I have to be honest and say that on the whole Chaser almost passed me
by as just another first person shooter, similar to so many others currently
available. So when JoWood sent me a preview copy I set it aside for a couple of
days before loading it up and getting stuck into it.
There were a couple of things which struck me immediately when the game
started. First and foremost was the speed with which the game itself loaded.
After skipping the obligatory logo FMVs, the game loaded almost immediately. A
quick browse through the usual set of menus had me set up and ready to play.
Getting Started
Usually when I start a new game for the first time I ramp every graphic and
audio setting to the highest possible level to see what sort of effect it will
have on my system, a venerable P4 1.7 with a GeForce 4 TI4600. I have 512Mb ram,
but a stupidly slow swap drive (5400RPM) which tends to impact on a lot of
games. After an initial run through I tend to ramp down detail settings, special
effects like dynamic lighting, particle systems, draw distances and so forth to
get good, fast game play which allows me to focus on the game itself rather than
any problems that may occur with the game engine.
So, first things first and in to the tutorial. After sitting through the
introductory FMV, I spent a couple of minutes staring at the screen before
realising the intro FMV wasn't an FMV at all but was the game engine itself. In
perhaps the most understated introduction to a game tutorial ever, you start the
tutorial facing down a short corridor. In the ceiling above you is a slowly
rotating fan with a light source behind it. The walls are spaced evenly with
concrete supports. And what made me pause was that the shadows cast by the
rotating fan correctly mapped across all the environment in front of me, and
honestly looked like part of a pre-rendered movie.
And all without changing the graphic settings. I played through the entire
game with every possible graphical detail ramped up as high as possible, and
only on one level did I experience any problems - and oddly, only on the second
play through which suggests to me it was a swap drive issue rather than any
problems with the game engine itself.
Graphics
Cauldron have used their own proprietary engine called CloakNT to developer Chaser,
and I think this engine is going to give a lot of the big players pause for
thought once properly released. I know that a short single player demo has been
released on some magazine cover mounts, although not online yet. The demo level
shows off some of the abilities of the game engine, but leaves out some of the
more spectacular effects, or perhaps the most amazing of all, the sheer size of
levels and complexity of architecture the engine is capable of displaying.
The engine seems quite capable of handling vast quantities of complex
architecture with ease, as well as dealing with the most realistic curved
surfaces I have yet seen. It is unfortunate that the screenshots we have posted
do not give you any idea of how good the engine looks whilst playing, with
textures having various levels of reflectivity and curved surfaces reflecting
properly.
One of the biggest complaints in some FPS games in recent years has been the
amount of time taken to load levels (can you say SiN?) or the shortness
of the levels before needing to load a new area (James Bond anyone?) One
of the things that struck me only after a couple of days playing was the sheer
size of some of the levels. It became common for there to be more than 1 to 2
hours of solid game play between level loads, and one level in particular took
me around 4 hours to play through for the first time - the levels really are
that large (and no, the length of game play was not down to loads of
backtracking.)
However the size of the levels doesn't mean the complexity within the level
suffers, a the detail in each level extends as far as modeled rebar in broken
concrete or nails holding boards across windows, as well as extended level
design in unreachable areas purely to extend the feel of the environment and
give it a greater sense of realism.
Enemies
Each of the enemies within the game has been very carefully modeled as well,
from their movements to the various animations. The AI is not particularly good
at this early stage, with most reactions being limited to a sidestep or to
backing away behind cover when attacked.
This early stage of the AI also shows through in the absolute prescience of
the AI, as well as their marksmanship. It can be very difficult to get through
some portions of the game simply because if you even get close to a corner the
AI will see you immediately.
There is also a wealth of different opponents, from almost unarmed thugs in
the slums of Montack City where you start, to heavily armoured exoskeletons
which require enormous amounts of firepower to destroy, and even fixed gun
emplacements which can very quickly turn you into hamburger if you are not
careful.
Weapons
There is an enormous variety of weapons within Chaser, although you
will very quickly end up relying on three weapons alone - the Heckler & Koch
G11, a new variation on the venerable AK-47 that comes complete with a scope,
and another weapon whose name escapes me at present. Also included are the
obligatory rocket launchers, grenade launchers, hand grenades and lighter small
arms weapons, most of which will never get used unless you run out of
ammunition, or are forced to use them as they are the only weapons available.
Sound
There's not a lot I can say about sound unfortunately, as the preview version I
played obviously had placeholder audio rather than final audio, so I was treated
to some quite comical voice acting throughout the game, often bringing a smile
to my face as a swarm of enemies would rush around yelling "There!" or
"To the Left!" in a fake American accent..