White Gold: War in Paradise – hands-on

We were determined not to hearken back to White Gold’s predecessor when writing up our impressions of the open-world shooter, but when you’re sprinting down a road being chased by a disastrously animated snake, it’s hard not to conjure up memories of Boiling Point’s hovering death pumas. The preview code we’ve been playing is rough as hell (yet thankfully stable), with some outlandish placeholder translations and legally dubious game assets too – a sound effect from Windows 95 when you level up and a near-perfect recreation of a Canon 30D digital SLR camera being our favourite copyright infringements.

Despite all these loose ends, there’s something innately promising about White Gold. Even though you’ll chuckle at the crooked animation and the lines of powdery, white ‘adrenaline’ you’ll loot from corpses, there are more ideas in here than most other open-world shooters. Our first actions in the game involved leaping off a pier having seen some interesting tropical fish, stabbing said fish with a Bowie knife, and being delighted that we could pick up the dead fish and see it in our inventory. The inventory description promises that we can cook it too.

Developer Deep Shadows have let their ideas run wild with White Gold, admittedly without looking back very often to make sure those ideas will fit together properly. As such, you can’t walk five metres into the jungle without seeing something that’s mildly interesting. For instance, after exiting the pier at the beginning of the game, somebody began to shout about “a man up there”. We looked around and there indeed was a man standing up on top of the mountain. We couldn’t for the life of us figure out why that man was there, but for some reason, we liked that he was.

We don’t mean to take the piss out of Deep Shadows (our fluency in Ukrainian is rusty to say the least) but this early version of White Gold has some hilariously translated dialogue. Part of us would love to see the charmingly clumsy English make it to the final release, but we’re certain it’s an area of the game which will be improved upon in the coming months. Hopefully…

Jan 12, 2009

Steve Hogarty

Steve Hogarty is a London-based freelance journalist covering games and technology. His bylines have appeared in publications including GamesRadar, The Independent, Yahoo, VICE, Eurogamer, and more. He is also the co-host of the pocast, Regular Features.