyone who likes fast games with loads of action and violence! And while you're at it, get yourself a 3D accelerator (I keep on saying that!) ==================================== Rating: 8/10 - very good indeed. ==================================== | ||||||||||||||||||||
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