Gamers kill a lot of Nazis. But, The Saboteur is the first time killing the endless goose-stepping horde of the Third Reich has ever looked this cool or copied the Grand-Theft-Auto play style so much.
The Saboteur is a stylistic third-person sandbox game where players take the control of Sean Devlin, an ex-racecar driver who’s taken on the duty of being the backbone of the French resistance and the pleasure of hunting down the occupying Nazis of Paris.
The story, for the most part, does an OK job of giving you the back story of our hero’s anger towards the Nazis, but after the first couple of missions it’s just like any other B-rate action story: predictable and nothing special with some pretty terrible voice work.
Devlin’s actions will seem awfully familiar to if you’ve played any other sandbox game that’s come out in the last 10 years. There will be a mix of carjacking, gun play, running around an open city and, of course, keeping the ladies at the local burlesque house dancing.
Saboteur’s carjacking differs from its GTA roots because the cars you steal can be taken back to a resistance garages where they can be stored and then upgraded. The problem is the all cars handle relatively the same. There are some faster models later in the game but by then it’s too late and you’ll be past the point of caring.
The same thing goes for the guns. There are a wide variety to choose from with a bunch of different upgrades that can be bought with contraband material that you’ll pick up from across the city. But, there isn’t a lot of difference in the weapon styles and the later guns carried by the elite S.S. troops are so over powered there really isn’t a point in spending your hard earned cash on an upgrade for the earlier models. Just save it for more dynamite, the game will be more fun that way.
The other side of the controls are the stealth mechanics and the Assassin’s-Creed inspired parkour movement. The game’s loading screen tells you that the easiest way to move about the city is by rooftop like an Irish ninja. What it doesn’t tell you is the controls for the climbing are clunky and slow.
The stealth game play is just as bad. As you infiltrate Nazi installations, like POW camps and zeppelin stations, Devlin can disguise himself as various guards and Nazi officials. But the guards can and will spot you if you get too close or do suspicious activities, like wiring the general’s car to explode shortly after he leaves for Berlin.
This so broken that the game is less of a headache to simply run through the game with guns blazing. The only downfall with this approach is you’ll need to run from the Nazis once the mission is over.
The majority of the game, from fighting Nazis Indiana-Jones style, to running odd jobs for the resistance and the occasional train bombing, will leave you vastly underwhelmed and there is only one true redeeming factor for this game.
That one gem is the black and white, Sin-City inspired art style.
When the game starts, before Devlin starts cracking skulls and when the Nazi occupation is at its highest, the game is almost entirely in black and white with the exception of certain accents like red swastika armbands, the gold glow of windows at night and the spilled blood of assassinated Third Reich leadership.
As you finish story objectives and wrestle control from the Nazis, Paris will explode into color from its black and white oppression. The problem is the game looks better in black and white than it does in color. Once it’s in color the city and the surrounding countryside look pretty boring by comparison.
Other than the early art style, the game falls flat because it hasn’t done anything new in a substantial way. The majority of this game has a been there-done-that feel. And if it wasn’t for the art and color scheme this game wouldn’t be note worthy at all.











The Xbox 360 and PS3 versions, which the development team says are almost identical across all fronts, will use the right analogue stick for improved passing and defense mechanics. When playing defense, gamers can push the right stick in any direction making blocks more accurate. The development team simplified the passing mechanics that many considered clumsy in 2K9. Instead of the timing-sensitive button presses, gamers hold the pass button down until their player has possession of the puck, only to release it, passing the puck in the process.
Playing the other side
Tags: call of duty, call of duty 4, first, First-person shooter, FPS, PS3, shooting games, video games, world war II, world war II video games, xbox 360, xbox 360 elites
Artcile first appeared on sleeperhit.net
No one can deny that the video game industry loves making games about World War II. And what’s not to love? Our boys heading off to distant shores to rid the world of tyranny and murder, and bring liberty back to the Europe and the South Pacific. Yet here is a problem with the World War II games that we’ve seen thus far. Players have never had the opportunity to experience an era of history that’s shaped pop culture and human consciousness through the eyes of the people we were fighting: German and Japanese citizens and soldiers.
