Enslaved is a victim of design by committee. Ninja Theory quite clearly wanted to build a videogame that built upon the strengths of it’s last release, whilst also adding features that had become commonplace in the marketplace. Uncharted 2 had shown that it was possible to tell a story whilst still combining both combat and platforming traits that didn't detract from the overall experience. Yet I don't believe Ninja Theory will get another chance to iterate upon this particular title.It wouldn't surprise me if Enslaved was a much better game on paper, before it was put forward to the publishers. Once money was involved, and multiple game designers were contracted, I can imagine the initial vision wavered a little.
You cant really pin the blame on anyone, because it’s only natural to want to build the best game possible, especially when the quality of triple-A games continue to rise. With this in mind, how is a game with limited appeal actually meant to make money in today’s marketplace? Namco-Bandai decided to throw money at the problem, in the hope that hiring well known screenwriters, actors and developers would help make the mind up of the millions who would no-doubt sit on the fence.
Whether talent equates to profit is another tale, but it certainly gets the hype machine in full working condition. Garland, Serkis, Shaw, Antoniades and Sawhney all add credence to different aspects of the package, but none of them combine for anything other than a mundane experience, heightened only by some sumptuous graphical design during the first couple of hours.
For those of you not experienced in the art of Enslaved, let me explain that the gameplay is very well positioned in the standard action-platform genre. It’s neatly broken up into five minute chunks of platforming, followed by five minutes of combat. This is repeated until the end of the level approaches, and the protagonist is faced with the end of level boss.
While this is nothing new, the game is unable to mask the sense of ennui felt following the first couple of levels. There a few more enemies and platforming segments, but nothing ever feels free. You’re constantly led down the garden path, without so much as a sniff of jumping into the next door neighbours swimming pool. This is all compounded by the fact that you’re playing in a gorgeous recreation of a bombed-out New York city where you’re constantly looking upon gorgeous environments, wishing you could spend time exploring them.
This is the game’s biggest failing. For all of the wonderful storytelling and believable characters, mixed with the fantastic orchestral score and gleefully fucked-up New York, you’re often left wishing you could stop playing the game, and simply stand on top of a skyscraper looking out over the Brooklyn Bridge and the twinkling East River. Looking upon Manhattan for the first time is without doubt a show stopper. The game never gets better than that...


