Reviews from

in the past


The most basic FPS joy out there with some of the best guns and sound design the genre has to offer. Play if you like constant gunfire and explosions, and why wouldn't you? In the game. Not in real life.

Envelheceu muito melhor do que eu esperava. A jogabilidade é boa até (por mais que não esteja dentro dos padrões modernos), as fases são muito divertidas e a maior tristeza é que a campanha dura por volta de 4h.

Ele teve a fama de ser difícil, mas sinceramente, era a gente que não sabia muito como jogar. Não acho que é um jogo fácil, mas não é um difícil injusto. Você precisa misturar táticas de um shooter arcade com algo mais tático.

E quanto à história, ela é quase irrelevante. Por mais que exista alguma coisa, definitivamente o foco aqui não era uma criar uma trama incrível, o foco foi todo pro design de fases e a qualidade de produção audiovisual, que é o maior destaque do jogo, pra época.

Vale a pena pra quem já conhecia e pra quem não conhece. É uma experiência curtinha que deixa um gosto de "quero mais"

Eu nunca nem passei da primeira fase na real, sempre fui ruim de mira mas não tem como deixar esse jogo de fora!

Jogava muito quando era criança, achava difícil antigamente, hoje em dia eu acho de boa, maravilhoso cada ponto de detalhe, problema é a falta de legendas apenas

This was a weird era for shooters. They had progressed past the "boomer shooter" template, but in the wake of Half-Life, many developers didn't really know what to do if they wanted to create something focused purely on action. Returning to monke was viewed as unacceptable -- we're living in a Three-Dimensional World now, soldier, the People demand a Cinematic Experience. As a result, many shooters from 2000-2006 feel like they're being pulled between two extremes and tearing apart in the process. In a pre-CoD2 time, a select few games managed to straddle this dichotomy (F.E.A.R. is one such example, Return to Castle Wolfenstein another) but the vast majority are worse off because of this. Black is one of them.

Described as "gun porn" by the developers, in one of the earliest recorded examples of "Extreme Cringe," Black was meant to show off the Power of Firearms, make you feel like a God with an AK-47, raining destruction against any of those who dare stand in your way. In practice, it's an underwhelming shooter with worse gunplay than Goldeneye, except it makes you look at the guns a lot. Yes, it has detailed reloading animations. It also released in 2006, when this wasn't really impressive anymore. It's not the developers' fault that this came out couple of months after CoD2, a better game in (almost) every single respect... But it sure doesn't help. They want you to look at these guns. They REQUIRE that you look at the guns. Every time you switch weapons, you chamber a round for no reason. Every time you reload, an incredibly obnoxious depth-of-field effect obscures the rest of the screen (I think this game in particular is the reason I hate DoF and turn it off whenever possible).

Despite this, the guns. Feel. WEAK. Enemies can take an ungodly amount of damage before dying, which is probably why every gun's magazine holds about double the amount of ammo that it should. You can riddle a guy with bullets like he's Kenny and you're ED-209, and he'll eventually go down after expending half of your AK's 60-round mag. You have grenades, but your character has a wrist that would get you called slurs in PE. The prevailing tactic seems to be to shoot the copious red barrels and other explosive objects strewn around, rather than shooting at the enemies themselves. Those explosives, and the destructible environmental elements, also dry up pretty quickly into the meager 4 hour campaign. The game is also completely bloodless, adding to the lack of impact, which is extra strange. It feels like it's a T rated game in every respect except for guys yelling the Fuck Word on your radio.

The controls also suck, of course. It has a bizarre control scheme, naturally, because that wasn't standardized yet, but at least it's fully customizable. The strangest part is that you have "cycle weapon forward/backward" buttons despite only being able to hold 2 at a time anyway. The aiming is as bad as you would expect from a console shooter of this era where you click the right stick to zoom in (not ADS). It's easy to talk shit about Left Trigger, Right Trigger controls, but it's vastly superior to this crap that we were dealing with in the Before Times.

The one thing I will praise in Black is the audio. It's the sole saving grace. The guns do sound loud as shit, and the music (from Chris Tilton and Michael Giacchino, composer for Maui Mallard in Cold Shadow and director of Werewolf by Night) is excellent. Until BF Bad Company came along, this was the best guns had ever sounded in a video game. So they had that crown for 2 years.

After this, Criterion went back to making racing games, which they're actually good at. Developers of Black went over to Codemasters and made a spiritual sequel, Bodycount. I remember it being pretty average, which is at least better than Black. Contemporary reviews loved this game. I never understood why. At least now I was able to get some enjoyment from the ridiculously pretentious opening cutscene, which is simply credits in the lower left of a black screen.

If you have a hankering to play a mid-2000s shooter with a focus on bombastic gunplay and a prominently-featured SPAS-12, make the right decision:

Play F.E.A.R.

2/10


Lembro das jogatinas nas madrugadas, curti muito na época.

Let's start with what the game does right:
- The destruction physics are extraordinary, even compared to many shooters of the succeeding generation.
- The levels are unique, varied, and have cool set pieces.
- The shotgun is very satisfying to use. It's powerful and loud.
- ..... That's all I got.

