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Debunking the criticism Considering the volume of criticism raised against Operation Darkness, the only logical option is to address as many points as possible, hopefully leaving you, the reader, with enough information to judge if it's worth the $20 usually asked for on the second-hand market. There's also a demo on the US XBL, so you can see for yourself. The universally raised criticism is the awful camera. It's over-sensitive, refuses to pass through physical obstructions, and is generally unwieldy. There's no denying it, the camera is not good. But considering that this is basically a glorified version of Chess or Go, is that really a game breaker? Surely a turn-based strategy RPG, where you have unlimited time to perform an action, is the most deserving of forgiveness when it comes to camera problems? At the very least it can't be a deal breaker, because precise camera control isn't essential to success and with a little use you can get the hang of it. Besides which, the game makes things easy by giving you a mini-map/radar, displaying all characters and key obstructions, in addition to letting you cycle through enemies with LT/RT and your own characters with LB/RB. There's little need even to navigate the map since it's much quicker after choosing an attack, to cycle through the enemies in a few seconds and note the HIT% you have for each. Accusations of the game being unplayable due to the camera are storms in a teacup, because seriously, it's Chess with trigger shortcuts. Another criticism, and one that's entirely unfounded, is the supposed difficulty. Overall it's an extremely easy strategy game if you're tactically inclined. Some places online and even the official guide have made a big commotion about how there is only a finite supply of items to buy from the in-game depot, which is only sometimes restocked during story missions. The implication being that every bullet missed is one you'll need come the end game, and that it's possible to end up in an unwinnable situation. This is nonsense - you can waste a tremendous amount. By the end of my 61 hour campaign, directly prior to the final mission, I tallied up the numbers for the remaining "reload" items in the depot, which come in x1 up to x10 varieties (which allow 10 reloads before running out). In total there were enough reload items to be able to reload a gun 9'484 times which, considering that guns allow between 5 and 8 shots, means you could fire at the enemy at least 50'000 times. There was a similarly high number of restoratives, with only the over-powered Black Crystals (full HP and MS recovery) being limited to 40 units total. It's common sense: only buy and equip what you need, being extremely generous but not silly with it. Related to this are criticisms about the items themselves, and how many you can carry. Some weapons can't be bought from the depot unless you've played the online multiplayer mode - which is actually pointless, since all of them can be found in abundance by looting dead bodies. So don't worry about it, everything can be acquired playing offline. The looting of enemy bodies is actually an intrinsic part of the game, since not only can you find extra scraps of ammo or meds, but some nice equipment too. So it's sad to find that some reviewers bitched about being limited to carrying only 5 weapons and 5 support items, ignoring the fact that carrying too much weighs you down. A major component of strategy games is managing resources, and 5 items per character is ample. Some of the most exciting moments in Operation Darkness are when you run out of rockets or medkits, and scramble to a fallen enemy to make use of their own gear. The game is actually very generous with loot drops, and it encourages you to enter battle with the minimum and then wage a guerrilla war, stealing as you go, because if you wade in with a full pack you're going to lose turns. Personally, I clocked over 30 missions using around a hundred Stielhandgranate, all of which were looted. There's a fantastic trio of missions right before the final mission, where you can't resupply between them, meaning all you've got is what you carry in and everything else is OSP (On Site Procurement). Timid players might be frightened at reading this, but rest assured that if you've been playing intelligently up to this point you should be ready to handle it, and besides which, you're still able to save between missions, so it's thrilling yet painless. A further criticism, related to equipment, is that like Valkyria Chronicles you don't know what you're up against until you're in the field, which can make preparation a matter of guesswork, or restarting a mission. There is merit in this argument, but it's also something that happens with many other, highly praised strategy titles. Almost every story mission in Valkyria Chronicles featured something unpredictable. In fact something championed in many games is the element of surprise, when you're required to adapt to a changing situation. Besides, werewolves with rockets, rifles for the snipers and a few weaponless magicians is usually a good bet regardless. Furthermore the argument is ultimately redundant, because even if it bluntly described what you'd initially encounter, almost all missions in Operation Darkness feature waves of reinforcements after a set number of