Disaster: Day of Crisis (Video Game 2008) Poster

(2008 Video Game)

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7/10
One Hell of a day
TBJCSKCNRRQTreviews4 August 2010
Did anyone not know that 2012(and like in that, you can be inches away from the source of death and destruction and just exactly make it) would make a better game than it did a movie? This has you running from tsunamis, earthquakes, floods and erupting volcanoes(and they're treated respectfully, with a ton of detail, and much of the way, this is quite realistic), saving those unfortunate enough to be caught in the midst of them along the way. You also can't let your lungs clog up with smoke and you must keep your stamina up by consuming food(don't worry, there's plenty of it about... in boxes, barrels and such that you smash... with you bare hands, because this guy's too tough to be bothered by that; for some reason, every burger, soda can and… I don't know, it looks like a grilled rat, anyway, they're all comically over-sized here... well, the fast food may be huge by now, still). You take on the role of Ray of Blue Ridge City, who quit the International Rescue Team after he and his hair(seriously, won't that 'do prevent helmets or be bad for his job?) lost his team-mate and best friend. It's been a year, and he hasn't been able to face the latter's sister since then. Suddenly, an expert former military unit steals a nuke, just as seismic activity in the area goes off the chart. The game-play is engaging and addictive, essentially taking the form of a series of short and tension-filled mini-games, around the core of a third-person adventure(with very simple puzzles). You'll drive(turn the 'Mote horizontally and use it as a steering wheel... and be aware that your car can be unresponsive(or odd, sluggish in reacting), using the 2-button as speeder is awkward, and it may turn over at the drop of a hat every now and then... with that said, it's adrenaline-pumping fun(except for the one segment where *nothing* happens)), do battle in a rail-shooter mode(that allows you to change between four projectile weapons(you choose what you bring, there is around half a dozen different ones total(including pistols, SMG's, shotguns, "junk", a bow, etc.), a couple of versions of several(with speed, accuracy and the like being unique) and they can be upgraded as can your skills), take cover(if it will not protect you from everything) and zoom(if it won't always go exactly where you point; it will double the damage done, by you or *to* you)), use a variety of rescue methods(CPR, grabbing someone hanging by a ledge and pulling them up, cleaning and bandaging wounds... all of it usually by timing and reflexes, and before they die) and swim. This emulates the experience of being in a disaster flick well, and also, much of the time, that of being a Hollywood action film. It's intense and exciting, but like Madworld, this schizophrenically tries to make us feel bad for enjoying it. This uses the Wii-Mote and Nunchuk well(if not entirely as well as aforementioned title does). You shake them to put out flames if you're on fire, as well as to sprint away from incoming trouble(such as large water-masses) and to break open supplies, doors are opened by twisting the wrist(to work the knob), moving one fast to the side is sometimes required to dodge, and to start someone's heart back up, you literally do *pump*. It's all incredibly immersive, and mostly natural. While this can wear you out physically after playing for a short time, it's definitely worth it. There are two difficulty settings. The replayability lies in the RPG elements of improving yourself and your arsenal, in unlockables and in the rating system that grades your performance. This saves by checkpoints, so you're seldom pushed back by much when you expire. The camera is automatic, and you can turn and reset it yourself. It will rarely get you into bad situations, if it does happen. The intro is awesome, and the CGI in this is *amazing*. There is relatively little of it, sadly. The cut-scenes tend to be in-engine, well-scripted and with great angles and editing. This feels highly cinematic, and haves you believing that you're there. There is a genuine sense of danger(it isn't lost in the enormous scope), it feels like everything is falling apart and that these people are vulnerable. This is one of the few VG's that encourage you to help others(then again, it's also one of the countless ones where you take out what may amount to hundreds), and yes, it can be corny... it can also hit the nail on the head, and it's very satisfying. The same goes for the resolution to the plot, in spite of the occasional silly bit and an outrageously far-fetched twist. Boss fights tend to be cool and entertaining, especially the last one, and the conclusion is great. The characters are pretty straightforward, though this is one of the pieces of fiction that understands that honorable "villains" that are human and have motivation that you, yourself can get behind is infinitely more interesting than "evil", Saturday morning cartoon ones. Voice acting is good, the majority of the time(I wish it would replace all the lines that were merely written out instead). The sound is well-done, other than the instances where it's average. Music is fast-paced if slightly plain; with how epic it is, maybe it should have been instrumental and grand. At least it's not techno, and it fits reasonably well. The AI is fine; this isn't focused on giving you a challenge in that area, the enemies have patterns for you to figure out(and you can't stun them by hitting them). Level design is well-done. They are all entirely linear. The graphics are fairly well-done considering the console. There is a ton of mild violence, a little strong language and a minor bit of blood in this. I recommend this warmly to any fan of the pictures this is inspired by and the concept of an interactive experience based around that. 7/10
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8/10
Crisis Averted
Guardia17 May 2011
This game is ambitious in that it attempts to tie together many different video game styles. Typically, this turns out to be a problem. You often find that when this idea is put in to practice, rather than the sum of the parts making something great, you normally get many average additions that total to mediocrity at best - as if all the ingredients must be watered-down… Thankfully, "D: DoC" mostly avoids this phenomenon. It manages to do this by putting an attention to detail on the controls and tasks presented to you that give both reason and context. Further to this, the control schemes (and there are quite a few) are successfully put together and (for the most part), avoid that feeling that they're there out of obligation.

