A slog through the world of low production values that speaks more for the designers' intentions than their abilities...

User Rating: 6 | WWII Iwo Jima PC
Budget titles aren’t supposed to have all of the flash and finesse of those projects that are produced by huge, well-funded teams of l33t designers led by a rocket scientist wunderkind. As long as I kept that simple rule in mind, I actually derived some basic enjoyment from WWII: Iwo Jima. Sure, the game’s mechanics are unbalanced and both friendly and enemy AI are driven only by a reactive line-of-sight response. The environmental details are simple and far from impressive, as they consist mostly of flat terrain cut into sections by repeating wall textures painted up to look like foliage. Dialogue and sound effects are scarce and repetitive.

The above shortcomings are, in my mind, primarily the result of a lack of experience and resources on the part of Iwo Jima’s designers. I don’t know whether any of the game’s creators went on to bigger and more prestigious projects – 3LV Games as a whole apparently switched to address and barcode label production as a living in 2002 -- but this title feels like a practice run, of sorts, that actually turned out to have some playability. In this age of free mods and jaded players, however, charging any amount of money in exchange for low expectations is a questionable approach to “learning the ropes.”

What’s to like about WWII: Iwo Jima? The inclusion of a tiny squad of compatriots was a nice touch, even though they weren’t particularly useful. On a few occasions, the team came together for an effective ambush or pinged a few lucky shots to help thin out a herd of attackers. A limited ammo supply added to the game’s challenge somewhat, although the last two levels required a ludicrous amount of conservation; I got the feeling that I was supposed to rely on my squadmates more by then, having miraculously kept them alive through the first several incursions. Some levels were designed well enough for some basic run-and-gun fun, although realistic tactics like sticking to cover or sneaking over to a more advantageous position weren’t in the cards. As I mentioned, the enemy soldiers were dumb enough that I could often lure them into a trap, which is always satisfying. I enjoyed the prison break on Kwajalein Atoll if only for the large-scale slaughter on that island’s minefield near the level’s conclusion.

The benefits derived from a quick lazy afternoon playthrough of Iwo Jima are heavily outweighed by the fact that the game’s combat mechanics and special effects were woefully dated even upon the title’s release in 2001. I indulged in one last round of island-hopping over the summer before putting the disc away for good. As much as I can appreciate the apparent dedication that WWII: Iwo Jima’s designers invested in their little creation, the end result was only moderately entertaining.