Format Played: PC
The Bureau was hard-wired
from the start to receive a difficult reception among critics and
gamers.
Nervously sheltering under the XCOM franchise umbrella, it
came across as a desperate turnaround from the first-person
investigative shooter initially touted to the raging screams of a
million neckbeard fanboys. More independent observers such as myself
though that original vision looked like an interesting, creepy blend
of The X-Files and L.A. Noire, but instead we have been delivered a
more tactical third-person cover-based effort with some very light
RPG elements slathered on top.
A good decision to have made? A big old "Nah" with some caveats.
With the re-emergence of XCOM as king
of the turn-based strategy planet, a more immediate game in the XCOM
universe seemed less of a sacrilege-fest for fans. But The Bureau ends up
straddling so many fences that it forms a far less than coherent
whole. Its setting is the ace in the hole in many ways, as 1950s
small-town America is cracked open by towering (if generic) alien
architecture and strewn with high school-jacketed corpses and
infected humans. If there isn’t a body hidden somewhere who has
been designed to look like The Fonz, the developers have missed a
trick. Graphically it impresses as well, lush and complex
environments unfolding ahead of you with nary a glitch to be seen aside from a somewhat odd framerate hit that some PC users (including myself) have reported.
The gameplay is split between combat
missions and the central hub – in the former, you roll forward into
setpiece arena after setpiece arena, splatting aliens with a range of
satisfying powers and weapons. Time can be slowed significantly while
you pass out orders to the two agents accompanying you, which allows
for tactical decisions while remaining under the hammer to a certain
degree. It’s a fine balance which the game just about achieves –
and when it all comes together, it can feel very satisfying to pop
your agents into flanking positions, slamming down turrets and
airstrikes as you do so. A hefty flaw is that the targeting reticule
for positioning or powers cannot move through cover – a bizarre
decision that wastes your time by navigating the inevitable
chest-high walls just to tell your agents to do the same. Enemy AI is
fairly competent and will ruthlessly flank you if given half a chance, though the same
compliment cannot be paid to your team members who have a tendency to
try to incubate grenades flung at them by sitting on them and
producing a less-than-pleasing explosion baby.
Unfortunately by the end of the game
the satisfaction in combat has dulled through repetition, with no new
alien types showing their faces after about one-third of the way
through. Given the variation available from both the older games and
the reboot, it’s a shame only 4 or so different aliens actually
make an appearance. It’s justified in the backstory somewhat, but
you get the impression throughout that said backstory has been
constructed to limit the amount of work needed rather than to fit any
kind of overall writing decision. Perhaps even more unforgivable is
the amount of time you spend running onwards between encounters –
some worldbuilding is attempted in these sections with dialogue and scenes of devastation, but more often than not you
are just running through empty corridors or woodland clearings. Not
since Space Marine has one game made you rack up the cardio so much
for no obvious reason beyond padding.
Agents themselves have some levelling
up within very limited skill trees, with a paltry 5 levels handed out
to them while your protagonist rent-a-gruff William Carter has 10.
There’s not a tremendous amount of variation on show and they're mostly standard powers veteran gamers will have experienced a thousand times before, with the likes of criticals, healing, aggro buffs all showing their faces. All four agent classes are fairly distinctive and have some use on the battlefield, though I found my
favourite two fairly early on and stuck with them throughout. Much
has been made of the agent permadeath in an effort to evoke the main
franchise, though it’s hardly much of an imposition on anything but
the hardest setting.
Which leaves us with the
between-mission central hub area. Oh, the dull horrors of this. The
hours spent strolling (since running is turned off inside your base)
around corridors to have a boring conversation with a non-character
in order that they can send me to talk to someone else. Or,
occasionally, on a mini-mission that will likely involve strolling
down further corridors to find something of little-to-no interest.
For a completionist like me, it’s torture. For more normal human
beings, you will escape some of this but are still railroaded through
enough monotonous chats where Carter animatedly pounds his fist into
an open palm so often that he seems to be punishing it for horribly
onanistic crimes committed during his sleeping hours.
In short: these bits are awful tepid
shite, and they should in no way have made it through to the finished
game. It’s not often you’ll read a gaming writer clamour for
cutscenes, even an amateurish one like myself, but all of this could
be achieved with two minutes of inter-mission exposition. Said
exposition would be drab however it is presented, since the story is
largely not even worth mentioning. Aliens, protagonist with a haunted
past, fighting back, this is our independence day, blah blah blah.
In fact, I get the feeling that the hub was
inserted intentionally to break up the repetition of the combat. If
this was the case, then they succeeded only in wedging deeper
monotony into the middle of some light monotony. ‘Grats.
So what are we left with? Chunky combat
that slowly exposes a lack of depth throughout the length of the game
and interminable inter-mission sections. It looks pretty, it has a
unique setting and towards the end manages to have a bit of narrative
fun with the concept of third-person control within gaming. But none
of that is ultimately enough to recommend a purchase above
bargain-price. There are the bare bones of a decent game here, but
the whole experience comes across as a polished rushjob.
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