Showing posts with label Kenneth Coleman. Show all posts
Showing posts with label Kenneth Coleman. Show all posts

Tuesday, August 13, 2013

The Winback Diaries, Day 1: "Sarcozia..."

You know how much we love Winback: Covert Operations. If you don’t know how much we love Winback, please, dig in the archives and find out. There’s nothing out there that can match its wall-hugging tactical combat, its love for exploding boxes, and its beautifully awkward voice-overs. But it’s been a while since I played through it, and I can’t really remember if I ever finished the game on its hardest difficulty setting. This is my attempt to document the journey, a true labor of love, a real mission into the heart of man. Join me for a trip back to 2001, when commandos had yet to figure out the advantages of shooting and moving at the same time. I’ll try to introduce you to the story and its characters as best I can, but this mainly going to be a series of reflections on the game as I progress through its box-laden levels and its joyously absurd conversations.

Note: For those of you more familiar with the N64 version, you really missed out on something special. The Ps2 version of Winback has two things going for it: first and foremost, it has some of the best voice-overs in history; and second, PS2 has a vastly improved multiplayer component, specifically BOT mode. If you still have a PS2 hanging around, do yourself a favor and snag a copy of it immediately. I’m sure Amazon can hook you up with a cheap copy.

#Sarcozia

Day 1: "Sarcozia..."

Before you get to the start menu, Winback opens up with a lengthy video to set up the highly emotional plot. It’s a doozy, too: renegades storm a nondescript office complex – which, you’ll notice, is completely box-free (Figure 1) – and exploit the poor or nonexistent perimeter defenses. This is later referred to as the Center for Space Development, a government agency responsible for protecting a satellite weapon. They do an especially poor job at protecting it.

Figure 1: The Center for Space Development, or CSD. As yet no boxes.
As you can see (Figure 2), even in the cinematics security personnel for the CSD, as well as their as-yet-unnamed adversaries, have a hard recognizing the dangers inherent in not moving while being shot at. This will become a common theme throughout the game. Because the nameless ne’er-do-wells have superior numbers, however, they win out. Betrayals also happen, and two nattily-attired fellows, including one clad in a goddamn orange trench coat, step out from inside an army truck.

Figure 2: Perimeter defenses.
Finally, someone speaks, and it’s none other than our boy, Kenny Coleman, leader of the “Crying Lions,” a terrorist organization from the mysterious land of “Sarcozia.” Like any foreign national villain worth his salt, Kenny demands justice for his homeland for some vague atrocities. You won’t believe this, but the Secretary of Defense is upset. Thankfully, however, a bright young man named Advisor arrives to deliver some useful exposition in a voice about as confident as mine was in tenth grade Speech. With the help of his loyal Advisor, the SoD decides that he will not negotiate with terrorists and sends for the S.C.A.T. squad. The real game begins.


Stage 0: Tutorial

Now, for me playing Winback is like riding a bike, but just for fun I decided to give the Tutorial a run through. I’m glad I did. Jean-Luc’s training is conducted by fellow S.C.A.T. squad mate Steve, the first subject in a recurring feature of the Winback Diaries, and it’s called…

Winback's Fashion Faux Pas!: Steve
"That's good, Jean-Luc. You're doing well."
S.C.A.T. headquarters must have everything but a mirror. He’s already going grey up there, so why make it worse by dressing in a disastrous grey/navy blue commando gear combo too? Steve, what were you thinking?

The tutorial at S.C.A.T. headquarters is short but effective. You will find out later that the interior decorator for S.C.A.T headquarters also designed the CSD. Steve has an annoying habit of always patting you on the back, whether you managed to silently subdue an enemy from behind or you simply managed to touch you back against the wall. “That’s good Jean-Luc. You’re doing well,” he’ll say. “That’s good Jean-Luc. You’re doing well.” When you get through all the controls and weapons you’ll be using on your mission, Steve challenges you to a boss fight. He’s pretty easy to beat.

