Feb 20 2006 Syphon Filter: Dark Mirror Review
PSP Game Review | FPS
Check it - Gamer411.com
Read reviews & Check out new games
+Reviews
READ
+Goods
DISCUSS
Joytron PSP Slim & Lite System Skin Case for Sony PSP
Joytron PSP Sli...
Pelican for Sony PSP All-in-One Case for Sony PSP
Pelican for Son...
PSP IVO Sound Mini Theater System for Sony PSP
PSP IVO Sound M...
DiGi iNVaDeRS for Sony PSP
DiGi iNVaDeRS
Go on! You know you want it
Summary: Huge treat
Reviewed by Xanog
87
Syphon Filter: Dark Mirror is a brand new action-stealth experience for the Playstation Portable Entertainment System. It follows the story of Gabe Logan, the leader of a group sent in when things are too hard or too risky for the military and special forces.

Recently, I got a chance to play the Syphon Filter demo which comes when you preorder/reserve, and I can honestly say that this is the first time that a PSP game has completely blown me away in terms of what it can do in all fields. The following preview is based upon my impression of the two levels contained in the demo. It is in no way a review of the final thing.

Graphics

When it comes to graphics, Syphon Filter: Dark Mirror easily surpasses all games on the system so far. The character models are extremely realistic, actually equalling if not surpassing most current PS2 game character models. Gabe's model has a ton of detail, his face is incredibly realistic looking (although his expression doesn't change too much, which isn't really a problem) and his unequipped items are hung on his back. All of the weapons look incredibly close to realistic ones too, for example, the Dragunov sniper rifle (which you get towards the end of the first level), replicates the real one down to the last detail.

Now, since this is a PSP game, one would expect that it would be filled with a ton of jaggies. Well, there are some, but significantly less than all other games on the system, to the extent that you can really only notice them if you move incredibly close to the object (as in so close that Gabe is off-screen), and even then, there aren't too many to deal with, an incredible plus towards the overall game's value.

In terms of lighting, Syphon Filter also surpasses all games shown so far. Light reflects realistically off of all objects, and while it's no Unreal Engine style lighting, it is incredibly cool. Especially when you are in a dark room and have the flashlight equipped (you can still fire weapons while it's equipped, as it's a head lamp). The light from this flashlight fades out the further you go from the center of it's beam, and metallic objects offer little reflections here and there, although nothing extreme. When the light hits a corner, it also bends relictically, becomming more narrow and eeliptical instead of just another continuation of the circle.

Explosion effects are in abundance in this game, and the demo has truly shown how realistic they are. For example, during the second level, I was on the zipline, when I shot a tanker truck down below. It exploded, killing all enemies within a 30 foot range, while flame covered parts of the truck's skeleton flew across the area. It also doesn't have that annoying effect which players of Dynasty Warriors and Socom have probably seen, you know, where the explosion clearly outlines all of the pizels that it appears on, which is another added bonus.

Controls

Syphon Filter's controls are so far, the best emulation of a dual analog stick controller that I have used on the PSP. The analog stick is used for moving, while the face buttons (circle, square, x, and triangle) are used for looking around. Right Trigger is used to shoot, and Left Trigger is used for strafe. While small parts of this control scheme have already been used in previous games, Syphon Filter seems to take only the best from each shooter, eliminating the annoying features which kept those specific titles back.

Switching weapons and items is incredibly easy too. Pressing Left on the D-pad will quickly bring up a translucent screen, which shows all of the forms of vision and other non-weapon items in your possession, each mapped to a different face button (circle, square, x, triangle), and when there are more items than face buttons, it goes to the trigger buttons. Switching weapons is basically the same idea, except you press Right on the D-pad, and since certain weapons have multiple modes of fire, when you select it, it will bring up a form of fire, and you press the x button until you see the one which you want to use. Bringing up either of these two menus pauses the action, so that you cannot die when switching items.

Pressing Down on the D-pad will make Gabe crouch down and walk much slower than normal, allowing for stealth-based play. When you don't have any weapons equipped, you can sneak up to enemies and choke them to death, but if they see you and turn around, your attack is now comprised of punches and some karate chops here and there. If you sneak up with a weapon equipped, and get close enough for melee combat, you can smack them with the butt of your gun. Again, a cool feature that makes the game overall much better than other games on the system.

To hug the wall or another object, you simply walk over to it, get equal to it's height level, and press Up on the D-pad. Now, using the analog stick, you can walk along the wall, and if you keep pressing in the direction of a corner or edge, Gabe will peak around it, thus allowing you to move around your aim and line up for a round the corner stealth shot, which ten pushed you back behind the wall. To get off the wall, simply press the opposite direction from which it is at, which usually means pressing Down on the D-pad.

