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Primal - Review
System: PlayStation 2
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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The quality of the environments extend to all aspects of the game's graphics and sound.  The character models are excellent, with life-like movements and textures.  The script is also well-written and supported by top-notch voice acting.  This last point is a very good thing indeed when it comes to the game's cutscenes, because you'll be watching a lot of them.  Primal features a deeper story than is usually found in a video game and so it must convey the story's events through extensive use of cutscenes.  While they are all well done, they can feel excessive at times.  Case in point is the game's opening sequences.  By the time you actually start playing the game you'll have spent close to half an hour watching cutscenes, interspersed with only a few "move from Point A to Point B" moments that give you brief control while moving to the spot that will trigger the next sequence.  If you enjoy a game with a great storyline and plenty of cutscenes you'll be in heaven, but if you find such things to be a distraction from gameplay you may find Primal to be slow-paced and even boring at times.

Screenshots
Jen fighting demons as a demon.

The gameplay itself is a mixture of puzzle solving and fight sequences.  A lot of the puzzles involve overcoming obstacles to your path and are pretty simple to solve.  Send Scree up a wall or Jen through a gap or along a ledge and you're on your way.  Other puzzles can be more difficult, but not necessarily because they are fiendishly clever.  These puzzles fit into the "I know what I need to do but how the heck am I supposed to do it?" mold and tend to be more annoying than challenging.  You almost have to wonder if the developers realized this since a press of the Triangle button will cause Scree to give you a suggestion for solving the current puzzle.  These aren't always helpful, though, and sometimes Scree has nothing to say, so be prepared for a little frustration along the way.

Fighting in the game utilizes a target lock system that engages pretty much automatically when you encounter an enemy.  One of the shoulder triggers is used to block blows, two for attacks, and the last for a spin attack designed to clear enemies trying to surround you.  While the power of your attacks are supposed to be tied to the pressure used on the buttons, the attacks unleashed and whether or not a combo is performed seem to be a random function more than anything else.  You can't control the location of your attacks, nor whether or not you unleash punches or kicks, so combat is more of a button mashing affair than a tactical exercise.  Combat is further simplified by the fact that your enemies don't work well together.  Battles in which you face three or four to one odds play out as a string of single duels as the other enemies rarely give you any trouble while you are engaged with one of their cohorts.  When a second enemy does decide to get involved he can easily be discouraged by a spin attack, and he'll usually stand down to wait his turn.

Primal is not a bad game, it's just that it had the potential to be a great game.  If the fighting were more engaging, the puzzles more challenging, and the environments less linear, Primal would be one of the best games ever to appear on the PlayStation 2.  As it stands its shortcomings will hurt its appeal to many gamers.

In The End, This Game Hath Been Rated: 78%.  Those with a taste for all things gothic will probably love Primal, as will many other gamers  However, its high production values are hampered somewhat by its underdeveloped fighting engine, simple puzzles, and slow pacing.

 



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