World War II games have put gamers in the seats of Flying Fortresses, in the jungles of the occupied Philippine islands, and on the crumbling streets Berlin. All while players continue to fight the good fight against the Axis powers even though the war has been over for more than fifty years. It’s time that American game developers and publishers show the whole story of World War II and give gamers the perspective of our foes of old.
One argument against such games is that they would force American gamers to kill their digital ancestors. Though this may seem insensitive and something that no developer in their right mind would dare produce, it’s been done before.
If you turn back the clock a bit, Electronic Arts’ Medal Of Honor: Rising Sun was the first World War II game to feature a campaign and story based in the Pacific Theatre. Rising Sun pushed the envelope further by having its first level open with the Japanese attack on Pearl Harbor. The game debuted here in the States where the events of Pearl Harbor and the Pacific Theater are still sensitive topics, but it was also released in Japan.
Rightfully so, Rising Sun’s release was met with friction from Japan’s gaming community. A 2004 GameSpot article interviewed two Japanese gamers, both left anonymous, about the game’s premise and release. Both gamers described their feelings as being at odds with and disliking the idea of playing an invading soldier who’s killing their virtual ancestors.
Tarrinie Williams, the senior producer of Rising Sun, defended the game in an interview with IGN in 2003. Williams said the premise and story of Rising Sun was a natural progression of the Medal of Honor series. Williams also said that the story of the game needed to be told because the Pacific campaign and its battles are frequently overlooked in the grand scheme of the Second World War.
To Williams’ point, The Pacific Campaign was a natural direction for World War II games to go. The stories and experiences of soldiers fighting in jungle paradises turned to living hells needed to be told—along with the fact that Europe is seen as a bland game setting these days. What better way to bring those stories to life than through a medium where the consumer can look through the sights of the Thompson sub-machine gun?
The next step, though a risky one, for World War II games is to tell a story through the eyes and voices of Japanese and German soldiers. These soldiers are human beings with families and reasons for fighting, and above all else, stories that should and need to be told. And there is no better way to tell these stories than through an interactive medium like video games.
Another argument that could arise from these potentially controversial video games is how to deal with acts like the Bataan Death March and the Holocaust. Many would argue that the atrocities committed by the Japanese and Nazis don’t warrant a game being made. This argument is understandable and these topics need to be approached with the utmost empathy. But a point needs to be made. The United States is still the only country to deploy nuclear weapons in a time of war, an act that killed over 200,000 people, and yet this event has never made it into a video game—probably due to tactfulness. So by applying the same logic to all World War II games, none of them should be made.
It’s doubtful that a game featuring the perspective of one of the Axis powers will ever be made because of the backlash that it’d create. Everyone from veterans’ groups, senators, and news-group pundits would jump down the throat of a developer attempting to make a decent game worthy of all the negative attention that it would receive. After all, if a game like Six Days in Fallujah gets pulled off the production line because its relationship to one of the deadliest battles of the Iraq War, then there is no telling what would happen to a game where you aim the iron sights of a MP-40 sub-machine gun at ‘40s era US soldiers during Market Garden.
There is one game that ventured down this path; it’s called Battlestations: Pacific. The Battlestations games put players in control of warships throughout the Pacific theater, along with aerial dog fights and ship-to-ship warfare. Unlike the first Battlestations game, Midway, Pacific offers a Japanese campaign that acts as a what-if timeline where the Japanese win the pacific side of the war. Though this game does have the Japanese as protagonists, it lacks a specific main character that you follow through the course of the game and the naval combat feels distant and unemotional.
What the game I’m proposing would ultimately be about is the story of a young man who is fighting for his country while the world is plunged into total war. The reasons for him fighting are vaguely known because the major decisions regarding the war are made way over a lowly grunt’s head. All that our protagonist knows is that to get home he will have to fight his way through the forests of Europe or through the jungles of the South Pacific against one of the strongest armies the world has to offer. When put into this description it sounds like any other story or game about World War II. It’s only when you add labels like Japanese Empire, Nazi-controlled Germany, or the invading Americans that turn the perspective of the game sour.
If movies like “Letters from Iwo Jima” and “Valkyrie” can tell stories about soldiers fighting for the Axis powers and portray them as human beings, instead of pop-up targets asking for bullets to be thrown at them, then it’s time video games followed suite and told a story worth hearing from the perspective of our long-time virtual enemies.