Review: Hellboy: The Science of Evil

Aaron Stack | 10 Jul 2008 17:00
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When you hear that Mike Mignola and Guillermo del Toro were involved in making a videogame, both as writers and "consultants," it's hard not to expect good things from their hard work. So, when Hellboy: The Science of Evil was released, I was really hoping that it would finally wash away the foul taste that's been sitting in my mouth ever since I played Hellboy: Asylum Seeker. Granted, it doesn't take much to surpass that level of awfulness, but the latest videogame based on everyone's favorite paranormal investigator still falls short in terms of quality.

Thankfully, Hellboy: The Science of Evil features an original story that will keep fans of the comic entertained without spoiling the plot of the upcoming movie. If a player is willing to suffer through the repetitive gameplay, they'll be treated to a plot about how the Bureau for Paranormal Research and Defense (BPRD) is investigating a series of occult thefts that, incidentally, have ties to previous cases that players will experience as flashbacks. As stories go, it's not a bad one, but it takes a while for things to actually make sense and get rolling.

Hellboy has some mighty impressive powers at his disposal. As a member of the infernal aristocracy, he's super-strong, has a hellfire trail on each of his attacks, can activate a demonic rage for about five seconds, and can fire an absurdly-oversized gun with different types of ammo. Oh, and he can punch through walls and doors to find ammunition and spirit energy. Sometimes. Of course, being super-strong apparently doesn't count for squat these days, as every enemy in The Science of Evil takes about twenty hits too many to kill.

Each level is divided into small sections blocked off by "spirit gates" that only disappear after all the identical-looking enemies in the area have been defeated. That's fine, but it's annoying when combat is the button-mashing fest it is here. Annoyance changes to frustration when opponents get stuck behind objects or buildings that Hellboy himself can't get to. When this happens, it's just quicker to restart the console and pray that the enemy AI isn't stupid enough to repeat the mistake. All this repetition seems to be making up for a lack of content; but, hey, maybe the developers at Krome haven't realized gamers usually prefer quality over quantity.

Multiplayer for The Science of Evil isn't any better - even at best, it feels insulting. This is the only portion of the game where Liz Sherman and Abe Sapian are playable. Their range of moves are as limited as Hellboy's, but Abe does have some speed moves and Liz's can pull off pyrokinesis. What's insulting is that the multiplayer portion of the game is simply a co-op version of the single-player campaign, which means that you'll see the exact same story and cutscenes, neither of which actually acknowledge these extra characters' presence. Why aren'tAbe and Liz available for the main campaign? Their availability could certainly increase the replay value of the game, or at least make you actually want to play for longer than an hour, provided they somehow added to the story.

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