JACK's creators settled for a NOLF knockoff instead of an extension of the series' high-minded appeal...

User Rating: 6.8 | Contract J.A.C.K. PC
Contract JACK topped my Christmas wish list for 2003 based entirely on its relationship to the excellent NOLF series. I spent many an hour tiptoeing through HARM bases, quietly offing any cartoonish rogues who wandered far enough away from their security cameras, scouring every drawer and file cabinet for every available experience point. After rocketing through JACK over the course of just one day (Christmas Day, in fact), I realized that I wasn’t terribly satisfied with the result. Although JACK looked and sounded like its cousins, it just didn’t FEEL like a part of the NOLF series. The Jupiter engine’s impressive vistas and intricate character animation were present, as was a taste of the excellent voice acting (primarily Jock Blaney’s solid work in his third outing as the wry hitman Volkov). However, Monolith’s decision to eliminate the finesse of NOLF’s stealth element in favor of a steady hail of bombs and bullets removed some of the appeal garnered by JACK’s predecessors…which is really saying something, considering that I tend to prefer fragfests over sneakers.

The problem in JACK’s wall-to-wall havoc was that the combat mechanics felt incomplete. Enemies often appeared in tightly-packed clusters, with their guns blazing full-bore from the very moment each group spilled through the doorway. The key to surviving nearly every battle was simply to hold back and try to bottleneck every wave of attackers through a choke-point, spraying the entryway with machine gun fire before the first target appeared. Target after target would rush directly into the line of fire, and once the carnage was over, I would round the next corner and repeat the exact same process. I saw a few stray targets duck behind cover, but most bad guys would simply run straight toward me until one of us was dead.

I was grateful to find that JACK’s repetitive battles and constant scouring for armor and health packs after almost every unbalanced encounter was mitigated immensely by the visual majesty that is the Jupiter engine. The glittering depths of space were especially impressive in one of JACK’s best levels, which was an interesting take on an on-rails sequence in which our spacesuited anti-hero floats along in the void while taking potshots at some suicidally rabid villains as they dart around à la Intellivision’s Space Spartans. Like NOLF 2, the environmental details in JACK are appreciably nuanced without trying too hard for perfect photo-realism, in keeping with the series’ cinematic cartoon motif.

As happy as I was upon hearing the announcement that HARM’s newest and deadliest assassin would eschew the tranq darts, camera disablers, and bunny slippers that dominated Cate Archer’s toolkit, I quickly realized that removing NOLF’s furtive elements left little more than a nearly identical series of ambushes and firefights wrapped in a very pretty package. JACK is not a bad game; its only crime is the boring and somewhat glitchy combat model. As opposed to the first two titles, the expansion’s incidental humor is more wacky than witty (although the strangled cawing over the moon base’s PA system that signals Danger Danger’s appropriation of the facility still makes me laugh out loud, and the anti-nepotism rant that follows is worth a chuckle). Otherwise, there are some very good visuals and an engaging storyline present that deserve a more solid presentation.