
Developer:
Monolith Publisher:
Buena Vista Games
Reviewed by (Irony)
on 10/16/03
Article
Discussion Forum
First
Impressions:
Greetings, Programs!
I got into the cult of Tron rather late, not seeing the ground-breaking (and
still extremely entertaining) 1982 film until the mid-90s, and
therefore never having much interest in the arcade game. All that
changed with the release of the 20th
Anniversary DVD. As a recent devotee of the film that started
it all, I relished with great anticipation the arrival of Tron
2.0, a PC game set in the Tron universe 20 years after
the film’s events.
I was extremely excited, and although I tried to temper that excitement with
caution to avoid potential disappointment, all signs pointed to a great game.
Developed by Monolith Entertainment, the geniuses behind the LithTech engine
and award-winning games No One Lives Forever and its sequel, and with
the publishing clout of Disney behind it, all signs pointed to Tron 2.0
being a rollicking good game. Thankfully, all signs proved good indicators.
The game’s art direction (a subject I take very seriously) is impeccable. From
sounds to music (done by Wendy Carlos, who penned the film’s score back in the
day) to level design, Tron 2.0 is superior. The voice acting of Jason
Cottle (Jet Bradley), Bruce Boxleitner (reprising his role as Alan Bradley),
and Rebecca Romijn-Stamos (as the businesslike Mercury) proves that good actors
can make a game more enjoyable than most movies. The writing is also high quality,
with plenty of in-jokes for fans of the film, and a simple enough plot to welcome
newcomers.
As for the plot, it goes a little something like this: Alan Bradley, creator
of the original Tron program, works for fCon now and is attempting to reduplicate
the process by which people can be digitized into the computer realm. You are
Jet Bradley, Alan’s young son, also a talented programmer but definitely more
of a slacker. Your father is abducted, and you are accidentally digitized. Assisted
by an AI named Ma3a and a byte (who’s insulted when you call him a bit), you
learn to handle your data disc and light cycle, and attempt to unravel the mystery
of what happened to your father. Along the way you visit the Internet, a legacy
PC with less RAM than a wristwatch, and a virus-infected server. You also battle
other “programs” on the game grid, with a little help from another program,
Mercury.
Graphics:
“All that is visible must grow beyond itself.”
Ah, the graphics of Tron 2.0. I could wax rhapsodic about
the graphics for a long time, but I’ll spare you the sermon. Suffice
to say that this game’s graphics succeed by not doing what other
game’s graphics try to do, i.e., look realistic. There is no attempt
at reflective surfaces, no mottled stone or fog effects or shadows,
because you spend most of the game wandering the digital world.
Yes, there are pools of liquid energy which demonstrate the programmers’
prowess at such effects, but the glory of Tron 2.0 is that
it looks so amazing without being computer-punishing. I could
run the game at super high levels of detail without taking any
hits in performance. It’s difficult to describe the graphics in
more glowing terms than to say I was constantly annoyed by ICP
programs (trying to clear me from the server because I’d been
blamed for the spread of the virus) because I wanted to stand
around looking at the level. The artists and level designers of
Tron 2.0 have produced some of the best work I’ve ever
seen in an FPS, and I play a lot of first-person shooters.
Sound/Music:
“Ha ha, you’ve got to expect some static.”
Having Wendy Carlos compose the original music for Tron 2.0 was an inspired
choice, given the success of her distinctive synthesized score for the 1982
movie. The score fits seamlessly into the game, exuding a wonderful 80s New
Age vibe. The game’s sounds are inspired as well, especially on the game grid
racing light cycles.
Gameplay:
“Greetings. The Master Control Program has chosen you to
serve your system on the Game Grid.”