enemies are dispatched. Some of the most exhilarating moments are when you encounter a third wave of skeletons or tanks with no ammo in your guns and no meds in your backpack, forcing you into a climactic rush to loot a few spare Panzerfaust rockets and Morphine before the enemy's turn comes round. As mentioned earlier the loot drops, though random, are rather generous, so scavenging among the dead has an empowering feel to it. Inevitably though there are those who dislike unpredictability in their games, in which case they should just use a guide. With knowledge of where enemies will appear it's possible to set-up Ambush and Attack before they even arrive, making the game obscenely easy and slightly pointless. Another heavily-documented criticism, raised by quite a few reviewers and worried forumites, is permanent character death. In a strategy RPGs perma-death is always a good thing, since it adds tension, encourages careful planning, and makes victory all the sweeter. The sad thing is that for all the criticism, perma-death in Operation Darkness is laughably easy to avoid, so why did so many mark it down due to difficulty? Every character can be equipped with skills which can be levelled up, such as Detect Weakness which increases the damage% of gun attacks; or Guard, which allows you to reduce damage by half; or a variety of MS based skills which increase total MS, increase MS strength in addition to cost, or another which reduces overall cost. The #1 essential skill is Auto Recovery, which fundamentally changes how Operation Darkness is played, and in itself is a revolutionary idea for the genre. If a character is attacked and their HP drops below 20% they automatically use a restorative, starting with the weakest. Basically this gives you additional health bars, up to 5 if you so choose, and allows you to take massive damage repeatedly, even a tank round in the face, without dying. The game is designed around exploiting this. However, in the event that you send a weak character into enemy territory while short on restoratives and they get killed, you can revive them using Herbert. His range is pretty good so you don't have to get too close, and it's quite cheap so you can do it a few times before needing an MS restorative. It's also much more lenient than Valkyria Chronicles, where if a character goes down they will permanently die if an enemy touches their fallen body, or three turns pass. In Operation Darkness you have until the end of a mission to deal with it, regardless of how long it takes or how many enemies run over your comrade. Even then, people have complained online: what if Herbert dies? Well, if you're dumb enough to send your only reanimator into the enemy's clutches, without sufficient restoratives, then he might get killed and you will be screwed - but if that's the case then perhaps strategy games aren't for you, and why would you even play so badly in the first place? Just keep Herbert safe. Some have suggested there should be items to revive fallen comrades, but this would neuter what is actually an exciting system. Herbert is the guy you always give the best items to and you protect, because he's the only one who can sort things out when it goes awry. Good strategy games feature perma-death. Having said that, there is one legitimate criticism regarding character deaths, and that's the fact Gallant, Cordelia and Edward are all essential story characters who aren't allowed to die, not even a little bit. If they fall it's instant Game Over. They're unlikely to die as a result of getting attacked, as long as you equip enough medkits, but any character touched by a vehicle dies instantly. This can make levels with tanks a bit tricky. It makes sense if you complete the mission and a story character is dead - then you should be forced to restart. But it's a bit unfair to have Gallant run over by a tank and not be given the chance to let Herbert revive him, especially if his turn is up next. One solution would have been to put the game into "danger mode", where a klaxon sounds and you're instructed to revive them before the mission ends. As it stands, be sure to keep these three away from vehicles. Everyone else can die and be resurrected by Herbert without worry, though. Relating to the difficulty (or lack thereof) is the fact you can't save mid-mission, unlike with Valkyria Chronicles. A lot have complained about this, but it's actually a good thing. The problem with Sega's classic is that everyone abused the save function, reloading if they made the tiniest or errors. Many guides and FAQs revolved around this exploit, suggesting you save before every more and reload if it doesn't go according to plan. This is not strategy, this is trial and error. Well done to developer Success for having the courage to limit saving only to the map screen. Admittedly with battles lasting around 45 minutes each, and some towards the end topping the one hour mark, it would be nice to have a sleep function - perhaps a temporary save that deletes itself after you load it, similar to how Shenmue did it. If you live a lifestyle where you can't guarantee at least one full hour of game time per session, then this probably isn't the game for you. A lot has also been said about the graphics and animation. One reviewer claimed the graphics are two generations behind. That would be the PS1 era - and anyone who thinks