[Incidentally, as kids Chicken Man and I wanted to pen a sequel to Winback. It was an alternate universe kind of thing, where Kenny and our hero, Jean-Luc, opened a girlie club called “Honeyz” when Jean-Luc’s career as a stand-up comic had stalled. Kenny loved the ladies and tried to help a down-on-his-luck Jean-Luc figure out what he wanted in life, besides hyphens. I’m not sure it would’ve made for a particularly thrilling game, but neither did anything Winback 2, so who knows, we may have had something brilliant.]

That’s all for this edition of The Winback Diaries. Join us next time to meet the rest of the S.C.A.T. team. Little did they know that someone in their midst had plans to sabotage the mission all along. All he needed was a stick of chewing gum...

Monday, April 9, 2012

From the Archives, Again: Winback: Covert Operations (2001)

And here I thought The Medallion was the end of these things; looks like I forgot to post our old Winback review when we ran this series as part of the summer/fall revival of Code Redd Net. Not much to add, really, except that I completely agree with my original assertions. Sure, the style is a touch annoying, but I'm glad both Chicken Man and myself mentioned the excellent BOT Mode. That was fantastic way to add replay value to an offline multiplayer game, unlike most modern shooters that focus solely on the online multiplayer crowd.


First up, Chicken Man's thoughts:

"This stuff is some pretty tuff crap! It also hasn't much to do with being covert either. The story sucks, the gameplay's fun. It has a huge variety of weapons: .45 ACP Pistol, Silenced Pistol, 12 gauge, SubMachine Gun, and Rocket Launcher. Each conveniently coming with laser sight. Weapon Total: 5. Mostly what the gameplay is is ducking, rolling, putting your back to the wall, and not getting shot. Exclusive to the Playstation 2 version is Bot Mode, which is pretty fun if you gotta buddy. If you first play the game and unlock some characters for Bot Mode: cool. But the bosses in Bot Mode aren't. They're slow and can't take cover, but they at least they have unlimited ammo of their specialty weapon. What's very unique about this game is the ending variations in Story Mode, depending on the time it took you to beat it. At some points the game gets a little frustrating, a little weird, a little stupid. But that's to be expected right? A little strategy: the terrorists are freakin' good shots so take some cover. At the start of the game your squads misplaced because the chopper crashes and your alone. Instead of calling for backup you're going to infiltrate a complex with 4,000 terrorists guarding it. Good luck."

Now for my cogent analysis:

"Jeez Jean-Luc, you scared the hell outta me." One of the many laughable bits of dialogue. Jean-Luc, main character, even tries to lighten the mood with some comic relief: "I thought this was some new kind of group therapy." These script samples are part of Winback's distinguishing trademarks. As you may have guessed, the "dialogue" is laughable, at best. Normally, I would penalize a game for that, but in Winback's case, it's part of the fun. The cast of characters is cliche, with the high strung, sarcastic Jake, ranging to the computer literate Tom. Winback's terrorist villains (known as the "Crying Lions") happen to be cliche as well. Kenneth Coleman (Known to Code Redd Net staff as a twister-loving ladies man, when he's not trying hostile takeover of world politics.), and Cecile, (his right hand man) run the "Crying Lions," avenging a mysterious place known only as "Zarcozia." Gameplay, on the other hand, is incredibly tight. It's duck, jump out, shoot, back to ducking main play mechanic may sound repetitive on paper, but quite the contrary; it never gets old. What does, however, is the music. Ugh. While the story mode is good if not decent, the real winner is multi-play. Whether it's the four-player VS. mode, or the compelling 2-player BOT mode, (in which a total of 8 players can compete; 2 humans and 6 CPU controlled bots) which includes the 1-player, 20-stage Challenge mode, that adds replay. Really though, I doubt I'll ever tire of hearing Jean-Luc and his intelligent questions. "Zarcozian, as in from Zarcozia?"