As Raymond, it's not long before you're asked to perform some unusual commands. Sure, the old alternating shake up-and-down in order to sprint with both controllers isn't new, (in fact the launch title Rayman Raving Rabbids was the first to abuse this), but there are some other unique and admittedly clever Wii motions that I thought actually added to the game. When you discover an NPC in need of rescuing or reviving from the many natural disasters this game throws at you, you're asked to perform CPR (jolt the remote downwards in time to an ECG display), reach across chasms to link hands with stranded citizens (time a long arc with the remote perfectly) or lift rubble and debris from trapped people (fill a bar by tapping A, then lift with both controllers in time). On paper, controls never seem that exciting (just take a look at a graphic of some of the combos in the Tekken series for example!) but this game makes use of them nicely because you are constantly asked to perform something new, and you're never sure when you approach something just what you'll need to pull-off. And, unlike some other titles that make use of flamboyant air-waving controls, this game doesn't make you do things that feel redundant. And any annoyingly large movements you make are never for very long.

One thing that I really like about this game is when you come up against some armed enemies. This is where things really get exciting. You turn a corner, or jump out of your car or something similar, and suddenly the screen streaks excitedly and you're thrown into Ghost Squad or Resident Evil: Umbrella Chronicles type action. The reticule is the pointer, and the Z button makes Raymond duck into cover. Cunningly, the C button concentrates the aim and power of the gun to enable devastating head-shots or accurate "trick shots". Gun nuts shouldn't be disappointed as there is a respectable enough choice of weapons and upgrades. Pistols, Shotguns, Assault-rifles, Bow-casters and Rocket Launchers are the main firearms available. And, as you'd expect, some are better for close, mid and long-range attacks. Interestingly enough, the gun firing sound effects are routed through the remote speaker. The scratchy sound of this speaker has a mixed effect: sure, the virtual trigger you pull has a nearby and realistic location for its gunshots, but the tiny speaker gives them the sound of a toy! The speaker does get taken advantage of when news bulletins from the radio are piped out of it. The AM-band noise and bad reception actually makes the thing sound like a portable radio for a minute or two.

Raymond, a true multi-talent, jumps behind the wheel of a car more than a couple of times. This is usually to escape some sort of impending doom (which I won't spoil), however there are some chase scenarios. Control of the vehicle is like Excite Truck: hold the remote flat and tip and end up or down to turn left or right. These brief sojourns in the vehicle again, are pretty refreshing, but they do lack any depth to the game play, and are usually just a matter of steering sensibly and keeping out of the way of some monster pot-holes. Even though these parts are a little bland, I must admit the controls themselves are sufficient.

The interesting thing this game offers is in its onslaught of different emergency situations. Volcanic eruptions, tsunamis, floods and hurricanes are all guest-stars in the game – it's a meteorologists wet dream. The events themselves feel realistic and genuinely threatening – the time frame in which they occur is ridiculous, but it is a game after all. My personal favourite was a volcanic eruption. This featured river-like lava streams, eerie falling ash and poison gas and a lahar (landslide/mudflow). Raymond is faced with these things relentlessly. Its fun, and you do feel like you survived just by the skin of your teeth.

There aren't many games out there that "D: DoC" can be compared to. That's not because of its exceptional quality, graphics or any other single component. It's because most developers seem to avoid the mixing-up of genres to this extent – as if the individual styles are somehow diluted when combined, and can result in the best of nothing and the average of everything. But I think "D: DoC" walked this line quite well, and in the end I believe most players with an open mind will be happy with what it achieves.
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