This week was the first time we heard of publisher 505 Gamesâ Blackwater, an FPS that would cast you in the role of Blackwater Worldwide mercenaries. The topic seemed thornyâthe mercenary company, now renamed Xe Services LLC., has been at the center of a multiple of controversies and the subject of highly critical Congressional hearings. Blackwater has been linked to the deaths of 17 Iraqi civilians, and the alcohol-fueled fatal shooting of a security guard in the employ of the countryâs vice president. According to 505, the game was designed in consultation with former mercenary agents, and with Erik Prince, the founder and former head of the hot-button security contractor. Some gamers have been piqued; a NeoGaf thread devoted to the topic of the game was titled âSomewhat murderous scumbag PMC Blackwater gets an FPS.â Is 505 Games trying to court controversy?
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Blackwater is an on-rails shooter that has you alternating between the perspectives of four different mercenary soldiers, each with a certain specialization. In the portion of the game I experienced in the demo, I operated first as a commando, and later as a sniper. While you do not choose to play as just one type of unit, the game will occasionally allow you to choose from one of multiple alternating paths, each of which might emphasize one form of play. What makes the game most intriguing, naturally, is the way in which the Kinect functionality is implemented. Your movement through each environment is automated, and youâll find yourself pausing before multiple props against which you can take cover. Stepping to the left will cause you to take cover behind the left-most surface; step to the right youâll cover at the right-most surface. You use one of your arms to aim the cross hairs of your firearm. Instead of mapping a particular movement to the firing of your gun, the designers have opted to have your gun fire automatically when it hovers long enough over an enemy target.
Far and away, it is the auto-firing feature that gives the game character. As opposed to a twitchier cover-based experience, the Blackwater demo forced me to behave cautiously, and with consideration. Efficiency was keyâI had to determine which enemies were top priority, and time my movements so that I could scroll over each enemy just long enough to take them out, limiting my own exposure to interception fire.
âWe didnât want to create a Blackwater simulator, but a Blackwater gameâ, the representative from Zombie Studios, the team responsible for the gameâs development, explained to me. The cautiousness imposed by the auto-triggering is the studioâs attempt at marrying a certain amount of realism to the parameters of a title that is meant to be accessible to a wide audience, and fill a languishing niche on the Kinect marketplace. He acknowledged that the game is a highly exaggerated, concentrated bit of Blackwater loreâitâs more Hollywood than Reuters. Set in North Africa, it concerns a high-tension conflict in which the Blackwater team must rescue a UN envoy that has been taken hostage by the operatives of a malicious warlord. At any rate, the story wasnât emphasized during my time with the game; I was encouraged to wave my arm if I wanted to bypass the cut scenes altogether.
What does one do with a game like Blackwater? The shooting was satisfying, fun and challenging. Andâwhat weâve all been wonderingâat no point was I required to fire at any innocent civilians, or commit any other atrocities. It was Blackwater Worldwide scrubbed clean of all negativity, andâfranklyâof specificity. It was the Blackwater brand attached to a game that might as well have borne any other. This game felt like nothing but a vehicle for an admittedly interesting control-scheme. If it reached out to the real world, it did so unnecessarilyâand likely at its own peril.
The coming months will tell how the world decides to regard Blackwater, when it arrives on the Xbox 360 supporting both Kinect and conventional gamepad-controls.