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Star Defender III. Is it a better game than Jazz? Is it a better platform game? Probably not. Jazz takes the concept of PC platform gaming to a new level, but at least it only strives to be exactly what it is. Abuse, on the other hand, takes a 3D game that already exists, removes the third dimension, and creates what still amounts to be one hell of a game, even though it strives to be something more.

Abuse has 'em. Your character runs, jumps and dies with all the fluidity of a rotoscoped special effect. The aliens are tightly drawn, very clear, and very creepy. They explode into a fray of skin and bones when killed and usually leave ammo behind. Speaking of ammo, smoke pours out of the end of missiles when launched and they erupt into satisfying explosions when striking their target. There is a definite feeling that everything in the game was drawn to look 'cool,' and the goal is not lost on the screen.

Abuse is a very cool looking game. Great graphics can sometimes sacrifice gameplay, but Abuse is an exception at least, on a Pentium. Screen scrolling and refreshing are instantaneous and when droves of aliens come bearing down and swirling around, the frame-rate remains constant. And constant speed is a necessity with action like this It's so fast, unfortunately, that many times you're simply left staring at your character's bones on the floor and mulling over the option of starting the level again.

One very apparent downside to Abuse is its difficulty factor four levels are available. Often times, there is no place to hide and no obvious way of avoiding alien projectiles. This makes for some nail-biting game-play, but also for some pound-the- keyboard-in-frustration game-play. Luckily, there is no limit to the amount of 'men' you have. Spread around each level are 'milestone' save-game consoles that allow you to save the level in progress. Unfortunately, this sounds a lot better than it is: The five save-game slots each provide a screen shot a la Rise of the Triad and Alone in the Dark to show you where you are, BUT you're not allowed to name the slot and, after days away from the game, all the screen shots end up looking the same.

What's more, the save-game consoles don't tell you what slot you've saved in! Either allow us to name the slots or allow us to tell the console which slot we wish to save in. Depriving us of both options makes us save the game five times at each console so we KNOW where our last save game is.

We might as well only have one slot. In what looks to be a new trend in the action game arena, Abuse contains no background music, relying on it's sound effects to satisfy the aural demands.

Fortunately, the large array of explosions, screams, and miscellaneous sounds are very pleasing. As in many aspects of this game, the problem lies in what's NOT present. More ambient sounds would have made the environment that much more involving. For example, many of the levels exhibit structural damage usually cracked floors, ceilings, and walls that hide secret passages. Hearing these levels crack or groan under the stress of our hero's weight would have been 'cool' and that's what the designers are going for, after all.

Also, dripping sounds even if you can't see what is dripping would have been appropriate here. Other sound effects come to mind, by why dwell on it? The noises that are done are done very well, but One of the best aspects of Abuse is its use of light.

Unfortunately at least in the shareware version , the lighting effects are used so sparingly, it is difficult to perceive how great the effects are. When they happen they are striking. They just don't happen often enough.

In fact, not until one looks at the included level-editor more on that later does it become clear that Abuse has bonafide light sourcing rather than light shading. The difference should be noticeable, but due to the way light is employed in the levels, the 'wow-effect' is dulled. The effects that are done are done very well, but Picture the motif of Doom and the design of Lode Runner and you have a good idea of what Abuse is like. Granted, the levels scroll, and granted, you're shooing at aliens rather than demons, but all in all, playing Abuse is like playing a hybrid of two of the most successful games in their respective genres.

A large part of the success lies in the levels of play. Games either fly or fail due to their level design, and Doom, Lode Runner, and Abuse are all perfect examples. The only failing in Doom, for example, is in the engine's inability to create levels that occupy the same Z coordinate. On the other hand, the simplistic nature of a Lode Runner level is exactly what makes it so appealing, particularly for home-made levels via the level-editor. Abuse levels share the complexity of Doom levels with the simplicity of Lode Runner levels.

Sound contradictory?



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