Back
in 1998 Half Life revolutionised the gaming market.
Not only with its gameplay, graphics and multiplayer,
but also with the tools it provided for enthusiasts
to create new maps and mods. In the following years
Half Life became one of the most modified games of
all times, spawning several popular “mods” like
the well known Counterstrike, Day of Defeat and Natural
Selection. One of the most innovative was “The
Ship”. It combined first person action with
elements from the Sims and glued it all together
with the essence of the tabletop game Clue. The Ship:
Source is, as the name suggests, a port of the game
to the Source engine which was recently released
on Steam as a stand-alone commercial game.
Maxwell's
silver hammer
The Ship brings to
the table what the Hitman series failed to deliver – multiplayer
assasination. As you can probably imagine the gameplay
mechanics had to be changed to accommodate the fact
that players would probably notice a strange assassin
walking amidst them. Even more importantly, it wouldn't
be much fun for only two players to be the hitman
and victim while the rest would be just innocent
bystanders. The authors Outerlight countered all
of the above with a simple solution: they made everyone
the assassin and the victim at the same time.
Since
senseless killing is frowned upon pretty much everywhere,
the game takes place on a private cruiser ship in
the 1920s. All of the passengers were given a free
ticket by the owner of the ship, Mr X. Once on board
they realise that they have fallen into a trap from
which the only exit is to take a part of the Hunt
and win.
The bulk of the gameplay
revolves around the player trying to locate their
designated victim while at the same time avoiding
the assassin who has the player as their target.
The catch is that all the players get a random appearance
and name every round, so nobody knows how their assailant
and victim will look. This mystery factor gives the
game a quality not found in other titles with some
players going as far as playing psychological tricks
on their victims or other seemingly innocent passengers.
The feeling of uneasiness you get when one of the
passengers keeps following you around the ship is
hard to describe as is the look on the face of your
victim, once they realise they are your target.
Am I getting Paranoid?
The game offers several
play modes including the classic deathmatch. For
those looking for something new there is the Hunt
mode, where every player is assigned a victim. After
the first victim gets eliminated, the rest of the
players have a limited amount of time to find and
kill their quarries. Killing the other players earns
you money while getting killed by your assassin will
make you lose some. The winner is the first person
to earn a certain amount of money. The second new
mode is the so called Elimination mode. In it the
players still get to kill a certain individual, but
upon killing him they get a new name to dispose off.
The last person to stay alive is the winner. For
people who are looking for a single player experience
The Ship is not recommended, as the only single player
mode available is the so called Arcade mode, which
is basically a regular match against AI opponents.
So
far I have explained aspects the title has borrowed
from other first person titles and by now you should
have realised what it took from the game Clue. As
for what it inherited from the Sims – this
happens to be the needs system. Every player character
in the game has several needs that have to be kept
under control during the game. These needs are hunger,
thirst, hygiene needs, the need for sleep, poo and
pee needs (no we aren’t making this up, that's
how the game refers to them), finally we have the
need to have fun which includes socialising requirements.
To keep them all fulfilled we need to perform various
tasks, these include - dancing, eating, talking to
the NPCs and other players, using the toilet and
sleeping.
The edge this brings
to the title is wonderful as while performing any
of these actions we are pretty much sitting ducks,
making the work of our assassin much easier. Many
would ascertain that it could very well be easier
to ignore these, however if you do so, in time you
will pass out. Obviously passing out when being tracked
by our assassin is a quick recipe for death, so it
is wise to pay attention to the requirements.
Since
some of the ships can be extremely big, players are
given a helping hand when trying to locate their
game, a blueprint of the ship with periodic updates
on the location of the quarry. These updates are
far apart, making the hunting err on the side of
a guessing game. They also let the players form their
own strategies for intercepting the victim based
on their behaviour. To prevent mindless killing the
ships are all equipped with cameras and have security
guards guarding most of the important locations.
This forces the players to try and corner their victims
in faraway parts of this ship, but hunting away from
the crowd also gives your would be assassin the perfect
opportunity to strike. Another aid for the victims
(and murderers as well) is the ability to change
clothes, giving you some breathing space when the
killer (or victim) has already found you, but temporarily
lost sight of you.
This leads me to
one of the Clue questions – “What
was the murder weapon?” In The Ship you are
given a wealthy arsenal of items, such as, baseball
bats, golf clubs, fire axes, flare guns, hammers,
poison, mannequin arms (my favourite), tommy guns,
katanas and more. As if this wasn't enough you can
even kill your quarry by pushing them overboard,
dropping a lifeboat on them or cooking them up in
the sauna!
Things Get Ugly
As with all things, The Ship is not perfect. The
sad thing is, this is mainly due to the human players
themselves and not the authors, or a fault with the
game code. Why? Well most of the time the players
will act as if the game is just another run of the
mill first person shooter title, making no effort
to hide the fact that they want to kill you. This
removes suspense, since you find out soon enough
who wants to kill you and you can try to kill them
to save your hide (if you kill the wrong guy you
lose money). Even worse than this is the fact that
you will often get killed in plain sight of a guard,
who will not react to the killing leaving him to
walk way unscathed instead of being sent to the brig
(where they have to spend some time before returning
to the game).
The graphics are not amazing, but they do a good
job at presenting the cruiser ships in all their
glory. Player models have a cartoon style look with
exaggerated hands and thin limbs, so the whole appearance
takes out some of the seriousness of killing. The
ships themselves look authentic enough and some of
the rooms are well detailed, but the larger spaces
(dining halls and such) feel a bit empty due to the
simplistic style they were made in. Obviously this
is to aid those playing online with slower machines
and broadband connections.
There is no soundtrack per se, but the ships are
filled with radios which play the music from the
early twenties, giving the game a reasonably authentic
feel. Sound effects are well done and help make the
game even more cartoon like with several funny sounds
playing at various events.
Final Thoughts
The lack of a single player component weighs heavily
on this title, as there aren't many servers available
especially at peak times. Playing online will sometimes
make you curse the game due to some weird line of
sight issues of the guards, cameras and other players.
However all negatives aside playing under the right
conditions – on a full server with people who
actually roleplay is an experience that is hard to
match. People who have played the Hitman games the “stealthy
way” and preferred it over going in guns blazing
should definitely give this game a try, especially
if they yearned for a multiplayer aspect to Hitman.
| Game
Play
|
17/20 |
Graphics |
15/20 |
Sound
|
15/20 |
Value |
17/20 |
Preference |
17/20 |
Overall |
81/100 |
|