| Disaster Report
Review by Toger
April 2003
I live in California. This means I make jokes about the sort
of people who live here (cereal bowl of America: flakes, fruits
and nuts) and enjoy some fairly decent year-round weather (you
like fog, don't you?). Oh yes, almost forgot ... this is also
earthquake country. Nothing like living on the edge of a tectonic
plate to let you know that contrary to the song, mountains do
crumble. So it was with a high degree of anticipation7.0
on the Richter scalethat I awaited Agetec's latest game,
Disaster Report, which involves surviving and escaping
the aftermath of a quake.
Disaster Report opens with your character, Keith Helm,
on his way to a new job as a reporter for the Town Crier on Stiver
Island. The island is touted as a revolutionary marvel of architecture
and constructionit's a completely manmade, state-of-the-art
metropolis rivaling the pyramids of Egypt. As Keith travels across
the bridge to Capital City, a devastating earthquake occurs.
Gameplay consists of negotiating your way over, under and sometimes
through various locations as you make your way to where the rescue
operations are taking place. To accomplish that goal you'll walk,
run, climb, swim, shout, cling, hide and possibly employ alternative
means of transport. If needed, Keith can also jump, automatically
I might add, when you come to a ledge. (Well, it's automatic with
a running start.) During the ever-popular aftershocks, you'll
be able to brace Keith in order to avoid falling over and sustaining
damage. Or just run. Knowing when to brace or run is crucial.
Along the way, you'll meet up with several other characters where
you'll have the opportunity to either help them with some problem,
such as finding their dog or brother, or adopt the every-man-for-himself
method and go your own way. In some cases, one or more of the
characters will choose to accompany you as you make your way across
the island.
There are a number of places during the game where you can take
an alternate path in the story. Disaster Report's endings
are based on the decisions you've made during the course of the
game, paving the way for several replays.
Let me take a small detour here ... In a pointed attempt
to get that 18-24 male demographic, Agetec added a couple of titillating
factors to the gameone of the female characters, Kelly,
wears the shortest shorts I've ever seen on a human. And Karen
doesn't wear ... well, let's just say that she makes it a point
to have Keith go up ladders ahead of her. I nearly fell out my
chair laughing after that conversation!
Now back to our regularly scheduled review ...
One nasty problem for me: I was stuck for several days in one
section because I needed to make a very precise jump. Up
to that point, jumping hadn't been a problem. This jump
was from one end of a narrow beam to another. Lining up the jump
so that Keith would grab onto the teeny-tiny, itty-bitty, minuscule,
so-small-as-to-be-impossible-to-see-without-a-microscope pixel
on the opposite beam became my ... Own. Personal. Nightmare.
Of the 37 times I got a "game over" (yes, the game kept
track!) at least 20 of those were because of that freaking beam!
(Now that I've gotten that off my chest, I can get on with my
life.)
Disaster Report is presented in the classic third-person,
camera-over-the-shoulder view. At any time during the game, you
can switch to first-person view in order to get a better "lay
of the land." Trust me when I say that you'll use that first-person
view quite a bit because, once again, the camera controls stink.
With the default view, you can rotate the camera 360 degrees as
you walk, but you can't look up or down. In first-person view,
you'll be able to add up and down to the field of view, but you
won't be able to walk.
The camera will reset itself directly behind Keith automatically
if you wait long enough or you can square up the view with the
L2 button; however, once inside an enclosed space you cannot rotate
the camera. Ever. You're stuck with whatever view the game gives
in that spaceif the camera is facing Keith, it will stay
that way until you leave the room. In order to check out the room
for inventory items you'll have to switch to the first-person
view, scan the room and then switch back to third person in order
to pick up the item. Lots of zany bumping into objects ensues.
Speaking of inventory, you'll find a plethora of objects to pick
up and usewater bottles, first aid kits, bandages, various
hats and more. You'll carry your inventory in a backpack. Unlike
the majority of adventure games, your backpack is not an infinite
time-and-space-folding marvel. It's just a backpack and it can
only hold so muchmultiples of the same item will take
up space! Once your backpack is full, you'll get the dreaded "no
more space" message and you'll be forced to discard something
or leave the object behind. Discarding inventory items means they
disappear forever, never to be seen again. So discard with care.
