by Jeremy Dunham
We might as well get it out of the way and tell you right from the beginning that The Matrix: Path of Neo is a whole lot better than 2003's spin-off, Enter the Matrix. It looks better, it plays better, and taking control of the former Mr. Anderson is more satisfying than running around as Ghost or Niobe any day of the week. But more than that, Path of Neo tried to do things technologically on consoles that few other titles rarely attempt. Its Windows counterpart, however, doesn't exactly push the limits of its hardware with a surplus of particles, shadows, lighting effects, and animations... regardless of that fact that Path of Neo has a lot to like in just about every element of its production.
Speaking of which, when industry press first came out of E3 proclaiming that the game had one of the best uses of a license they'd seen in quite some time, they weren't joking -- everything about Path of Neo screams "Matrix" at nearly every turn. Whether it's the cool green coding effect you'll get during loading screens and pause menus or the meticulous recreation of the trilogy's most famous environments, everything you'd expect to be here is here... or at least, everything you'd expect from a game about Neo. After all, the story this time around is told exclusively from Neo's perspective, so the highway chase from Reloaded and the massive real world battle between Zion and the machines in Revolutions didn't make the cut.
Strangely, the training levels in Path of Neo are actually one the game's biggest detractors. As helpful as they may be, they're the slowest moving and clunkiest stages of the entire experience and aren't a good example of what players can ultimately expect. Unfortunately there are six of these levels in all, and other than the famous battle with Morpheus in the dojo, fail to have the drawing power that most initial stages in action games usually do (thanks in tandem to its lack of aggressive AI, available moves, and straight-forward level design). This is why I'm not surprised that a lot of my colleagues' early impressions of the console versions were overly pessimistic; the inaugural stages of Path of Neo really don't impress much at all.
At the forefront of Path of Neo's more notable features is the depth of its combat system. Borrowing elements from the previous Matrix title, Sony's God of War, and a heap of other context-sensitive actioners, there's a wealth of moves that players can learn to pull-off before they're finished. Unfortunately for PC users, the system remains far too clunky compared to its console counterparts the whole way through. This isn't helped by the fact that the gamepad support is pretty bad (I recommend the Xbox 360 controller for best results, though) and that it's near impossible to map your controller to the configuration you want. For the most functionality, you'll want to use the keyboard and mouse setup -- but because the gameplay was designed around the use of a console controller rather than a PC (no streamlining has even been attempted), movement is stiff and gauche.
If you're willing to work through the kinks, The Matrix does have some fun moments worth playing. When you're face-to-face with six or seven agents and a couple of SWAT team members, it's pretty thrilling to bust out a sweet combination of feet, fists, and samurai swords. The range of maneuvers you can pull of are really quite spectacular, actually, especially when you consider that you only have fire, strike, special attack, and jump commands to perform a couple of hundred moves with. If executing that many attacks sounds impossible given the configuration, then let me clarify: your equipped weapons and character position in relation to your opponent are all context sensitive -- meaning that while your basic actions may be set to a few dozen combinations, their effect on your enemies will differ based on what you use and where.
Another great feature in The Matrix is its steady climb in difficulty. Despite all of the powers that Neo accumulates as he goes along, the CPU stays with you every step of the way. So while you may gain the ability to dodge bullets or perform anti-grav jumps in a single stage, the next level will compensate with more enemies wielding pistols, smarter agents, or larger stopgaps for you to overcome. I can say with absolute certainty that there wasn't a single stage in the entire game that felt like it threw too much at me too soon (and only a couple of them were on the easy side) and it's obvious that a lot of time was spent working out the little nuances challenge progression. Sadly, this difficulty balance doesn't change the fact that Path of Neo does run into some repetition problems and some weird pacing shifts.
Speaking of storylines, we can't forget to mention that the Wachowski Siblings have given The Matrix: Path of Neo an all-new ending to compliment its broader videogame approach. The pair did write and direct the events of the game just as they did the movies, don't forget, so they were sure to add a finish that was more befitting of the interactive experience. In fact, the moment that the Wachowskis come onscreen to introduce the final stage (and subsequent ending) is easily the most bizarre moment of the entire game and, in a way, epitomizes one of The Matrix's biggest flaws in that it doesn't tell its story very well.
Truth be told, the way that the cutscenes from the three Matrix films (and the Animatrix) are cut together between levels just doesn't make any sense. I've seen all of the above pictures several times each and it was still hard for me to follow what was going on. If you've never seen any of the films... then just forget about it -- you're better off just skipping the cutscenes altogether and pretending there's no story to begin with.
Amazingly, the framerate and camera problems seem to be more prevalent in the PC version of The Matrix compared to its console brethren... and this is despite the fact that we turned the graphical detail all the way down on a beast of a machine with several Gigs of RAM and a high-end video card. No optimization was made for this additional power in any way by the development team, so even at the highest resolutions, the game looks muddy, washed out, and under-textured. The camera will repeatedly get caught in bad places as well (particularly in the indoor levels), and when coupled with some motion-captured animations that don't always link together so well, makes it really difficult to tell what's going on.
Closing Comments
Fans of The Matrix will probably gobble up the console versions of Path of Neo at retail and it's easy to see why. It does feature a fun and flexible combat engine, a long 12-15 hour adventure, and all the most memorable scenes from the Wachowski's motion picture trilogy. Some of the moves you can perform are just plain cool too (object levitation and code vision spring to mind), while the final boss battle is definitely worth experiencing. But at the end of the day, the PC version doesn't offer enough of an advantage over its console counterparts to warrant a pick-up over those, and even if you're a PC-exclusive gamer its clunky controls, poor gamepad support, and huge install (More than 5GB!) probably won't be worth it. If you're in love with the idea of kicking Agent's smith's smirking digital ass, however, I'd recommend waiting 'till it hits the bargain bins.
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