Onto the negatives, there are a lot of them:
- The controls feel terrible. Your movement speed is slow and there is no run button. The aiming sensitivity is also very low with no option to change it.
- The weapon switching, reload and alternate fire mode animations take way too long. They break the flow of fire fights and add another layer of clunkyness on top of my previous issue.
- Enemies are bullet sponges which is the laziest way of adding difficulty to a game. At least head shots are one hit kills.
- The story is pretty bad, even for modern military shooter standards. Knowing the history of the game, you can really tell that it was hastily put together to connect a bunch of levels that have nothing to do with each other.
- While the graphical fidelity is impressive for the time, I wasn't a fan of the art direction. Everything is dark, brown and grey with a bit too much bloom. All things very common in the seventh gen so I guess Black really was ahead of it's time.
- Checkpoints are sparse considering the length of each level.
- Higher difficulties require completing more boring secondary objectives which are essentially just glorified collectibles. I tend to play shooters on the second highest difficulty my first time through but I switched to normal here just to avoid the secondary objectives.
- Game length is on the shorter side.

Black to me is a really good tech demo, just not a good game. I wish it had been released on PC. That would have solved the control issues for me at least and made it more enjoyable to play.

An amazing technical showcase for what could be squeezed out of the 6th generation of consoles. Playing on modern Xbox hardware helps showcase Black's impressive destruction technology in a wide screen, HD picture. If you have the ability to play with great headphones or a surround system, Black additionally offers a robust sound profile with some of the meatiest, devastating sounding weapons of the generation. It is wild to see what Criterion was able to pull off in the last leg of the Xbox's life cycle, so much so this could easily be mistaken for an early 360 title at a glance.

The impressive tech and audio can only push Black so far, though. While it's understandable for the time considering we didn't quite have a universal FPS controller format, Black's controls can be a little confusing to get to grasp; amplified further if you're like me and are juggling this game alongside others. I honestly cannot think of another console shooter off the top of my head that uses the A/X button for a reload, and Y/triangle to equip suppressors, while you use the D-pad to swap weapons.

Once you finally have a grasp on Black's controls, you'll have to contend with its post-processing effects. I have different motion sickness triggers than others, but one thing that truly gets me feeling ill is excessive blur. Black, sadly, is chock-full of blur effects through its many reload animations. Yes, it is truly stunning to see the animation detail on each weapon's reload, but if you make the grave mistake of moving (especially turning) while reloading, you may find your stomach flipping over itself like me. This frequent camera blur is in addition to violent camera shakes on explosions, and bloom effects that border on the horrendous side of ugly. Motion sick and photosensitive people should approach Black with caution.

For a Game Pass title, the nearly 4 hours for a "normal" playthrough isn't so bad and is a bit of a joy in a market full of 20+hour minimum experiences. I can say that it's understandable why the short length would be an issue, especially at the time of release. Replaying the game is incentivized to get more collectibles and play with different weapons, but I could imagine running the same levels time and time again with the game's unskippable cutscenes and brutal, unfair checkpoints becoming a chore sooner than later. Black is an impressive shooter when taking a broad look at it, yet there isn't much of a "deep end" to immerse yourself in and get "genuine playtime" out of it.

Adoro ver pq que certos jogos são clássicos. Joguei Black por causa disso e adorei

Why did people tell me this game was good? What did I ever do to them?

Um dos melhores FPS da história, o final é difícil pra caralho, mas valeu a pena, realizei meu sonho de infância de zerar no hard, um dia tento a black ops.

Has some good gunplay and nice music but too many obnoxious features drag it down. The screen blurs whenever you reload. Every enemy is a bullet sponge. The reload and weapon switch animations go on too long. It's a game that prioritized style over playability, and the story is one of the most half-assed I've ever seen. I've seen a lot of people refer to this game as a hidden gem, but I think there's a reason why it never had much of an impact.

muito frustrantes os checkpoints desse jogo, mas consegui zerar, jogo incrível.

Esse foi o jogo que eu mais joguei no PS2.

juegazo, pero no lo recordaba tan corto

Fired the starting pistol without headphones and was cited by my landlord for causing a disturbance

Nunca pude zerar, mas eu mais piscava enquanto estava jogando essa belezinha no meu PS2.

forte demais, eu não faço a menor ideia de como era a história desse jogo, o que lembro é de muita frustração e quase ter quebrado o controle. até hoje uma das minhas maiores conquistas na vida foi ter zerado isso

Tiene unos graficazos pa ser PS2

Jogo bom, um pouco superestimado, mas não é ruim

Eu achava que esse jogo era baseado em fatos reais kakkkaksks

I played the PS2 version a couple of years back and it interesting graphically, and surely a technical spectacle for the PS2, but soon enough the going got tough, as the gameplay mechanics and narrative at aren't very novel anymore.


Man the graphics and sound were amazing and the destruction was top notch

Extremely simple gameplay. And not in a good way.

How is it possible for a game to feel so rigid and yet so immensly satisfying all the same? There’s this overarching stiffness to the controls and the attempt at a cohesive narrative is nothing short of laughable - but, in spite of all that, the core action still outclasses most other shooters of its time.

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