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HARD RE SE T
HANDS-ON Pigs fly—Deus Ex meets Painkiller in Flying Wild Hog’s first FPS
I knew that glow from a mile away— the way it pulsated and beeped—I could practically smell the damn thing: a terminal. “Hack,” a quick
prompt told me as I approached.
Hardened by years of gaming experience,
I braced for an obnoxious minigame. But
nothing happened. And that’s when I realized that Hard Reset isn’t like other
modern FPSes. Oh, sure, every electrified
pore of this PC-exclusive—built by a
team that includes former Painkiller
devs—crackles with cyberpunk chic, but
make no mistake: this is a game about
shooting things. Does it move? Shoot it.
Has it stopped moving? Shoot it more. Is
it a wall? Shoot it anyway—just to be safe.
Hard Reset doesn’t bother
with filler. And why
should it? After all, there
are 50-foot-tall nanoma-chine statues of Greek
gods that need killing.
The road to that big fat
Greek showdown,
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DEVELOPER
Flying Wild Hog
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however, could be a bit more
straightforward. Hard Reset’s premise
pelted me with jargon-laden curveballs
until I was an ugly mass of black-and-blue. Here’s the gist, though: it’s the year
2436, and humanity has its hands full
with a race of hyper-sophisticated AIs. As
Fletcher, a security specialist for the
monolithic Corporation, I was tasked
with investigating a hospital break-in by
some nefarious robo-ne’er-do-wells.
Then the game started mentioning “The
Sanctuary,” “exterior AIs,” and “quantum
entanglement,” and, well, at least its
gorgeous comic book cutscenes were easy
on the eyes.
Up your arsenal
Really, though, I doubt Hard Reset’s
gunning for any writing awards. If you
were to grab a scalpel and go digging
through the game’s guts, you’d find tons
of guns, even more enemies, and little
else. This isn’t just a simple throwback to
the heydays of Painkiller and Serious Sam,
though. Hard Reset’s sticking its tongue
out at Halo and its ilk by giving the oh-so-
trendy two-gun limit a much-needed
makeover. Make no mistake: Fletcher’s
not some Rambo-style walking armory.
He does, however, have an ace up his
sleeve—or rather, about 20 of them. See,
Fletcher only carries two guns (one
mechanical and one energy based), but
they’re essentially handheld
It’s the year 2436, and
humanity has its hands
full with a race of hyper-sophisticated AIs.
Transformers—both in their ability to,
you know, transform, and their subtle use
of explosions every 2. 3 seconds.
Fully upgraded, both of your guns have
five unique firing modes, each of which
branch into upgrades and alternate firing
modes of their own. Sound confusing?
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OC TOBER 2011