Review: Dead to Rights: Retribution
Developed by Volatile Games, Dead to Rights: Retribution is a reboot of sorts for the Dead to Rights series. In many ways, this newest iteration to the series feels just like the original: though some of the concepts are relatively fresh and somewhat fun, the whole of the package feels both dated and frustrating.
The major points that work in Retribution‘s favor are actually in its presentation. The graphical style feels very appropriate, with a film-noir look that compliments the seedy big-city setting and corrupt police storyline. Starting up the game, players take control of a huge husky named Shadow and are tasked with protecting a very badly-injured cop named Jack Slate. After tearing out the jugulars (and sometimes testicles) of dime-a-dozen criminals, Jack and Shadow stumble into a bar to meet up with an ally named Faith. When questioned by Faith, Jack begins the story of how he became bruised and haggard, and the game jumps back several days’ time. From there, the tale is told chronologically, and the details of Jack and Shadow’s lives play into the overarching sense of chaos that is so prevalent in Grant City.
The plot is definitely solid and enjoyable, and only has a few moments of of being unclear. This is a story of betrayal, death, and the life-altering consequences faced in the line of duty.
The graphics and environments only help bolster the story at hand. Jack finds himself fighting through upper-class apartments, broken-down industrial complexes, snow-ridden outdoor fields, barren junkyards, and high-tech government/military fortifications. Although the game is predominantly composed of blues and greys, the whole of the mix is dynamic enough to not be visually boring. Lighting effects are thorough without being distracting, and snow and rain can instill just the right amount of tension.
One of the downsides to the appropriate environmental designs are the repetitive level layouts. Obviously created with the cover mechanic in mind, each level is littered with fallen objects, thick pillars, or staircase railings that can be crouched behind for cover. Put frankly, it feels unrealistic. In a thunderstorm of lead and blood, players will definitely look for the nearest blockade to duck behind – it goes without saying that they will find it. It just seems unusual (read: unrealistic) that there is always something just a short distance away.
It’s necessary, though. Dead to Rights: Retribution lays the enemies on thick. Fortunately, there are a number of different ways in which they can be dispatched. From the start of the game, the players are shown the basics of fighting. The first moves to be taught are the standard close-quarter combos. Mixing up light and heavy attacks, players will introduce their knuckles into a well-rounded variety of body parts. Blows can be dodged with a quick dash sideways or backwards, and the dodge button also doubles as a counter if timed correctly. Once enough damage has been inflicted on the opponent, a Takedown can be performed where Jack will execute a brutal and fatal move.
In the right situations, starting up a fistfight with an armed opponent allows Jack to perform a quick disarm. With the enemy’s weapon in hand, the protagonist automatically aims his newly-acquired piece at the foes head, giving yet another opportunity for an unnecessary fatality.
Topping off the melee combat is the ability for Jack to perform a Weapon Takedown. These are essentially the same as the normal Takedowns, except in most cases the finishing hit is actually a bullet. These are some of the most brutal and inhumane finishers, with some enemies literally brought down to their freshly-capped knees, pleading for their own lives. Jack, of course, shows no mercy.
Beyond the hand-to-hand fighting, Retribution‘s action is largely by-the-numbers third-person shooting. A variety of guns can be found; everything from shotguns and pistols to sniper rifles and grenade launches can be wielded by or against the enemy. In the heat of battle, players can find sanctuary behind pillars or conveniently-located barricades, and even blind-fire when needed.
One of the inclusions to this formula is the Focus mode, an effect that slows down time and increases attack damage. Killing an enemy gives a one or two second Focus in addition to filling the Focus bar, which can be toggled as-needed at any time. The Focus mode goes beyond being a gimmick by becoming almost totally necessary at some points in the game. The GAC Sniper enemy can literally take the main character down in just a shot or two, and Focus can make all of the difference between killing or being killed.