these screens look like a PS1 game is an idiot, or possibly on the wildest hallucinogenic drugs known to man. If you look at the screens around this page and feel that they are so ugly they make it impossible to play, then don't play it. Simple as that. Everything has its own distinct, stylised look. It's not water-colours like Valkyria Chronicles, and it's not anime like Disgaea, but it's got an unusual flavour. It's the same with the camera problems: this is a turn-based strategy game, and there's little need for dynamic lighting, detailed textures, or delicately crafted polygon models. They're functional with a distinct look, and that's fine. The colours can be a little drab at times, and an injection of intensity could have made it look better, but the visuals are not a game breaker. Personal pronouns are frowned upon, but I like the art style and graphics - it's original and different. Legitimate problems Having said all of the above, there are some genuine criticisms to raise against Operation Darkness. One is the Valhalla Reports, which considering seemingly no reviewer even mentioned, proves that none of them played up to the halfway mark. From Mission 13 onwards a random member of a specific enemy type on each map carries 1 of 12 Valhalla Reports; the enemy type is always the same, but which specific enemy is randomised, and there is no hint who carries it. If you collect all 12 reports by looting the appointed soldier, you unlock 20 bonus missions called The Eagle's Nest, accessible after completing Mission 26. Devoid of scenery or story, they're all about pure tactics and are a great place to level up. These stages comprise roughly 1/3 of the game's overall content: in addition to 27 Story Missions and 15 Armed Recon missions, which are basically there to earn EXP and some bonus skills. So the Eagle's Nest is pretty substantial in terms of quantity, and yet it can easily be missed. And you can't replay story missions, so if you miss one page that's it. The problem with this scenario is that between Missions 13 and 24 you're always scrambling from one corpse to another hoping to stumble on it. Most of the time you end up wiping out all enemies but one, and then have to run around Benny Hill style while the sole survivor gives chase. You also have to make sure to cancel all Ambush and Attackers, because otherwise when he moves he could get killed and end the mission before finding it. The whole concept sucks, since it cripples the strategy by forcing you to divert your attention. It would have been better if they'd given you a clue as to who carried it, or made the Eagle's Nest unlockable via some other means. For those struggling, THESE are the enemy types in each level carrying it. For secret characters like Max it's no so bad, since if you miss him it's just a small percentage of gameplay, but 20 missions is a bit excessive to lose out on. Another problem, which Valkyria Chronicles rather elegantly solved, is balanced levelling for characters. Sega opted to grant universal EXP after mission completion which could be spent on character classes at the training camp - meaning, for example, every sniper could be levelled up as a whole. With Operation Darkness you have to level each of the 11 main characters individually by using them. This is a terrible system for casual strategy players who rely on strong characters, since it leaves weaker ones like Herbert under-levelled and unused. There is a concession though, in that simply attacking with a character will grant EXP, regardless of if they kill the enemy. It's quite possible to have a low-level character with a bazooka do only a fraction of damage to a tank, but shoot up three levels in doing so. The advice here is be smart when managing characters: if a strong and a weaker character both have a turn coming up, have the strong guy loot bodies or something, while the weaker one pulls off the kill shot and the big EXP. If you can't manage that, just grind your weaker guys in the Armed Recon missions. Oh, and don't bother with the generic recruits, except for a single female to act as Ambush spotter and looter, since if the generics do any heavy lifting you're just wasting the EXP. Further niggles include the music, which is generic, tuneless and utterly forgettable. Then there's the fact there's an Achievement which encourages you to rush through in 35 hours, when really you're looking at around 60 hours for an enjoyable play through. Please ignore this and just enjoy the game at your own pace - rushing for a fictional medal will only ruin the experience. Finally, there's no post-game content, unlike Valkyria Chronicles, though you can still mess around in the Armed Recon and Eagle's Nest missions. Conclusion It never received a PAL release, so Europeans are out of luck unless they import an NTSC-U system. Given the scorn poured on it by the press, it's little surprise no one wanted to release it in Europe. The Japanese release meanwhile, for those with Japanese 360s, apparently has English subtitles for the Japanese dialogue, if your system's internal language is set to English (according to feedback comments on Play-Asia). Keep in mind this text was not translated by Atlus, so will differ from the US release. Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) Operation Darkness (360) ![]()
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