You can also make space by combining items, such as putting the
water filter inside the purifier.
Disaster Report also employs a rather unique method of
what-happens-if-I-discard-the-wrong-item problem. Instead of having
to reload from a previous save or starting over (ick) there are
items that you can assemble from the objects you have on hand.
Need to shed some light on the room but want to keep your hands
free? You might have the items required to make a miner's hat!
Saving the game is almost, but not quite, save anywhere. You
can save the game at any of the water fountains, spigots, water
trucks or sinks sprinkled liberally throughout the game. I can
hear you thinking, "Save at a water fountain? Why?"
Thirst is an important part of Disaster Report. After all,
you're trudging all over a destroyed island in the hot sun. Keeping
an eye on the thirst meter is far more important than watching
Keith's health points, as health points will gradually replenish
themselves. Thirst will not. Certain actions and speed will deplete
the thirst meter at different rates.
Graphically, Disaster Report wasn't anything earth-shattering
(pun intended). The colors were a tad washed out and the models
were pretty standard; where the game really stood out was in the
clipping. (Clipping is where part of your character's body disappears
into part of the scenery ...) In this game, clipping became
an art form! If Keith was standing next to a wall during an aftershock
and you braced for it, the entire top half of his body would melt
into the wall. Want another example? One of the items I toted
around was an umbrella, attached to the outside of my backpack.
During one scene, it was necessary for Keith to hide under a desk.
Guess what poked up through the desk? The tip of the umbrella!
Do you have any idea how funny it is to see a floating umbrella
tip?
On the other hand, as time progressed and Keith spent more time
trudging through water or mud and climbing over and under things,
his clothes became more tattered and dirty, just as they would
in real life.
Shall we discuss Disaster Report's frame rates? Let's.
Keith is a slow walker on the best of days. The man just rambles
like he's got all the time in the world. If it became necessary
to draw numerous distant objectsthat would be almost all
the timeKeith s-l-o-w-e-d to a crawl. Even running felt
like he was moving through molasses.
Oddly enough, there really isn't any music in Disaster Report.
(On a side note: a game store clerk and I were discussing
this and decided that in the event of an actual quake, you wouldn't
really hear background music as you made your escape ... unless
you're a schizophrenic off your meds, but I digress.) It was actually
rather creepy to wander Capital City and not hear any music. You
only heard your own footsteps or those of your companion, and
the rumble of aftershocks with the appropriate crashing and crumbling
of buildings and overpasses.
There's some pretty dramatic music during the end game as you're ...
(no spoilers!) that really ratchets up the tension.
As with most console games, there isn't an overabundance of voice
work in Disaster Report, but what there was, alas, needs
some serious help. I wonder if the Red Cross has a kit for that?
Most of the voice-overs sounded tired and lifeless. I'm fairly
sure that one guy gave his performance from bed! The only voice
that seemed to have gotten into the spirit of the game was one
of the men associated with Christophe Construction. If he'd been
on screen, he would have chewed the scenery!
Hmm, I seem to have spent the majority of this review on the
things that I didn't like; however, after all is said and done,
I really did like this game! I thought the premise truly unique.
The story progressed from a simple survival tale into a full-blown
mystery to uncover the true secrets of Stiver Island.
Some things could have been betterlike the camera controls
and the graphicsbut it's amazing what you can get used to
... like the fact that the spit of land you live on is moving
north and the rest of the continent is moving south. Oh wait,
that's real life.
Disaster Report won't require you to kill mutant animals,
monsters or legions of zombies that have been unleashed on the
unsuspecting public as a result of this horrific disaster. (I
think I've seen one too many movie trailers.) What it will do
is make you use your brain in order to survive and escape from
the wrecked and sinking city. For that, Disaster Report gets
a thumb up! 
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|
The Verdict
The Lowdown
Developer: Irem
Publisher: Agetec
Release Date: November 2002
Available for: 
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