The last and arguably most fun aspect that sets Dead to Rights: Retribution out from similar titles is the dog Shadow. In normal circumstances, Shadow can be called on to perform many different tasks. The first and most-often used is his attack. Hitting up on the D-pad sends Shadow to the enemy closest to the player’s line of sight. If that enemy is weak, or has taken a few shots, Shadow is usually able to finish him off. From there, the animal can also be called on to retrieve any guns or ammunition from fallen foes. If Jack finds himself in a pinch, hitting Down on the D-pad brings Shadow to his location to attack or distract nearby enemies.
On occasion, players will actually be placed in control of Shadow. During these segments, the oversized canine is usually sent into an entranceway too small for a human, and must find a key for or deactivate power to a gate so that Jack may pass. Holding down the left trigger, Shadow skulks quietly, and is able to sense the heartbeats of enemies within the area. Using barks as distractions, Shadow can lure his foes away from their cover for stealthy kills. By dragging bodies away from the scene of their deaths, Shadow can more efficiently cover his own tracks.
Generally speaking, such is a formula that has worked for many games before, and will likely work for many games in the future. Shooting enemies in the face and watching copious amounts of gibs fly forth in slow-motion is something that is usually able to bring about a degree of entertainment. What detracts from this experience is just how common this game makes those things out to be. At any time, Jack can carry barely any ammunition. If gunplay is favored over man-to-man combat, nearly every shell placed must be a head shot. Those head shots, of course, trigger a slow-motion event. The reward for that accuracy (aside from one less enemy) is the capability for more slow motion and more head shots. When I found that an enemy was close to death, and Jack had the opportunity for a Takedown (which is noted by a button prompt,) my first reaction was almost always to initiate it. The Takedowns themselves add probably 5-10 seconds time just to take out that particular enemy.
To put it more bluntly, the cinematic aspects of the gameplay, while entertaining, are slow and tedious. Takedown animations are repeated over and over, and most times don’t vary with the different weapons. It wouldn’t be too much of a problem if head shots and Takedowns weren’t the easiest ways to kill the hordes of enemies that are basically filed headlong into Jack’s path of destruction.
Also frustrating are the inevitable boss battles. Some are presented as only hand-to-hand combat, or are at least placed as such, and these particular enemies are much more agile than Jack. Dodging and countering works best in these scenarios, but they bring about issues: the dodge really just takes the player outside of the melee range, requiring them to move back towards the enemy, and opening themselves up for another hit. Of course, that hit can be dodged, but then they’ll have to move back, et cetera. These battles basically come down to sending Shadow in as a distraction when Jack is about to die, and having the patience to stick through it without straight up turning off the console.
Some of the other boss battles give Jack plenty of guns and ammo, but make targeting particularly frustrating. Again, these boil down to desperately attacking a tiny, moving target, and taking cover whenever Jack is about to die.
I found one of the most disappointing aspects of Dead to Rights: Retribution to be its wasted potential. Certain parts of the game were extremely fun – I dare not say which Triple-A titles I was reminded of, but at times this game seems to be a perfect blend of guns, fist fighting, and stealth. Those moments are fleeting pleasantries, of course, and will quickly be derailed when Jack dies from a grenade being fired from off-screen, or getting caught off-guard by swarm of enemies wielding paralytic rifles sneaking up from behind, or being tasked by yet another uncomfortable escort mission.
There are plenty of things that Retribution does right. The game kept me coming back more often than I expected, but each time I left feeling let down. The good and the bad are almost in equal balance, and for that reason Dead to Rights: Retribution is a game that will most likely be played sporadically and ultimately forgotten.
| Dead to Rights: Retribution | |
| Playstation 3 (Reviewed), Xbox 360 | |
| Publisher: Namco Bandai Games Developer: Volatile Games Genre: Action / Third-Person Shooter Release Date: April 27th, 2010 MSRP: $59.99 ESRB Rating: M for Mature |
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| Doin’ It RIGHT:
- Excellent presentation and atmospheric levels. - Enjoyable story. - Mostly-solid action. |
Doin’ It RONG:
- Takedowns and head shots are both necessary and repetitive. - Generic quest structure. - Escort missions. |
![]() FINAL SCORE: 6.5 / 10
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At the very least, that's one good lookin' dog!
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