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Primal
Score: 80%
ESRB: Mature
Publisher: Sony Interactive Entertainment America
Developer: SCEE - Cambridge
Media: DVD/1
Players: 1
Genre: Adventure

Graphics & Sound:
It's always entertaining to follow a game from its unveiling at E3 until its release. One such game is Primal, a game I had little to no interest in at last year's E3. It wasn't until I played the demo and did a hands-on preview that I began to get really excited about the game.

From beginning to end, Primal is a game that can be defined by its high production values. Nearly every aspect of the game oozes with detail and polish, however there are also a few technical scuffs that hold it back from being a masterpiece.

The graphical package is easily ranked among the best on the system, especially when it comes to detail. Each of the game's worlds exudes a dark, brooding atmosphere that I haven't seen since Buffy: The Vampire Slayer on the Xbox. Each of the realms is detailed with dim lighting, and ominous shadows. I was especially impressed with the subtle torch induced lighting effects scattered throughout the game. It was fun to enter a dark room with Jen, only to have Scree come walking behind her with a torch and light the room. The rundown, foreboding terrain and gothic structures also add to the game's atmosphere. The character models are, without question, the best 'realistic' ones I've seen on a game. Jen's facial expressions are great, and it's nice to finally see characters that react to things around them. For example, you can actually see Jen grimace in pain as she transforms or is struck by an enemy. This feature is highlighted even more by the game's use of in-game graphics for cut-scenes.

The high production values creep over into the game's sound effects, but this is also an area where some of the technical glitches begin to creep up. The voice acting is fantastic, and works well with the character's personalities. Listening to the banter between the 'Buffy-esque' Jen and the serious toned Scree adds to the game's overall appeal. Unfortunately, the enjoyment is marred by the very rare occurrence of skipping and stuttering during a few conversations. A nice, almost tranquil score punctuates exploration while howls and screams as well as a heart-thumping rock/metal soundtrack herald attacking monsters. The transition time between these two completely different styles is smoothly handled.


Gameplay:
Primal offers a unique variation of the typical third person adventure game. The major play dynamic hinges on the relationship between Jen and Scree and how their abilities complement each other. Jen is the fighter of the duo, and has the ability to change forms, giving her new moves like super-jumps. Scree, on the other hand, is more of the workhorse. He can climb some walls, turn himself into stone, and possess certain statues. It's learning when to use each of their unique abilities that provides much of the challenge to the game. For example, you may come across a dark cave that is filled with enemies. If you take Jen into the cave, you not only learn that you can't see anything, but the monsters have a real taste for Jen's blood. However, you also discover that they ignore Scree and they're afraid of fire. This means that you have to send Scree into the cave to find a torch. It's puzzles like these that make Primal enjoyable and add to its originality, and as you delve deeper into the game, you quickly discover that a few of its puzzles cannot be solved by using one character. However, that doesn't mean that all of the puzzles are mind benders since a large number of them involve getting one character to a point the other can't, and unlocking the door.

Although it pains me to once again bring up the name 'Buffy', in a way Primal definitely echoes the feeling of the TV show by taking an almost nonchalant and witty look at a problem that is serious. Primal is your typical tale of a girl and her gargoyle sidekick. After a strange monster attacks Jen and her boyfriend, Jen receives coma inducing injuries and her boyfriend is missing (how's that for a twist, the girl saving the boy). Jen soon meets Scree, a gargoyle, who takes her to the realm know as Oblivion, and hints at her strange fate. That's all I'm going to say about Primal's plot because, frankly, it's just something you have to watch to understand. Not to say that the plot is overly complicated or hard to follow - it's just something that can't be explained without blowing major plot points. Instead of just laying everything out (as in most games of this type), the tapestry that is Primal's story throws several convoluted and seemingly unconnected ideas at you, and then slams you with one thread that causes everything to fall into place and make perfect sense.

As the game's story becomes clearer, so do the game's problems. For example, Scree can only climb up certain stone walls. This brings up the question 'Why can I climb here, but not there?' Also, a few common items, such as torches, can only be held by a certain character. 'Why is it that only Scree can hold the Torch? Are torches different in Oblivion than in the Earth Realm?' I understand that these questions are picky, and that the more likely answer is because it helps the game, but when you consider how much thought went into some aspects of the game, these issues stick out. This lays the groundwork for a problem that becomes a major low-point for the game, the lack of open-ended gameplay and a lack of things to do.


Difficulty:
Aside from a few tough puzzles, a majority of Primal will be fairly easy for adventure vets. I wouldn't classify the game as a cakewalk, but once players get their minds around the idea of switching between characters (which is no small task), it becomes less of a challenge. I attribute much of this to the linear presentation of Primal. Unlike other adventure games, there's really not a lot that's left for the player to figure out. When you get a new ability the game isn't subtle about giving you hints as to where to use it (such as the 'animals' you run across in Metroid), but instead whacks you upside the head with a bat that is engraved 'THIS IS WHAT YOU DO NEXT STUPID!' There's really not much left for players to figure out outside the obvious puzzles.

Game Mechanics:
Sure the game has some great puzzles and the 'two character dynamic' adds to the game, but you know - for all its high points, a majority of Primal is pretty boring and hard to play through. Combat, although interesting, is rare and usually done in a few minutes. After sitting through the game's seemingly hour-long intro movie, you don't really do much other than walk around until you get your first transformation skill. Even after you get the skill, you're not likely to use it much until later in the game. It almost gets to the point that half way through, you feel like all the walking around is just padding for the puzzles and to make the game longer. There's really not a lot of interaction to be had in Primal.

Going back to the game's combat system - it's either love it or leave it. Instead of using the face buttons to attack, the game uses the shoulder buttons. Much like a fighting game, there are combos and special moves that Jen can use to dispatch Oblivion's less desirable residents. Unfortunately, the game never gives you a clear explanation about how combat works, causing fighting to become a button mash. To make things worse, the A.I. isn't the smartest to grace a game, so you'll find little resistance.

Complaints aside, Primal is an enjoyable game - it's just bland at times. There's a lot to see and the story is enjoyable, but there's not much to do for a majority of the game other than taking a walking tour of the four worlds of Oblivion. Fans of adventure games, especially the Resident Evil and Soul Reaver/Legacy of Kain games, will enjoy it, while those looking for an action-packed adventure might not.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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