Videogame
John Woo Presents Stranglehold
(Rated M. $59.99.)
Ironically for a game premised on its association with arguably the
world's greatest action director, "John Woo Presents Stranglehold" is a
technological marvel and a storytelling dud. Publisher-developer Midway
has done an outstanding job of capturing the slow-mo, high-octane
aesthetic of a Woo action scene and making it an interactive
experience. That's why it's so disappointing to find that one good idea
implemented in a dull collection of action videogame cliches.
Positioned
as a sequel to Woo's classic "Hard Boiled," "Stranglehold" features the
voice and likeness of Chow Yun-fat as Inspector Tequila, who once again
has to dole out justice with only two handguns and an unlimited supply
of ammo as back-up. The story is an amalgamation of every low-budget
action movie ever made, from the kidnapped daughter to the
double-crossing partner to the chief who tells Tequila, "Watch your
step. You go out of bounds and you'll lose your badge!"
Most
uninspired of all is the way "Stranglehold" presents its story: in a
collection of pre-animated and noninteractive cut scenes. As well
directed as those scenes are, gamers can feel totally justified in
skipping what are essentially excuses for the next level where Tequila
has to shoot everyone he sees.
But oh, how amazing that shooting
is. With the press of a single button, gamers can make Chow's animated
doppelganger dive onto a rolling cart, surf down a staircase, or flip
off a wall. While he's doing it, time slows down, the colors go sepia,
and the player amasses points for killing with "style."
The
"style points" are used to unlock special moves, the most impressive of
which follows a bullet into the exact body part the player targeted
(yes, enemies can be executed John Wayne Bobbitt-style). Another sets
Chow spinning in a circle as he, amid a flurry of Woo's signature
doves, guns down everyone in the room.
The game also has a
fantastically implemented handful of "standoffs," in which the camera
revolves around Tequila's head as he shoots at five or six bad guys
surrounding him while avoiding their bullets.
The first time they
are encountered, all of these features are spectacular both in
appearance and ease of control. But as players eventually get used to
them, they'll come to realize that "Stranglehold" is the same action
game they have played a million times before. Enemies stand still next
to explosive canisters; many environments are virtually identical save
for a few cosmetic changes; end-of-level bosses inexplicably take 20 or
30 bullets to kill; and first-aid kits are conveniently located where
they don't belong. At under 10 hours of gameplay, "Stranglehold" is
also unconscionably short, even with its limited multiplayer
capabilities.
Game's biggest problem is that the levels are
rarely designed to make Woo-esque theatrics necessary. They're just a
fun way to rack up style points. Particularly in later levels as the
number of enemies increases exponentially, it's hard to concentrate on
stylishly swinging on a chandelier when the easiest way to proceed is
to just run around like an idiot with guns blazing.
Graphics are
solid, though not eye-popping. Most of "Stranglehold's" processing
power seems to have gone into making almost every item destructible,
rather than beautiful. The Asian-influenced score and the sound effects
are worthy of a Woo film.
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