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Bullet Witch Review
Chris Leyton
15/03/2007

Making it to Europe courtesy of Atari, Cavia's neo-gothic romp serves as a reminder that some games are worth persevering with...
Set on Earth during the year 2013, Bullet Witch finds humanity on the brink of extinction, after a demonic invasion leaves a wave of destruction and havoc in its wake. Beginning with a giant earthquake wiping out 44,000 lives across North America in 2006, increasing tensions lead to a full-scale Middle East war that claims a further 600,000 human lives by 2008. A year later an unexplained homicidal virus spread across the globe wiping out 320 million people, before abhorrent climate changes lead to 800 million lives lost worldwide. Humanity's last hope rests with Alicia, the self proclaimed Bullet Witch, whose ties to the occurring events go a lot further then what they initially seem.
Drawing inspiration from the likes of Devil May Cry, Bullet Witch offers six stages of run-and-gun action fused with intense magical trickery, as you attempt to bring an end to the demonic invasion and save mankind from the brink of disaster.
A Hardcore Gamers Treat
The first impression left by Bullet Witch is far from convincing. The generic camera/control system initially feels archaic, providing little more than a routine run-and-gun experience, albeit against a suitably moody, neo-gothic, backdrop of an Earth that has seen better days.
Of the six stages that feature in Bullet Witch it's a shame that the first is so poorly designed; it's a surprise anybody involved actually wants you to see the latter stages of the game. The vision of a typical North American suburb against the crimson tainted skies casts a stylish image of what lies in store; however, the appeal of wading through legion upon legion of hideously disfigured demons, whilst searching for giant brains to destroy (officially known as walnut heads) and open colour co-ordinated barriers soon grows thin. A variation on the colour-key puzzles of Doom and titles from the early 1990s, the severe amount of backtracking and unsophisticated design, make the first couple of hours a real grind to work through.
Undeniably a game of frustrations, Bullet Witch is plagued by further aspects that do their best to prevent you from enjoying the game. Without any indication to suggest Alicia's health is dangerously low, death in Bullet Witch comes often and with little time to deal with it. Large objects also have a habit of flying around a lot in Bullet Witch, which is particularly frustrating when you're killed in an instant from behind by something that you had no knowledge about. These are the type of frustrations that will split opinion; the little quirks that will instantly find you switching for Gears of War, or persevering in the knowledge that videogames always used to be tough.
There's something in Bullet Witch that kept me going; perhaps it was the curiosity of whether or not Bullet Witch offered anything beyond what the mundane first stage presented; perhaps it was the hope that the explosion in the petrol station would be a hint of more to come...
Alicia, Alicia, Alicia...
Perhaps it was the main protagonist, a woman of few words, who nonetheless manages to command a captivating presence; a woman whose muted agony and determination to end the situation, involves far more than it initially seems - I just found it hard to switch off!
Somersaulting and flipping through the waves of bullets, Alicia causes destruction on a large scale with a repertoire of ground-shaking spells and the comforting broom/gun hybrid that hangs seductively from her shoulder - although given the amount of backtracking that frequently occurs in Bullet Witch, it's a shame that Alicia's mighty Gunrod can't double up as a flying broomstick! Initially starting out as a routine machine-gun, the Gunrod can adopt four different forms encompassing the standard range of shotgun, cannon and gattling-gun variations, whilst a certain spell unlocks an alternative technique for each form. Alicia's Health and Magic both regenerate over time to a cap limit, which is increased by killing the walking dead that line the streets and forests you'll come across. Spewing bullets without any consideration to ammo, the only limit Alicia has is the small magical charge it costs to reload.
There's a reasonable sense of variety and significance to the nine spells that are on offer, opening up a variety of defensive and attacking options that expand beyond the tired nature of the gun combat. The strong style that runs throughout Bullet Witch is epitomised during the spellcasting phases, whether it's sending forth an eerie flock of crows to detract a crowd of demons; summoning spikes from the land to impale unwitting opponents; or using Jedi like powers to turn the environment to your advantage. The best tricks in the book summon elemental powers to devastating effect, literally bringing the world around you crashing to its knees. Opening the skies with a thunderous lightening bolt, summoning a gigantic tornado, or calling a devastating meteor strike from above, Alicia is a witch with a point to prove and a solid grasp on destructive spells. Beyond the sharp camera direction that intensifies the style of this truly epic magical trickery, it's the sense of impact that they leave on the environment that leaves you feeling like one hell of a mean witch!
The physics engine behind Bullet Witch portrays a sense of destruction and solidity beyond most we've seen in next-generation titles, helping to elevate the game beyond its initially tiresome appearance. Aside from the occasional building or structure, virtually everything in Bullet Witch will be destroyed by Alicia's abilities with blockbuster, Bruckheimer-like, effect. As a result, Alicia's magic feels thoroughly convincing in its sheer power and destruction. Launching a tornado will rip the roofs of buildings, shake enemy units out of a transport helicopter before crashing to the ground; picking up trucks, concrete blocks and anything else in its path of destruction, launching them for miles before disappearing as quickly as it arrived. Bolts of lightening will obliterate an armoured tank and everything in the surrounding vicinity; and that's before the cataclysmic power of the Meteor strike even become available.
Some Things Are Worth Fighting For
For those that manage to struggle past the first couple of uninspired stages, there's a handful of memorable moments that will reward your perseverance. Battles against colossal, screen shaking, beasts named Gigas are particularly enjoyable, especially the stage that finds you being chased across a bridge and having to destroy it before he gets across. A boss encounter takes place 10,000ft in the sky on the roof of a jumbo jet, whilst the first time that the Tornado spell becomes available is a major highlight of the game.
Despite the lack of refinement to the aiming and overall camera/control system, some aspects do eventually provide some appeal. Selecting between the spells that Alicia gains access to with a bumper button to rotate between three menus, you'll soon learn the different spells instinctively as the number of presses on the bumper button and the accompanying face button. Equally, the switch between the four different Gunrod forms takes a split-second, which adds a subtle layer of depth and tactics to what is otherwise an unremarkable shooter.





Earth-shattering physics engine.
Gun-shooting action is bland and unremarkable.







Sega Boy
Date Added:Mon 19th Mar 2007 15:31
Anonymous
Date Added:Sun 18th Mar 2007 21:15
Anonymous
Date Added:Sat 17th Mar 2007 22:26