Rise of the Triad Review

Written By Kom Limpulnam on Jumat, 02 Agustus 2013 | 13.15

Apogee Software's Rise of the Triad: Dark War was an incredible first-person shooter in 1994. Lead designer Tom Hall and his team created a game that was both innovative and absurd.You could choose from different characters with different stats (height, endurance, and speed). There were the insane weapons, such as a rocket launcher that created a wall of fire that moved forward and incinerated everything in its path. Also, there was a power-up that could turn a character into a dog. Almost 20 years later, Interceptor Entertainment has remade Rise of the Triad, bringing back all of the weapons, enemies, bosses, and insane power-ups that made the original memorable. Unfortunately, this budget game's tedious single-player campaign is full of endless jumping puzzles, and an unforgiving checkpoint save system, poor optimization, and a dearth of multiplayer features hamstring the competent competitive action.

The new Rise of the Triad throws out the conventions of the modern first-person shooter in favor of a retro approach. Forget reloading, because ROTT's firearms have unlimited ammo. Health does not regenerate; instead, characters walk over food. (ProTip: "cooking" food with explosions equals more health.) There are no cinematic set pieces, but plenty of keys to hunt down. The one modern convention is that the MP 40 submachine gun and the pistol now have iron sights, but thanks to ROTT's high-capacity magazines, precision is rarely a concern. While ROTT's single-player is fairly linear, it at least offers several secret areas for you to uncover.

Then there is the game's sense of humor. ROTT is utterly ludicrous. Mission briefings usually consist of statements like, "We heard lava hurts people, so you probably shouldn't step in it." Power-ups do things like turn a character into a dog capable of killing enemies six feet away with a single bite. Conversely, there are power-downs, such as magic mushrooms that alter characters' perceptions and lead them to ruminate about how "everything is like music, man." The gore is comically over the top. For instance, shooting a man with a pistol can make him explode, and occasionally an enemy's eyeballs pop out of his head and hit the screen.

Unfortunately, the single-player campaign has some problems that can be a major buzz-kill. For starters, ROTT uses an unforgiving checkpoint save system. One particular sequence places you in a room dominated by a perpetually circling array of blade-covered blocks. Next is a room with a half-dozen rocket-launcher-toting goons, followed by a chamber with a bridge that rotates clockwise over an instant death pit. You must then make a harrowing leap across the pit while dodging a laser. One mistake sends you back to the blades and blocks room, screaming in impotent rage.

This is typical of the game, which features long checkpoint-free, soul-crushing segments of perilous jumps over lava pits, fireballs coming in from all directions, and false floors that dump you into spike pits. It's particularly galling when an insult-spewing narrator tells you to give up PC gaming and pick up a gamepad. There is nothing wrong with difficult games that inspire you to tough it out and get better. ROTT, unfortunately, is more likely to inspire you to quit. Thankfully, many of the original game's cheat codes work, so those interested in the fun stuff can muddle through such sequences.


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