Bad Boys II
The already familiar technology in the style of “playing a movie is a little ahead of the picture itself, and then they advertise each other” – obviously, in this case, it kind of crashed: the program appeared much later than the movie went through our screens (or maybe just it the success, and therefore the expediency of the toy, was in question). In this connection, to really establish in the head the connection between events in the computer and in the cinema seems to be a relatively difficult matter. Do you remember what was discussed there in this mid-level action movie, which travels mainly for actors and shootings? We don’t 🙂 In this connection, we can safely recommend forgetting about the prototype film and enjoy the game process on our own – especially since the videos in the game are of terrible quality (technically, what is the meaning), computer characters are not too similar on themselves “in life”, and a miserable story serves the sole purpose of at least somehow linking to each other crazy action episodes that speak for themselves.
Bad boys II
And they say it so well that you can safely recommend the product for purchase – to anyone who enjoys a vivid action, a loose arcade, the excitement of a shootout.
Moreover, it is on a PC that they will get maximum pleasure – because in this type of game the mouse keyboard control obviously exceeds the capabilities of the “gamepad + auto-aiming” combination. Although, of course, if the game makes support for a light gun, then … it will be cool, cooler than a pathetic mouse 🙂 Especially since it is technologically (by the specifics of actions available to the characters) real and conceptually real, because Bad Boys are nothing but a very unusually invented, heavily weighed down by traditional action components kind of “virtual shooting gallery” (which many of us have observed in a purer form in all kinds of arcade halls and movie theater foyers). This is where a bunch of enemies shoots at you, and you are at them, and whoever manages to fill up faster, and you are usually stronger and have more lives 🙂
Bad boys II
It’s impossible not to agree that the concept, which can be formulated as “shoot-out”, is the best fit for the idea of a game based on a movie like Bad Boys II, where there were plenty of different shoots, if you remember. Exactly like a film, intense action alternated with relaxing humorous dialogs – the game is divided into clearly “battle scenes”, in the “pauses” between which you can calmly take a breath, drink coffee and take a nap, knowing that nobody unexpectedly hits you doesn’t attack, and time in gaming reality turned into jelly 🙂
Humor has not gone away either – the two main characters are constantly talking to each other with the help of “funny remarks” commenting on the passage of the next story point or the implementation of some “typical event” (for example, finding a certain type of weapon). It turns out everything is rather lively and fun – if only there were those remarks not yet in English, otherwise not all of us have such experts to enjoy hearing slang. However, the “cheap localizers” are unlikely to get to the re-voice of the replicas – because in fact they are not related to the game process.
So, knocking doors from scene to scene (and doors are opened in this world only with a sharp kick) – virtual doubles (of very dubious duality) of movie characters advance along a rigidly linear, strictly consistent “plot”, destroying hordes of “bad people” looking as the products of a couple of “cloning machines”. One of the characters is under your direct control, the other commands the dubious effectiveness of AI, and he sometimes leaves you, according to the will of the plot scripts, as if “according to his own affairs.” The process does not look divine – nevertheless, multi-platform usually does not affect PC games in the direction of improving the appearance (although often in the direction of enhancing originality).
What about your characters, what about their opponents – models do not sparkle with either bells and whistles or textures. Even the similarities of persons with cinema prototypes are practically not observed. This kind of even primitivism is somewhat compensated by a wonderful animation – all people in the game move very worthily, hide, die very spectacularly, falling and freezing in a wide variety of poses (and in scenes where resources are released – for example, in one-on-one duels against “bosses” – they are overgrown with additional embellishments and even more cunning animations). The scene always looks plausible, albeit “cartoonish”: it is easy to assume that something like this could develop in reality. Grenade throws were performed very effectively – in addition to excellent pyrotechnic effects and a fatal outcome for the majority of villains living in the room, the very “physical” effect of the explosion on the furnishings is obvious. In general, they are shifting – no matter how funny it is to talk about all this after the wonders of Far Cry 🙂