Thursday 31 August 2006
"Chow Yun Fat movies are really famous for their gun ballet - lots of guns, really smooth flowing, dual-pistol action, lots of high body counts, everything in the environment getting destroyed, slow motion... so we try to recreate that in this game." So says Stranglehold senior producer, Alexander Offerman and, after getting a chance to play the John Woo directed action-extravaganza again, it looks like the Midway development team is going to achieve its aims and then some.
Our latest brush with Inspector Tequila (check out our previous Stranglehold encounters by clicking the previews tab above) gave us the opportunity to further familiarise ourselves with the controls and the various gameplay mechanics that Stranglehold uses. It also convinced us that playing Stranglehold is going to be like getting shot in the brain with both barrels of a fun gun.
As you'd expect from a game headed up by movie director and renowned slow-mo master, John Woo, Stranglehold is big on bullet time. Called 'Tequila time' in the game, the cool-as-you-like effect is used lavishly to enhance the action - if you target an enemy while performing a particularly stylish manoeuvre, Tequila time triggers automatically, although it can be controlled manually if the player wants full control.
Besides making shoot-outs look the absolute chop-socky business, Tequila time brings other benefits. Weapons do more damage during T-time and the slow-motion moment also gives the player the opportunity to accumulate style points, which can be used to upgrade Inspector Tequila's attributes, giving him more health, extended Tequila time, increased ammo capacity and so on.