GENRE : SHOOTER
DEVELOPER: SINGLETRAC
PUBLISHER: GT INTERACTIVE
NUMBER OF PLAYERS: 1 OR7 2


Review by J. M. Vargas
(Reader Review) 

Image 1
 
 
Image 2
 
 
Image 3
 
 
Image 4
 
 
Image 5
 
 
Image 6
 

Back - Playstation Reviews  
 
CRITICAL DEPTH

When GT Interactive bought the rights to the services of PSX developer Singletrac (makers of the "Twisted Metal" and "Jet Moto" series, plus "Warhawk"), they thought they were in for the big bucks that seem to follow every game that these Utah-based company makes.  But a funny thing happened on the way to the Christmas '97 buying season: "Critical Depth", the first Sigletrac game under the GT Interactive label, didn't receive the critical acclaim and brisk sales of the previous games in the company's history (not a good thing to have your debut product for the new bosses losing money).  Now "CD" can be purchased for $19.95; does the game belong with the many other PSX dogs available for little money ("Tiger Shark", "Red Asphalt", "Dare Devil Derby", etc.), or is it an underrated classic waiting to be discovered?  The answer depends heavily on your liking or disliking of the Singletrac vehicular combat genre, and how much emphasis you put on graphic beauty.

Underwater explorer Douglas McKragen discovers five alien pods thousands of leagues (??!!) beneath the surface of the Ocean, but before retrieving them he vanished without a trace.  That's the cue for more than 12 renegade warriors to show up, trying to get the alien pods for their own unique and peculiar causes; will the alien pods end up on display at a museum (Professor Armstrong), hidden in a bunker on Area 51 (the CIA) or the destruction of humanity for the sake of a new "superior" human race (Dr. A. Pocalypse, German no doubt :-P)?  Each of the game's characters features an underwater sub that features flaws and advantages, which in the end balance each other out, that are unique to the personalities of their drivers.  And this being a Singletrac game, you know that the roster of characters will be dripping with creative "Mad Max" stereotypes (remember "Dakota" from "Jet Moto"?).

GAMEPLAY / FUN FACTOR:  B-


What we have in "Critical Depth" is third-generation gameplay improvements in a genre that Singletrac developed into an artform that Activision perfected (and matched with better-looking graphics that "CD" lacks) for "Vigilante 8".  The subtle improvements are everywhere: the tuned artificial intelligence which attacks you hardest when you carry more alien pods (a true bitch of challenge), the need to look up/down and left/right because the game's setting demands true 3D 'go anywhere' visualization, the radar that indicates both distance and altitude (and confuses the hell out of you), the cool shield that absorbs and/or deflects the enemy fire right back at them, the extremely tight and well-tuned digital control that makes moving underwater less of a chore than it should be (although analog control would have been better), the split-screen for multiplayer gaming with another "Twisted Metal" fan, the cool artwork and character design of the roster of many psychos in the game (check out those bios), the need to keep your sub going up and down the Ocean surface to prevent the Ocean depth from imploding your craft (didn't you see "Titanic"?), etc.  If you loved the way any of the previous Singletarc games played, you'll find yourself right at home with "CD" control scheme and gameplay options.

There are three different gameplay options in "CD".  Mission Mode has you (or two players in a co-operative mode, yes!) gathering five alien pods for each of the game's eleven levels.  Battle Mode puts a player against five selectable CPU-controlled opponents in a level, trying to gather five alien pods and escaping through a "Threshold" exit door.  Death Mode is a simple last-ship standing slugfest.  Three modes are too little IMHO to keep fans of the genre satisfied, and the fact that the game's setting is underwater affects tremendously the frame-rate and speed of your craft, and therefore the way the game plays.  Intentionally or not, the game feels sluggish and not as frenetic and fast-paced as "Twisted Metal", "Jet Moto" or 1997's other underwater action game, Namco's "Treasures of the Deep" (a much better-looking and playing game developed by Black Ops, currently making MGM's upcoming James Bond PSX game "Tomorrow Never Dies").

GRAPHICS / VISUALS:  C-


First-generation visuals make "CD" look more dated than its 1997 release date, especially when compared to the visual fireworks of "Vigilante 8"; the low-resolution, blocky and pixelated textures, clipping bugs galore and blue tint prevalent throughout the game's graphics (it's miles underwater, I know, but that doesn't make it look any better) make this the ugliest and most dithered-looking game Singletrac ever developed for the PSX (no small feat when you consider the unattractiveness of "Jet Moto" and "Twisted Metal", regardless of how well they played).  There are more attempts of multi-colored explosions and light-sourcing in this game than in any other Singletrac game to date (will see what "Rogue Trip" has up its graphic sleeve), but the engine seems to be barely able to keep up with the many tasks at hand an slows down frequently (like with Sega's "Burning Rangers" for the Saturn). 

Two-player games are the worst, since the screen is so cluttered and the frame-rate so low that its hard just to keep up with your surroundings, let alone the incoming fire from an enemy you can't see (the radar's complexity isn't of any help).  The attempts to give the crafts of the warriors personalities come through with unique designs (some look like an underwater mantis, others look like they came straight out of Batman's cave or a Jules Verne novel, etc.), but like with the first "Need for Speed" game these crafts are one sad-looking collection of low-res colored blobs.  The menu/option screens with the bios of the warriors aren't done in medium or high-res, which is rare considering many PSX games try to jazz-up these screens for the sake of appearances; they do however display the degree of creative lunacy that that cast of characters in "CD" personifies (shame their presence is never seen during the actual game).  Overall, the graphics in "CD" are barely a step above the undewater levels of "Starfox 64" (and those of us wealthy enough to own both systems know how crappy that N64 game's level looked and played).

MUSIC / SOUND EFFECTS:  C


The sound effects are pretty lackluster, with weapons and firepower that comes across as recorded on low-resolution and through a cassette recorder taken to a movie theatre playing "Armageddon".  Music is no better, with lousy guitar-wannabe rock'n'roll tunes filling in the H2O (not the air, because it is set underwater) with an individual tune for every one of the game's eleven levels; you might find a good tune or two among the bunch, but you better not be waiting for the "CD" soundtrack compilation anytime soon.  The audio and visuals haven't been the strongest priorities of previous Singletrac games, but they sure could go out of their way to give those elements more priority during future projects.

OVERALL:  C


"Critical Depth" just doesn't sound or look like a second or third-generation PSX game, although it could be argued that the subtle perfections to the combat system make for a better playing experience than "Twisted Metal 2" (good luck selling that Brooklyn Bridge to an Omaha tourist).  If you don't care about graphic beauty or can't afford a new copy of "Vigilante 8" (the current leader of the genre until "Rogue Trip" and "Twisted Metal 3" prove their worth), then "CD" might be worth your $20 if you overlook the truckload of small flaws that keep this puppy (excuse the pun) under water.  Besides, we've all wasted more than $20 in crappy games before and went on living, right?  Only "Twisted Metal" fans need apply for this Jules Verne-inspired trip to the bottom of the Ocean.