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  • Introduction

  • Video Review

  • Gameplay Overview

  • Controls

  • Multiplayer

  • Graphics, Storytelling, & Atmosphere Overview

  • Storytelling

  • Art Design

  • Sound Design

  • Introduction
  • Video Review
  • Gameplay Overview
  • Controls
  • Multiplayer
  • Graphics, Storytelling, & Atmosphere Overview
  • Storytelling
  • Art Design
  • Sound Design

Introduction

Video Review

Gameplay Overview

We liked the idea of being able to take advantage of your environment in {{product.name}}. For example, if your enemy is situated beneath a bus full of sand, you can shoot holes into it to crush them beneath the sand's weight.


The use of sand - i.e. being able to kick sand in eyes of enemies to stun them and throw grenade - is an integral part of {{product.name}}. Another main element is, while {{product.name}} tells dark side of military conflict (you're never exactly sure why Konrad stayed behind), trying to decipher who your enemies really are. There is great ambiguity in the enemy and you're not sure who you should be fighting against at times because no one believes each other. This leads to conflicts due to mistaken identity with American CIA and other rogue soldiers.

The choices that you make will impact your squad and the remainder of the journey. For example: killing someone who's helping a dying friend may cast your personality as aggressive and could lead to consequences. Should you save civilians or complete mission? The game almost forces the human side of war upon the user.

Controls

We thought the shooting was smooth and accurate and liked the controls available if you happen to get pinned down. Your squad will help take over for you and you can tell them which enemies to attack during this time. Guns such as a Micro Uzi, AA 12 shotguns, sniper rifles, grenade launchers will be available.

Multiplayer

The {{product.name}} will not have have co-operative story modes but is available in single and multiplayer (up to four total).

Graphics, Storytelling, & Atmosphere Overview

We were impressed with {{product.name}}'s story and how Dubai was so elegantly recreated.

Storytelling

The {{product.name}} developers that we spoke to at PAX East said that much of the storyline (15 chapters total) in the game was tied to their ability to capture the paradigm of beauty and destruction in Dubai. There are a number high-priced sports cars, such as a Hummer H2, but also sand dunes as high as buildings. It's important to note what's around you to understand the story.
Just like real life, you will also see cranes everywhere, which depicts growth prior to the sand storms. You will also see objects such as a black box that will help advance your journey.

The game starts out with flash forward to later on in mission, but first real chapter in the story is finding out what happened to Konrad (who refused to leave city when sandstorms got bad) and mission (to take care of rogue outlaws and penetrate city). There is a bit of a slow start to game in getting to know squad mates, which is cordial at first, but changes as game goes on. As you progress through the chapters, the element of surreal comes into play. Situations such as shooting up an enemy inside of a yoga studio gives strong indication that mental state of the characters isn't doing well. How they react to death is big aspect of {{product.name}}. Not helping this state of mind is the "radio man", who has a warped view of the battle and is commenting during combat and playing creepy music.

Art Design

The curved buildings and blues, pinks, and oranges that were reflected on those buildings help set apart {{product.name}} from other military games that have the same dark surroundings. In fact, we were told that 2K wanted to avoid the brown element and instead of making everything look the same, use more life-life tones for characters. There are a number of what developers described as "hyper reel elements" - smoke, fire, and sand - that are constant throughout the game.

Sound Design

As noted above, there's a "radio man" who will comment on battle and taunt you as you go through your journey with music and laughter. Developers also explained how the characters' voices evolve and change throughout game instead of repeating the same generic catch phrases.

Meet the tester

Patrick Ouellette

Patrick Ouellette

Staff Writer

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Patrick Ouellette is a valued contributor to the Reviewed.com family of sites.

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