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Sharky Extreme : December 3, 2008





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The character design and animations are delightful. The subtle morph/ripple effect used on the character textures adds a lifelike randomness to the usually mechanical breathing cycle movements. It conveys the feeling that he is flexing muscles and warming up for battle. If you stand around long enough the chap attracts flies which he tries to swat. An amusing touch indeed. Better still he scratches his bum! And if you don't get the hint that he wants to get going, he gives you a dirty look over his shoulder and beckons you on. Not since Sonic's tapping foot has it been this much fun NOT to play just to see what happens next.

But playing is so much better. The integration of camera angle and weapon aiming into the mouse control is really slick. A Z-depth accurate selectable crosshair for targeting and the subtly AI assisted camera placement make the mouse control interface mechanics much easier to master than they are to explain. The end result is an almost complete lack of frustration while playing (other than a new set of hand muscle fatigue from prolonged periods of play).

Walking (usually running, actually) through weapon and health power ups as well as the occasional useful object really keeps the action flowing. Easily getting into reasonably close range for button/lever pressing is also helpful. This is an action game, not a bug hunt. The character controls are simple, easy to configure and don't require a cheat sheet to follow. We played through the early levels using only an Intellimouse (left button: attack, right button: run, wheel up/down: next/previous weapon, wheel press: defense) keyboard jump, action and direction keys (set for moving left/right - not looking left/right). That's it. There are plenty more choices but you don't HAVE to use them while you are getting adjusted to the game. This smart learning curve really keeps the game fast paced and intuitive. By the time you need the fancy stuff, you're a master at the basics. And often it's just a key combo away. The whirling staff attack is employed by running forward while pressing the action key.

When the action starts, the care taken in the 3rd person design really shows. Keeping the character small in the frame means that he isn't in the way when it comes time to make goulash out of some plague-ridden ghoul. The fluidity of the mouse-controlled camera combined with the speed of the Quake2 engine insures a 1st person reaction time and the distinct feel of direct control. This is not your father's Oldsmobile with the supraglide suspension and hydraulic oversteer. This is tight.

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