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Lifeline

Score: 60%
ESRB: Mature
Publisher: Konami
Developer: Konami
Media: DVD/1
Players: 1
Genre: Adventure

Graphics & Sound:

Lifeline presents an interesting throwback of sorts. Those old enough to remember the first King's Quest games or MMUDs (the original, text-based Everquest) are sure to recall having to type in commands in order to control your character. Although the keyboard has been replaced with a headset microphone, the concept is still the same. Although an interesting concept, in the end Lifeline is an ambitious project which is limited by its technology.

The main effect the developers were going for in Lifeline is that you're watching everything through the ship's security cameras. This effect is handled really well during the game and is successful, but to a point. At certain points in the game, the camera switches to a more cinematic view, which kills the immersive atmosphere. Overall the game doesn't look all that shabby. Rio looks and animates rather well. She even goes through an appearance change during the game, which is a nice detail. Much of the game suffers from a lack of detail, but this is forgivable since it not only fits in with the game's overall style, but also the gameplay. A big part of the game involves describing elements in the room for Rio to check out and interact with. In some cases the lack of detail is helpful since you can say 'Check Blue' and she'll know what you're talking about. In other cases it is a hindrance since there could be two 'blue' in the room, forcing you to really think about specifics.

For a game based solely on voice, Lifeline certainly is quiet. Background music is virtually non-existent, except for a few ambient sounds here and there. The biggest draw to the game is Rio's voice work, which is provided by Kristen Miller (of She Spies fame). The amount of dialog featured in the game is staggering and is really well done when you consider the conditions the game sets up. All of the communication in the game is given to you through Rio. This includes things like reading a newspaper sitting on a desk or what is displayed on a computer terminal. Once again this helps to set up a great atmosphere. Rio also responds to all of your commands, as well as yelling suggestions, cries for help and a few smartass comments. Yeah -- all you jokers who think you're going to be really cool and start flirting with Rio or telling her to do stuff are in for a few surprises.


Gameplay:

The set up for Lifeline is both original and clich all at the same time. You are separated from your girlfriend after an alien attack on a space ship. After the attack, you wake up in the security room, but find yourself locked in and unable to escape. After scanning the security cameras you discover Rio, a waitress on the ship. Although she is reluctant to team up with you at first, her opinion is soon swayed. The key element of the game is that you aren't the hero, Rio is. Instead, you take a secondary role as operator as you guide Rio around the ship from the confines of the ship's security room.

Lifeline is really a hit or miss title from start to finish. As I alluded to earlier, the idea of playing the game with only your voice is a neat idea. How many times have you yelled at the character onscreen and wished your commands would be answered? But it never feels like the technology is completely there to be of any lasting use. Rio is supposed to respond to over 12,000 voice commands. Some of the more basic commands are given to you at the beginning of the game in your in-game 'operator's databank'. The rest of the words have to be learned as the game progresses. The first problem is that a few commands are a little too specific, leading you to spend hours trying to figure out one certain command. For example, I noticed a gleaming object in a snack dispenser. When I told Rio to investigate, she looked at it and described what she saw. However, at no time did she even notice the object in question. This lead to a 30 minute game of 'I Spy...', followed by another 30 minute litany of curses before I figured out the correct command.

Another is that the game clearly has a problem distinguishing like-sounding words, or at least those with a similar cadence. When you first start the game most commands will make coherent sense like, 'look in desk'. Sometimes Rio will respond to your command. Other times she'll get caught up on a word and begin doing laps around the room. You'll soon learn that you need to only say the key words, but then you lose some of the specifics in your commands. When the system works, it is brilliant, when it doesn't it is a headache.


Difficulty:

I've already covered some of the more frustrating aspects of Lifeline and more are sure to come, so I'll spare you a recap. Control issues aside, Lifeline can still be a little frustrating if you're not used to point-and-click adventure games. A big part of the game involves keeping your eyes peeled for clues in each room and having Rio investigate them. Though the searches feel like needle in a haystack ventures, most things are labeled pretty well. Switching to your map screen will label some of the more obvious objects in the room, which offers you some kind of guidance. Now, if only Rio listened...

Game Mechanics:

Many of the games problems will become easier to overlook as you gain experience with the control mechanic. Movement is a big problem in the beginning of the game, but once you get used to the proper phrasing it's bearable. At the same time it's still not as intuitive as you would imagine. Telling Rio to go to Room A is not as easy as saying 'Go to Room A' since the girl lacks a good sense of direction. Until I learned how to give her specific commands, I would tell her to go to a certain room and (after a response of 'okay, I'll go to Room A') she would walk down a hall in the opposite direction and into a locked door or wall. After getting her into the hallway, I'd again tell her to go to a specific room and she'd go back to the same spot she went to before. Like Steve Martin said in The Three Amigos, 'It's like living with a 6-year old'.

Combat is also completely voice activated -- adding yet another level of frustration. The system is very easy to understand and laid out well. After an alarm goes off aliens will attack Rio, who immediately draws her weapon. During combat Rio will sometimes shoot, dodge or use healing packs; emphasis on sometimes. You have to guide Rio through combat by telling her where to shoot and when to dodge and reload. During combat a menu appears at the bottom of the screen and lists areas you can shoot. These include areas like the head, legs and body. Some enemies will even have weak spots that you have to watch for, such as their stomach. Rio responds to these commands with the same consistency as she does other commands. Cheap deaths follow.

Although the headset (which, by the way, isn't included with the game and must be purchased separately) is your primary control device, you'll still have to use the controller for some actions. While you never get to control Rio, even though you'll wish you could at times -- especially during combat -- the controller acts as your virtual control panel in the security room. This gives you control over aspects like unlocking doors, pulling up maps and most importantly, activating the mic. Ahh... the activate mic button, the primary source for a number of the control issues. While the hit-or-miss voice recognition is still a prime candidate, failing to hit the mic button is a source of issues given the preciseness with which you have to hit it. After hitting the button there's a slight delay in activation (SOCOM players should be familiar with this problem), so you have to time your words to hit right when the mic goes live or risk the command not going through.

Voice control in a game isn't anything too new. Even the N64 had Hey You, Pikachu!, and the PS2 already has two SOCOM games that use the same general idea. Still, the idea of a game that is completely voice controlled is a pretty daunting step and adds a new level of interaction to the adventure genre. As I already mentioned, when the technology works its brilliant, it just doesn't happen as much. Based off this fact alone, it is hard to recommend Lifeline -- at least at the 40 dollar price point. Make this one a rental if you really want to try it.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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