Faithful to a fault, a pseudo-sequel with an abrupt difficulty curve amid an earnest attempt to carry the digital torch, this first person shooter does with 2003-era graphics what cost millions when the first movie was made back in 1982. Does it work? Yes, if you don’t mind a lot of save scumming and running for your blitting life.
Jethro Bradley, son of Alan who was the creator of Tron, is caught up in a conspiracy to control ENCOM, and various sundry beyond. The whole ‘net, or something. Between Jet, a sexy program called Mercury and an AI, Ma3a, you’ll defeat the baddies and restore order, or something like that. Let’s just say that Monolith had some great ideas, and were even able to bring in some of the original voice actors to reprise their roles.
It’s snazzy, inventive and...what do you mean completely decanonized thanks to Tron: Legacy. How rude. Well, let’s move on as though this is still a valid game that people spend time keeping up to date for modern systems, because they do. Or they did. People be crazy like that. It’s interesting that even an integrated GPU can push these light-duty graphics easily.
Tron 2.0 doesn’t dazzle you with a new take on scripted enemy tactics, being spawned outside of your visual range whilst shouting audible cues in your direction. It’s all old hat, but boy do these guys have great aim. Always being on your heels suits the tension well, but it does get exhausting, even though Monolith tries to give you breaks and space to breathe. Unfortunately it never quite works out that way.
I’m not sure if it’s the learning curve or the aesthetics that mean I never quite get to grips with where I am or where I’m going. There’s always a hint of uncertainty about what is floor and what is a pit. Jumping sections are frustrating, especially when some bitwit is making brilliant use of their aimbot skills.
What is it with that? There’s no lock on system. Sudden death after an enemy alert happens frequently enough that you’re warned to quick save before combat. Seriously? Perhaps that might have been a hint to the developers that the difficulty was a mite too high in spite of the setting that toggles just how much damage you take when you’re caught off guard.
In the event that I sound spiteful, I’ll say this: Tron 2.0’s Wendy Carlos inspired soundtrack is a high point and is one of my favourites. Being wholly faithful to Tron’s movie soundtrack with updated technology and some truly mesmerizing tunes is a treat for the ears. The game even changes musical modes when you’ve entered combat, but that’s not enough to get your attention when first shots are fired.
Many a time I’ve used Quick Load to come back and win through attrition, more than situational awareness and other such survival skills. It gets better, and eventually you will get the hang of ducking your head around corners to find the guards before you charge in blazing. Or, instead, sniping your foes unawares. Persistence will result in learning map layout and enemy placement, but somehow having to do this detracts from a lived-in combat experience.
Lived-in what? Classic first person shooters breadcrumb you through a level and somehow that feels quite natural, but because Tron has an alien to human navigation experience, that isn’t possible. Disorientation is just as common as the level design is clever. Moving stealthily, you might encounter guards in chat mode, or you’ll find some hidden goodies. There’s lots to explore and plenty of variety. For instance, Light Cycles.
Shortly after your introduction to the digital realm you’re tasked with racing them against other NPCs. Win several rounds and you’ll pick up some decidedly worthwhile rewards. You’ll need these later to move between levels in some instances, and there’s a lot going on that’s fun to learn.
Speaking of fun, Tron 2.0 presents itself as a sequel of sorts, complete with source material referential cutscenes. They’re not intrusive, with just enough story to keep things moving. However, we’re not here for the real world, but rather the digital one. That’s not a problem, except that it could well be one of the reasons that Disney decided to ice this title altogether. Don’t blank with the mouse, an infamous author once said.
If you have to wonder, look no further than the money.
Being in the digital realm, access to story beats occurs in cutscenes between levels and downloadable emails, which are interspersed throughout each environment along with security access bits, sub-routines to grant you new abilities, and build points to upgrade your performance. There are other concerns, like the effects of corruption, necessitating repair that you implement over time. If there’s no currency, you pay with moments of your precious life.
On the subject of life, the means by which you rob others of theirs are many and varied. Also a lot of fun. Being subjected to repeated seemingly unavoidable deaths means my favourite “primitive” is the Suffusion Rod. A good way to sneak up and zap your foes to death. Ah, practical catharsis. The ever reliable Disc Primitive is a staple, thanks to its effective range and zero energy cost compared to its cousins. The Ball primitive is a bomb, and of course there’s a Mesh that operates as a rifle along with its variations.
You’ll pick these primitives up as the story goes on, presumably when the developers decided you’d had enough time to acclimate with the previous tool of dea--uh, de-rezzing. As mentioned, each primitive has a variant, though not all of them are available in the story mode. Multiplayer offers more, but wouldn’t you know it, I never played that, since by the time I’d gotten into it, the community had moved on.
You aren’t one of those weirdos who plays these for the multiplayer, are you? That’s okay, I’m the other kind of weirdo.
The unavoidable reality is that Jet never becomes the equal of his greatest foes, and most of your time is spent outwitting dupes or dealing with out of reach enemies in advantageous placements. Maybe the developers ran out of time, or didn’t get that memo, but it defeats the point of becoming the hero in the first place. You don’t stand a blinking chance against your end game enemies, and that means there’s little-to-no satisfaction to be had here.
Who was it who said, “they cheat, we cheat”? You might find yourself driven into that corner if you want to see this story to completion. If so, there’s a Killer App out there to aid your journey and ease your blood pressure. Look it up.
The strongest selling points of Tron 2.0 are its inventive, engrossing soundtrack, and the unique—and familiar—settings which you try to survive. It’s just too bad that it had to be such a tough grind and unfair battle against enemies with aim so much better than yours. I’d say there’s no shame in easy mode and even less with other methods of improving your odds. Doing that, however, robs you of the satisfaction of the hard-won win.
Prepare for transport, grid warrior!
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