SPACE INVADERS: INVASION DAY
(PS2: Taito/Sammy) Bought in Safeway, Bath for £9.99
Let's get
something clear at the start. There's a truly vast amount of stuff
to hate about this game. Like the cynical tie-in with Space
Invaders, for a start. As far as this reviewer knows, Invasion Day
had nothing to do with SI until the last minute, when it had a hasty
licence tacked on. Certainly, there's not the slightest attempt to
tie it in with the Space Invaders "universe", despite the neat
central premise, which is that after the failure of the original
game's Laser Bases to prevent the invasion, you're now dealing with
the bug-eyed alien monsters right down at street level, duking it
out hand-to-tentacle in desperate combat. There's almost nothing to
give a little nod to the original at all - no legacy sound effects,
no invaders that resemble ones from the 1978 game even a bit (you'd
have thought they'd at least have some that looked like the giant
missile-wielding monsters from the cabinet side art). The only
suggestion of a connection is the design on the back of one of the
characters' jacket, and the only real gameplay similarity is the
fact that there are destructible objects that you can hide behind.
Then there's
the feeble, quarter-arsed attempt at beefing the action up with some
extra weaponry. The "smart bomb" attacks of the three characters are
pathetically ineffectual, but even so the game doles them out
incredibly stingily. Most of the time you'll be taking potshots at
the invaders with your bog-standard pop-gun, which - in a hateful
piece of mean-spiritedness on the part of the designers - doesn't
even autofire if you hold down the button. (Well, it does, but at
such a dismally sluggish rate that you might as well not bother.)
Ah, so that's where Elvis went.
There's also
the shabbily-idiotic controls, which somehow manage to make a game
which is basically about left, right and fire into one which is
uncomfortably awkward to play. Few games can ever have needed
analogue control less than Space Invaders: Invasion Day, yet the
hapless player is forced to use the analogue stick for movement (the
D-pad does nothing), and then stretch his fingers across to man the
three fire buttons plus the two upper shoulder buttons which are
required for the necessary "dodge" roll. Analogue-plus-shoulders is
a clumsy enough hold at the best of times, but when you're required
to constantly thumb the fire button around three times a second all
the way through the game as well, it's enough to make you want
hammer masonry nails into the designer's spiteful little faces.
And then
there's the incredibly sloppy amount of loading you're expected to
put up with. Each of the game's six stages is divided up into a
handful of sub-levels, but all the sub-levels take place against the
same scene, and involve no more work for the console than accessing
two or three new enemy models. It's beyond belief that it wouldn't
be within the PS2's capabilities to store all of the 10 or so
different enemies that you'll encounter in an entire multi-level
stage in its memory at once, thereby avoiding having the atmosphere
intrusively wrecked every 60 seconds or so - this is the console,
remember, that can store an entire island of GTA3's Liberty City
without the need for a single load.
(Relatedly, the
invaders are a real mixed bunch. There are growling humanoid types
the size of your character, big triffid-like plants, gigantic
crab-like beasties the size of a building, screeching birds and all
sorts. Which, if you think about it, is kinda weird. It's like us
humans flying across the galaxy to go to war, with an army made up
not just of our own species but also killer whales, parrots,
leopards and giant squid. The aliens are all pretty well-realised,
but the all-creatures-great-and-small approach means they have no
cohesive personality, and hence - especially in conjunction with all
the loading - you never really feel as if you're fighting one
unified invading enemy race in a desperate battle to save the
planet, rather than playing a silly videogame.)
And finally,
there's the last of the six stages, which would leave all the
competition for the Nobel Prize For Unbelievable Tedium trailing
hopelessly in its dust. With your little non-repeating popgun,
you're forced to wade through a few toughish sub-levels, before -
hang on to your hats, viewers, you'll never expect this one - having
to take on all the previous stages' bosses one after the other!
Pretty radical, eh? But as if such soul-destroying paucity of
imagination wasn't enough in itself, this reviewer estimates that in
order to take out all the bosses (which are all stronger than their
first incarnations, of course) and then the ultimate boss,
you'll have to pound on your PS2's Circle button somewhere in the
region of 20,000 times, and that's if you're adopting the
sanity-preserving tactic of standing still and shooting at it and
making no attempt to evade its fire, so that you'll maximise your
own hits but also be killed and
can hence get a couple of free smart bombs when you continue, in order to
fractionally reduce the time taken to get the whole grim business
over with. (The game's Story Mode takes about an hour to play all
the way through, roughly half of which is occupied by the battle
with all the bosses at the end. I'd rather be nailed upside-down to
a garage door by my ankles than play it twice more to see the other
characters' endings.)
Sue couldn't help feeling that standing in the
big target's bullseye was just asking for it.
So how come
this isn't the worst game in the world, then? Well, because of the
really neat little plot twist you get if you watch the cutscene
before the sixth and final stage, for one thing, and for another
thing because of the sheer bliss of booting up a modern-day videogame
where you can just pick up the pad and play without having to spend
half an hour reading through the instructions or suffering a bastard
tutorial mode. But chiefly the reason it isn't the world's worst
game is Survival Mode.
Like the
under-rated State Of Emergency, SI:ID is hamstrung by a terrible
default game mode which masks a far better secondary one. Survival
Mode is a straight-out score attack game, exactly the same as the
normal one except with a two-player option and no continues.
Survival Mode gives Space Invaders: Invasion Day meaning, in a way
totally absent from the Story Mode. Suddenly every shot counts, and
it's worth building up the consecutive combo hits that power-up your
popgun progressively until you take a hit yourself. Suddenly you
have to weigh saving your precious smart bombs for moments of
extreme danger, against using them tactically to wipe out waves
quickly and score the juicy points bonuses awarded for speed.
Suddenly you care about learning and dodging the invaders' fire
patterns, rather than just shrugging when you get hit and reaching
for the Continue button. In two-player mode, suddenly you have to
both protect your partner so that they'll cover your back, and
simultaneously compete with them for the tastiest power-ups and
point-scoring opportunities.
In fact, in
Survival Mode, Space Invaders: Invasion Day suddenly transforms into
a poster-boy advert for the idea of cheap, fun, accessible games
knocked out quickly (aside from the graphics, this really can't have
taken more than a week) as an alternative to the overblown,
life-consuming £40 blockbusters that all too often loom up in front
of gamers like colossal, overbearing monoliths. It doesn't
obliterate all the flaws listed above - without which, and with only
a small amount of extra care and effort, this game could actually
have been something quite special - but it does turn SI:ID into a
game that easily justifies the tenner you'll lay out on it.
66 PERCENT
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