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61 Frames Per Second

The 61FPS Review: Tom Clancy’s H.A.W.X.

Posted by John Constantine



Guest contributor Adam Rosenberg covers games from his secret lair in Prospect Heights, Brooklyn, typing, reading and playing the days away as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.

Tom Clancy’s H.A.W.X. is a fun game. Flying a state-of-the-art combat jet over satellite-rendered landscapes in a game halfway between simulation and twitch thrills just works. The control is simple, the goals basic. But let’s be honest here. You don’t play game about flying a killer plane and look for a reflective experience. You play it for the rush of speed and vertigo, narrow escapes and quick action. H.A.W.X. provides that. Just not enough of it.

Unnecessary or not, there is context for the dogfighting. H.A.W.X. falls between Ghost Recon Advance Warfighter 2 and EndWar in the arching Tom Clancy timeline. You are David Crenshaw, a one-time USAF pilot who left the military life behind for better pay and hours as a contractor at Artemis Global Security. USAF pilots, in Tom Clancy land, are usually good and private military corporations like Artemis Global are typically bad, so you can probably guess what the big mid-story twist is. Crenshaw, in a cruel twist of fate/genre convention, learns that the sweet life isn’t necessarily the good life. This is Tom Clancy 101, meaningful for fetishists only, since it doesn’t serve much purpose beyond putting you in a plane.

The missions are uniform: you fly the unfriendly skies, zeroing in on yellow targets and protecting green ones. H.A.W.X. keeps the aerial violence speedy with its unique taskmaster, the Enhanced Reality System (ERS). Pressing a button when prompted activates the ERS, creating a tight tunnel of lit checkpoints on screen. By flying through the tunnel, players can intercept pursuing fighters and outfly incoming missiles. It also serves several mission-specific purposes, such as creating a flight path through heavily defended enemy airspace or lining up the correct angle of attack for a covered ground target. The ERS objectives show up infrequently, to great effect. It’s an ecstatic thrill to speed through the tight confines of an ERS tunnel, flak exploding around you, a ringing lock-on buzzer serves keeping you stressfully aware of your safety zone.

Basic flight and ERS are all well and good, but H.A.W.X. is at its best after Assistance OFF mode is introduced, roughly three or four missions into the campaign. Double-tapping either trigger button activates a distant third-person view of the action, and the camera locks itself onto any targeted enemy. You’re left with a greater freedom of movement since the view is no longer restricted to what’s in front of you. The tradeoff is that your jet’s safety features are turned off as well, which means the engine will stall if you lose too much speed. That isn’t a big deal when you’re 50,000 feet in the air, but it’s a bit more worrisome when that number is closer to fifty.

H.A.W.X.’s problem is that there’s just not enough variety. Your time in the cockpit is over and done in just under eight hours, and at the end of it, you’ll only have earned about half of the experience needed to unlock all the game’s extra planes and weapons. H.A.W.X. does support cooperative online multiplayer as well competitive online play for two to eight, and both modes also earn the player experience. The co-op is enjoyable, especially since each player can set his or her own difficulty level, but since competitive play comes in just one flavor, team deathmatch, it does nothing to alleviate the end game doldrums. Compounding the problem of unlocking is that most of the big ticket challenges will have been completed by the time you’ve finished the campaign. With several thousand experience points separating each level, the 5-50 points earned per downed enemy fosters a monotonous grind which will turn most players off. Even then though, there isn’t a whole lot to do with all of those sweet unlocks.

H.A.W.X. desperately wants to be a great game. It gives you these beautiful environments, tons of fun to control fighter jets, little elements that scream “Love me!” Then a handful of hours have passed and you’ve seen all there is to see in the campaign and despaired at the thought of slowly grinding through the last experience levels. You had a little bit of fun, but you can’t help but think it could have been so much more.

Grade: B-

Previous Reviews:

Suikoden Tierkreis
Eat Lead - The Return of Matt Hazard
Dead Rising: Chop Til You Drop
Resident Evil 5
Dragon Quest V: Hand of the Heavenly Bride


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Donald said:

I couldn't shake the feeling that I was playing Mario Kart: F-16 edition. I mean, for god's sake, your plane can do a "power slide" by slamming the brake pedal (oops, airbrake) and turning hard.

April 9, 2009 11:30 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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