Enough of all these realistic wannabe shooters or strategy games,
attempting to create realistic events. With Abomination you know
exactly where you stand. It’s your paramilitary superelite
armed-to-the-teeth squad vs. every goddamn evil thing the creators
could think of. As you can judge pretty quickly from some of the
adjoining screenshots, Abomination is set in a city with a major
growth problem. Faithful religious freaks, weird looking
bio-organisms, and some serious population-diminishing odd
weeds littering the street. Your objective is to scratch out as many
baddies as possible and put a stop to the complete rampage of
these hordes of brain-dead mutant “Brood” warrior things. The
game is very clear and simple like that; the pity is that this
simplicity seems to extend an awful lot further.
In true X-Com style, you get your team members which you can
equip with whatever you want. There's quite a list of weapons to
choose from, most of them the realistic type, though after a while
you start going into rail cannons and that sort of stuff. One little
gripe here is that setting up the equipment is rather annoying to
navigate, as you have one skimpy little bar, and you have to scroll
it left and right to choose your weapons, and the only way to see a
weapons statistic is to leave the equipment menu, open the
document folder, flick to the equipment section, and click on the
appropriate item to see its stats. Then you hop over to the map,
and you can select your first “incident” area to enter. You enter
the area, receive some completely worthless briefing which
always starts with “blahblah Brood rampaging around blahblah
ack very very bad blahblah” and basically telling you to go blow
everything up. This is due to the fact that Abomination randomly
makes missions. What this means is that every game of
Abomination is different; what it also means is that most of the
game seems rather repetitive. After a few dozen missions, the
tilesets become rather familiar, but somehow, even though
seeming familiar, it never really gets annoying that you keep
repeating these tilesets. Though they have tried to insert mission
objectives in all these missions, it has sadly rather failed and only
boils down to “if it moves, kill it”. There are about two or three
objectives that do make a little difference, the most disappointing
one being the “assassinate” objective. This sounds an awful lot of
fun, and visions of a stealth sniper blowing up a target come to
mind. It’s a pity then that the only real practical way of doing it is
just taking your biggest guy, arming him with a Jackhammer or
something equally forceful, wading through the crowd of brood
baddies, walking up to the unsuspecting mindbogginlgy imbecilic
stupid target, shoot him, and wade back to your car. The other up
(or down) side of this random mission generator is that you can
have many, many missions. After about 40 missions, the game is
sort of getting difficult at times, but there is still no real serious
resistance.
Abomination does not really try to be very “tactical” in a big way.
It is true you get to equip agents and distribute experience points
among them (nice touch), take them through all missions using the
crucial pause button to assess the situation and give out new
orders, but as far as freedom of movement comes, it ends about
there. At the flat red satellite map, you have no choices to try and
perhaps cleanse areas under brood influence, only to enter
incident areas, or perhaps temples or brood hideouts (after the FBI
has found these out for you). So you have no choice in missions,
you have to do what you are given, and the combat is also hardly
challenging stuff to keep the tactician’s mind from falling asleep.
The sheer strategic force required of pausing to click on the next
target is not very riveting stuff, though there can be more
challenging situations of attempting to grenade very fast running
mean looking baddies quickly, or to grab that damn rocket
launcher off your guy (which they always insist on having out as a
preference when in their inventory) before he starts shooting those
rockets up your guy’s ass.
The AI settings available for your soldiers are all rather useless,
one has them running off everywhere across the map getting shot
to bits, and the other has them cowering away yelling for mommy
to come help while getting shot to bits. The only real way of
getting things right is to do it yourself. As some of your characters
have gained experience, they gain the ability to do little rolls and
all to avoid gunfire..*cough*..supposedly. It looks incredibly foolish
after a confrontation, when my two elite military dudes start rolling
and strafing about the place for no apparent reason, and is only
annoying when they do it during a combat situation when you
would rather have them taking out bad guys instead of being
engaged in useless gymnastic exercises.
Now I’ve raved an awful lot about the bad points here, but that’s
just because bad points are much easier to remember and explain
than the overall good feeling this game has, because apart from
all this complaining I’ve just done, most missions are a damn lot of
fun to complete. And that’s what counts ladies and gentlemen, the
insane amount of fun that can be had from arming guys to the
teeth, sending them out onto randomly generated streets and
blowing the complete %*#!@# out of any kebab zombie broodling
bad guys that care to get nasty with you. The only pity is that all
this mind-blowing fun can’t seem to be had very easily in
multiplayer. Playing against each other with squads is rather
unsatisfying, and playing together in a campaign (each controlling
two characters of the four man squad) is also blown by the fact that
the crucial pause button cannot be used. Kudos to Hothouse
though for trying, as there’s a stack of options for multiplayer, and
if you’re with at least more than 2 people there could be a stack of
fun to be had there, though Abomination must be understood to be
mainly a singleplayer only campaign experience.
As an overall description, Abomination could be called a
simplified X-Com. Which is a bit of a downer for any real X-Com
fan, but good news for all those who weren’t really sure of X-Com.
The campaign goes on for quite a while with dozens of short
killing frenzy missions, with some slight changes every dozen or so
missions. Weapons gradually upgrade, characters gain
experience, bigger bad guys, you know the stuff. Its simple, it’s
very much to the point, and it’s fun.
Highs
Making Kebab of Bad guys is always good
Characters gain experience!
Random map generator can provide hundreds of maps (replay
value)
Lows
Far too oversimplified
Random map generator can create hundreds of maps (they can
get rather familiar)