The Up button is also used for context-sensitive areas of the game, which include the collecting items such as ammo, body armor, and documents. It also allowes you to use the RTL, which is basically a zip line in which you can go both ways. To get off the RTL, you simply press the Down button.

Gameplay

One thing that I found great about the game, was how it constantly had something new and cool for you. One minute you might be sneaking around finding documents in a certain room, while the next you will be giving an ally support by sniping out enemies that chase them. There is always something for you to do in this game, and you are never left with nothing to do or nowhere to go. Now, it doesn't mean that the game is forcing you to do everything in an allotted time, but there is never a time where you have to just walk around every part of the level waiting to get a message on where to go next.

Another great thing about this game, is that you are never forced to go one path or the other. You can go through the level stealthily, like Sam Fisher from Splinter Cell, or you can choose to go in guns 'a' blazing like in Grand Theft Auto (except without all the pedestrians and cops).

The only ways in which you can fail the mission are either by dying, or by neglecting to save an ally, and letting the enemies catch them. The game offers ample supply of health packs too, which usually appear right before or right after a big fight.

Speaking of big fights, the game offers a host of specificly named character, which range form certain grade-A snipers on the rooftops, to leaders of military organizations. These enemies often have different, more powerful weapons than the lesser enemies. For example, one enemy had a gas mask, and body armor which could defend against damage to a certain extent. He carried around a flame thrower, which he used to burn down certain forms of cover, such as piles of wood and the occasional barrels of oil.

The levels are often massive in size, and offer many different areas from which to play. One level, started off outside an enemy base, and then went into a lowered area surrounding a giant container of oil, followed by leading me towards a suspended bunch of platforms with some dark tooms inside, which in turn was followed by standing on top of a tower giving sniper support to an ally.

Each individual area seems to add something new to the game, be it a new type of objective, a new item, or a new type of play such as the sniper support that I listed earlier.

Loading times are also fairly short, and while they aren't comparable to let's say, Maverick Hunter X's shortness of loads, they never really exceed 30 seconds, and that's a load for the entire mission, not just a small room or two. While the loads are going on you are also treated to a nice explanation of the current mission, with some background info on the people involved.

Overall

Overall, Syphon Filter: Dark Mirror has been a huge treat. It offers some of the greatest visual quality, and controls on the system thus far, and constantly pushes what you think this little portable can do. It's gameplay is incredibly fun, and addicting, while offering multiple ways of play for a high amount of replay value.

This demo was only a small portion of what the actual game has to offer, and it's already looking to be the most promising PSP get since the system's launch back in March of last year. I look forward to the full 28 mission campaign (this demo was only 2 missions) and the multiplayer, which seems like it will be insane. The game is also apparently loaded with special features, which can only be attained through the campaign itself, so I look forward to spending long amount of time trying to unlock everything that the game offers.

REVIEW IT PRODUCT INFO BUY IT


Comments

1 | 2 | 3
02/23/06 FranksnBeans
The controls on this demo were complete crap. Don't get me wrong, I liked the GAME - it was the controls I couldn't stand. There is nothing and I mean NOTHING either intuitive or natural about using 4 buttons to look around. Socom hit the mark JUST RIGHT with it's control implementation. If the controls stay the same, I'll pass on this one without hesitation.

BTW: While you can change the controls in the demo, you cannot customize it to where it has Socom-like controls.

J
+
 

02/23/06 yoyo_pete
Socom's auto lock takes any skill out of it...

I thought socom is exactly like Turok's controls were... And goldeneye... Just imagine those buttons are a d-pad (or even an anlog stick) and it makes it a bit more intuitive.

I liked the Advanced setup best.
+
 

02/25/06 METALMAN
I played the demo this morning. I have to say it is really nice looking. Graphics are top notch for a little portable. Game play is varied, but I was dissapointed in being able to beat it in less than 20 minutes. 28 levels doesnt sound like that much, unless it get progressively more complicated. Since I beat Coded Arms the controls were not an issue. And I agree with yo yo pete, the two games are really different and comparing them is unfair. I do wish the graphics in SOCOM were close to this game though.

I'm still prayin for UT!!!!
+
 

02/25/06 Xanog
FTB got a 9.7?

What?
+
 

02/27/06 JOTS
DEMO was great control scheme is awesome too. I Pre-Ordered it.
+
 

03/01/06 gotchriz
I pre-ordered it today and traded in crappy Ridge Racer
+
 

03/04/06 brownr00ts
I preordered it too, amazon is shipping this game out a week before everyone else, why? I dont know
+
 

1 | 2 | 3

register / login
you must be a member to reply or post. signup or login