The Beginnings of a New Adventure
One of these powers is the use of a circular glaive which he can control the flight path of. The glaive serves as both a long and short distance weapon handing out death in a few dozen finishing moves. If the player times the glaive throw perfectly they can use the full power potential of the weapon and actually cut enemies in half. The glaive also has the special ability to temporarily carry fire, electricity, and ice. These have been conjoined into the game making them necessary to progress. For example, there is this strange, almost living-like blockage that Hayden must burn with fire from his glaive to unlock access to a few doors.
In order to obtain fire Hayden needs to find a broken junction box with arcs of electricity shooting out of it to charge his glaive. He can throw his electrically charged glaive into gas leaking out of a pipe to create fire. After charging his glaive with fire he can toss it at the blockage and burn it to bits.
Who Said Anything About Needing Functional Mechanics?
Hayden must be facing in the direction of, and standing right next to, the wall, bench, or barricade he plans on hiding behind other wise he will duck and roll right into the field of fire and die within 10 seconds with red, blurred vision and a cheery “you are dead” planted on the center of the screen. The button for the glaive is also multifunctional.
The player can tap it to throw the glaive, double tap it to control the flight path, or hold it to throw it at max power and if aimed nearly perfectly it can pick up an enemies weapon. The most beloved (pain in the ass) button is the one you have to hold to pick up anything. Asking politely, “Excuse me, please don’t shoot at me while I am positioning myself perfectly above this ammo/weapon and taking my time to hold the button so I can pick it up” doesn’t really work. A few choice words, and about a hundred deaths later, it becomes easier to control these buttons, but certainly nothing about them is intuitive.
Level Design Dilema
Fight, Fight Fight
It's not that Dark Sector is bad, it simply needed a good consultant, or at least more time in development. The story line seems, litterally, peiced together, as do the levels. This is a clever game that is too rough around the edges to be fully enjoyed.