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| | Title:
Bad Day L.A.
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System:
Xbox
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Genre:
Action
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Publisher:
Enlight
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Developer:
Enlight
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Release: Q1 2006 ..............................................
Online: No ..............................................
ESRB: Rating Pending (RP)
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The Grand Theft Auto series has generated enough heat from law makers that’ll last through the next couple of decades; whether Rockstar was really going for that sort of publicity...who knows. As for Bad Day L.A...I can already imagine a neat little line of politicians forming up to take jabs at this game by American McGee. However, my only concern with this game is whether it’s being developed with “controversial” content as a market gimmick. Mainly, because in the same way that I laughed at some of the demo screens and footage, I also had a thought run through my head...“Will the political gander really matter to most gamers who care about nothing more than blowing stuff up and killing people?”
The answer to that question is probably far less political than it is about playing a bloody, fun game. The average gamer would likely care less if the market crashed, terrorists attacked congress, or a bomb leveled the Supreme Court. More than likely, if the games they’d like to buy could still be picked up from store shelves; there wouldn’t be too much panicking on their end. Though, in a shocking turn of events, American McGee gives gamers this very scenario (and then some). McGee turns the world upside down and into an apocalyptic scenario for Los Angeles. While most gamers would shrug off the political insinuates, McGee let it be known that political incorrectness, and human compassion, would be the fossil fuel for this upcoming title.
In fact, it was the very “fear tactic” propaganda that encouraged American McGee to start the project for Bad Day LA. The entire thing came to a boiling point after Mr. McGee seen a billboard promoting the “fear tactics” that so many media outlets encourage to no end. He devised the concept based on the notion that every aspect of the game would be “fear” driven, in a humorous way. The idea of “fear” being the prime motivation for getting players involved with one man’s escapades for survival, and escape. It’s sort of a politically incorrect look at the “What if...” scenario being expanded to humorous heights, and done in endless proportions.
Bad day, in a good way
The protagonist in Bad Day LA is an apathetic misanthrope...in other words, he’s a selfish, society hating bum. His name is Anthony Williams, and this guy, by choice, is living out on the streets; homeless. The reason he chose to be homeless is namely due to his disdain for the societal hierarchy of self-importance and egocentric appeasement. Williams, with his Dave Chapelle persona, is tired of it all. He’s sick of it enough to give it all up and live an independent life out on the streets. He says what he wants to whoever he wants (even if it’s to himself); he makes lewd remarks to the opposite sex as he pleases; he even uses the streets as his own personal outhouse. All-in-all, Anthony is the sort of guy who just doesn’t give a rat’s fat behind about anything or anyone, anymore.
However, Anthony’s world is turned upside down when French terrorists crash a plane into the streets of LA. Not only do the terrorists manage to successfully crash the plane, but they also release a toxic biochemical agent that conveniently turns anyone who breathes it in, into a zombie. So now LA has come under attack by French terrorists, and its own citizens who are quickly being turned into zombies.
If that’s not enough, there are jail inmates, gangs, tsunamis, earthquakes, the Mexican army, and tons of other wacky and insane devices to keep gamers on the edge of their seats. Playing Anthony means using any tactic necessary to try to escape the city, but not without reluctantly helping people along the way. I must admit, though, the game looks fascinating. Especially with the way the people are scrambling around to find safety. That’s not to mention all the destruction taking place within the city. It’s insane.
Careful who you kill, they could come back to bite you
The game follows a linear story, with 10 missions varying from saving people from meteor showers, to helping drug users out of burning houses. One of the more outrageous aspects of the game is how Anthony manages to save people (with great reluctance, of course). In one case we have him jump kicking a baby across a chasm to its mother. Or literally throwing people out of harms way...the game is insane.
To balance out Mr. Williams’ crude behavior, though, the developers have added a color-coded alert system (identical to the Homeland security threat colors). Basically, the color coded threat level will indicate how much harm is looking to come your way. As you do more harmful and socially unjust things to people, the more the people will be inclined to hate you the way they hate the French, and the zombies. So it’s critical not to rack up too high a body count, otherwise the people, the police, the swat, etc., will be storming down your neck.
