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Graphics: The game looks great, provided you have the hardware to run it at above-average settings. My system (Core2Duo E6600 and GeForce 8800 GTS) ran the game at 1600 x 1200 screen resolution without trouble, although there were some serious stuttering problems during some of the cutscenes. In addition to the deformable environments, the explosion effects are impressive; fragments of exploded barrels continue to glow for some time after they detonate, little fires burn at the explosion sites, and the cutscenes contain some of the most cinematic conflagrations seen in recent games. Aside from some significant clipping and tearing issues, the graphic presentation of Stranglehold is top-notch.
Interface: Stranglehold‘s gameplay interface is complete without being intrusive. All vital information is tucked neatly away in the corners of the screen, and at no point does any of it get in the way. The animation on the menu screen gets you into the game nicely, and the menu features several game trailers and an Unlock Shop featuring the digital simulacrum of John Woo, who sells you access to concept art for each level in exchange for style points acquired in the game. However, the other sections of the menu are light on features, including only three graphics adjustments and the aforementioned lack of cutscene subtitles.
Gameplay: At first glance, there’s not much bad to say about Stranglehold‘s gameplay. It’s refreshing to play a shooter that doesn’t include aliens or orcs, or that isn’t set in World War II; it’s just you against the evildoers in a virtual ballet of blood. The combination of visuals, sound effects, music and background character voices provides you with the illusion of actually participating in the action, a level of immersion rarely achieved in gaming. But as you look closer, flaws begin to emerge. Tequila doesn’t sidestep to the left or right when the strafing keys are pressed; instead, he turns in that direction and moves forward, which slows him down during firefights because he has to turn back toward his targets. Every time Tequila approaches a low obstacle such as a countertop or a desk, he automatically slides across it, not giving you the option of either going around it or hiding behind it. But the biggest problem is the lack of variety. The indoor levels are all laid out pretty much the same, with lots of right-angle turns and long, empty corridors leading to the next battle zone. Outdoor levels are more varied, and they take more creative advantage of three-dimensional space, but you might as well be on rails as you move through the levels. There are a few creative mid-level diversions that attempt to break the grip of monotony — one level has you playing as a gunner on an attack helicopter, and in another, you’re tasked with keeping a jazz combo alive during a firefight in a restaurant — but as the game progresses, enjoyment degrades into almost mindless tedium. Also, there are far too few save checkpoints, forcing you to start at the beginning of some massive gun battles if Tequila is killed.
The online multiplayer component of Stranglehold seems to be an afterthought. Each time you attempt to enter multiplayer, you have to agree to the EULA and sign in to an account. After logging in to the server, you can search for ranked or unranked matches in only two game modes: deathmatch and team deathmatch. You can also choose to create your own private match and invite friends to join you. Unfortunately, this is all I know about multiplayer Stranglehold; I logged in numerous times, but I could never find anyone else playing the game.
Sound FX: Detailed background sounds contribute to Stranglehold‘s high level of immersion. Subtle touches abound, such as a slight chirping sound that’s played when a paper crane is nearby. Weapon sounds are excellent, especially the shotgun, which produces a very satisfying boom when fired. The voice acting is good, although most of the Asian characters don’t have a hint of an Asian accent. Also, Chow can sometimes be difficult to understand, making the lack of subtitles troubling.
Music: If I were voting for best music score of the year, Stranglehold would get my vote. The Asian-themed background music is skillfully composed and performed, from the delicate themes playing under the menu screens to the percussion-heavy battle music. Subtle cues let you know when a firefight is over so you can catch your breath, or when you have gained enough style points to activate the next Tequila Bomb ability. If this music was offered on a separate CD, I’d buy it.
Intelligence: Enemy AI is generally good. Villains will rush up stairways and ladders to engage you, and even attempt the occasional flanking maneuver, and they all tend to be very good shots. More often than not, groups of enemies will post themselves in one spot and make you come to them, but lapses into stupidity are few.
Difficulty: Stranglehold offers three difficulty levels (Easy, Normal and Hard). I found Normal to be a fairly challenging setting, not too forgiving yet not frustratingly hard. The developers get extra credit for a nice touch: if you’re continually being killed in the more intense firefights and boss battles, the game offers you the chance to play the sequence using a lower difficulty setting, making it less likely that you’ll quit the game out of frustration. Forum posters complain that the game is too short, with some claiming to have finished it in one sitting, but the dearth of checkpoints and the appropriate difficulty level should keep most gamers occupied for around 10 hours.
Overall: If I’d stopped playing Stranglehold after the fourth level, I would’ve made the argument that its lack of gameplay variety is more than balanced by the sheer fun of playing it. The game’s attention to detail and its cinematic qualities combine to make it one of the year’s most entertaining shooters. But as I continued into the final levels, the scales were tipped backward by the undeniable sameness of the gameplay. Much effort went into making Stranglehold look like a great game; it’s a shame more effort wasn’t directed into making it play like a great game.
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