Playing Tron 2.0 is very much like playing any standard FPS with a well-designed
interface and solid grasp of physics. As Jet Bradley, you can install and upgrade
certain programs to your “memory” in the digital world. These programs range
from armor to weapons to diagnostics like virus shield, and each has Alpha,
Beta, and Gold versions which get progressively more powerful and take up less
memory space. As you play the game, you collect experience points, in a way,
and can upgrade your health and energy capacity, the efficiency of your weapons,
and your processing and transfer speeds. As you upgrade, your build number changes,
so you can track your progress through the game. If you’re finding an area too
difficult, you can switch the difficulty to Easy in mid-level, and back again
to Normal when you’re more comfortable.
There are puzzles of the puzzle variety, as well as puzzles of the jumping
variety which some players might find tedious. For the most part, though, you
fight your way through in good old FPS fashion. For nostalgia and coolness factors,
I favored the disc weapons, especially after I installed a program that let
me deflect other discs back at their users. There’s a lot of timing involved
(see the section on Multiplayer below), but when it works, ah, it’s glorious.
You fight different enemies with different tactics, from ICP programs that are
like the system’s cops, to programs corrupted by a glowing green virus which
infects you and forces you to defrag and disinfect your own upgrades.
The interface is smooth and intuitive, and well in keeping with the game’s
overall artistic design. There are some tough choices to make in terms of the
programs you install, which ones you upgrade, and energy consumption, and weapon
usage, but this type of resource management gives the game even more interactivity.
Enjoyment:
“The kids are putting eight million quarters a week into
Paranoids machines.”
I enjoyed Tron 2.0 immensely. I found in it a nice blend of nostalgia
for the film and arcade game, as well as solid FPS gameplay. The story is linear
but intriguing enough to guide the action and keep you wanting to move forward.
I was abysmal at the light cycle racing, and was understandably proud to beat
several light cycle levels. Tron used to make it look so easy!
Multiplayer:
“You will be subject to immediate deresolution. That will
be all.”
There are two types of multiplayer for Tron 2.0: light cycle battles
and traditional FPS deathmatch and cooperative deathmatch. With the light cycles,
up to 7 players over a LAN (or you and 6 bots) can compete on many different
grids. You can steer your light cycle in third-person or first-person mode (they’re
both really difficult, in my opinion), and there are various power-ups that
let you shoot a missile or survive one hit. I found playing against human beings
to be much easier than playing against the computer, although humans are not
as predictable, obviously.
The disc arenas are more to my liking. You can play the classic Tron-inspired
level, where warriors stand on concentric rings which “derez” when hit, forcing
you to use all your skill and cunning, or you can play in teams in other types
of levels which feature moving walls and lots of cover. Given the necessity
of strategy, especially in team-based scenarios, disc arena multiplayer can
be a big hit at LAN parties.
Overall
Impression:
“What kind of program is he?”
Fans of the movie Tron will not be disappointed by this game (quite
the opposite), and non-fans will find a solid and enjoyable FPS experience,
both in single and multiplayer. The game is great to look at, fun to play, and
well designed all around. Also, the subject matter isn’t overly adult (although
there is some real question as to whether derezzed humans are dead in the real
world as well, which adds a strange moral test to the game’s story) and the
language is suitable for teenagers.
Marketing
Efforts Towards Women:
“She still leave her clothes all over the floor?”
From what I’ve seen of Tron 2.0’s marketing campaign, and of the packaging
and the game itself, there haven’t been any noticeable efforts
at selling women on this game. The character of Mercury, a female
program who helps Jet and is the equivalent of the “Tron” program
in the game’s story, is featured in some of the ads due to her
voicing by Rebecca Romijn-Stamos. Truthfully, she’s well acted,
competent (she’s a light cycle champion, whereas in the film,
Tron was a disc arena champion), and beautiful in a “computer
program’s avatar” sort of way. She’s highly sexualized in appearance,
but not in action or writing, and she manages to bring moments
of poignancy to what turns out to be a rather small part. Female
characters are well represented among the encounters of the game,
although curiously, none of your foes are female save some anonymous
bots on the light cycle grid and one female who is part of a team.
Web sites of interest:
www.tron20.com
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