Fellowship of terror
Even though the game will center around the exploits of a socially-listless Anthony, the game will take on the likes of several other colorful cast members as well. The four supporting characters are: The Sick Kid, who is a zombie...that’s why he’s sick. He can launch vomit attacks to subdue enemies, and he’s also the first supporting character you’ll encounter. The second supporting character is Juan, the gardener. Juan is helpful in the likes that he carries with him lawn maintenance devices. As you can imagine, the classic zombie-murdering chainsaw is one of those devices, along with a heavy duty leaf-blower.
The next two characters are a bit unlikely, not that the former two aren’t unlikely. But Beverly is a high-life Beverly Hills socialite. She falls right into the “bimbo” stereotype with flying colors; eventually you’ll have to team up with her. Her skills include a feisty cocker-spaniel, and pepper-spray. The last of the four supporting characters is a hilarious cross between George W. Bush and Arnold Schwartzenegger–according to McGee. The one-armed military buff is aptly named, The Sergeant. The Sarge basically rampages around totting a machine gun and throwing Bush quotes around like a Fox news reporter. His biggest downside is probably his inability to distinguish friend from foe. So, he’s likely to raise your color-coded threat bar up pretty high, but effectively dispatch of almost everything in the area.
Each character has something useful to share during crucial moments of the gameplay. The support-character feature is simple. Players will choose who will be on-screen with them, while the others wait elsewhere. Sadly, though, this does not enable a two player feature, nor do you personally take control of the supporting character. Instead, your team-mate is controlled by the computer. Like a tag-team partner, though, while the other characters aren’t being used, their energy recharges. When your currently-selected partner’s life runs low, they will need to recharge their life, so they’ll be switched for a character with more energy. During certain gameplay segments different characters might be needed to complete various tasks, which should toss in some variety as to how you use which character, and when.
Weapons of mediocre destruction
Given the hilarious outlook of fear, drama, and panic in this game, it should come as no surprise that the weapons are equally versatile and comical. There is an assortment of projectile weapons (guns included). However, some of the more common weapons include rakes, fire extinguishers, crowbars, and your fist. Rocket launchers, flame throwers and assault rifles are also part of the mix, so there’s plenty of heavy artillery present throughout the game, as well. The game also includes rail-shootouts during some segments. Basically these rail-shootings take place while driving or being chased throughout the city streets.
Local locales
The game has been made to represent L.A. in a humorously accurate portrayal. Throughout the ten different levels, there’s accompanying environments suited to the taste of the Los Angeles atmosphere. There’s the renamed Aztec Theater, Venice beach, suburban and urban environments, and a couple of other areas present throughout the game. Everything, though, resembles areas and locations that native L.A. residents could probably spot with ease.
In addition to the varying location settings and environmental gimmicks, the game also includes an estimated 120 NPCs that are varied to their location. So you’ll see gang members and urbanites throughout the city areas, and clerks, shopkeepers and other business personnel in commercial and residential areas.
Big bad burger men
One of the silliest aspects of this game would certainly have to be the variety of enemies. If the French terrorists or chemical-zombies don’t seem comic-inducing enough, there’s always the Mexican army, the angry suburbanites, or a big burger man. The fight doesn’t stop with big burgers and terrorists, though. You’ll also have to out-maneuver meteorites, out-run tidal waves from a tsunami, or avoid craters created from hazardous earthquakes.
Some obstacles and perils present in this game are as ridiculous as they are intriguing. The entire scheme of having so many different elements playing off of each other is very original, and seems very fun. Especially since the environment can be demolished, wrecked, set on fire, or crushed. So interactivity makes up for a large part of the society.
Cell-shaded terror
It’s obvious that this game has a bright, cartoon look. One of the reasons the game was made to look like a cartoon was to cushion the intensity of the violence. Don’t let the goofy characters and an over-the-top story fool you into thinking that this game isn’t violent. Despite the humor and the light-hearted visuals, Bad Day L.A. is an extremely violent game with uncompromising hostility. Some of the things that happen to the characters are completely malicious in an over-the-top way. This game fashions its relentlessness through comedy.
For the most part, though, the game sounds fun, and American McGee is an excellent idealist and creative mind in the gaming industry. However, if the game delivers more humorous “controversy” than variety in gameplay content, there could be a problem. Then again, this is the same guy who helped develop Doom. It was a game where the 256-colored images of blood and gore was far more controversial than any part of its nearly non-existent plot. If you’re interested, you can look for this title to hit store shelves sometime in the first-quarter of 2006.
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