![]() ![]() ![]() You and your companions receive phone calls from contacts, filling in story gaps and urging you to perform secret missions. But each character has a personal agenda. The plot, in which this mismatched team attempts to disrupt a web of drug trafficking, is the same regardless of which character you play. ![]() Nevertheless, uniting three untrustworthy agents from three different agencies is a worthy foundation, and The Cartel tries to make good on it by giving each of the three playable characters a unique point of view. This dockside sequence is one of the game's most entertaining. It's an uncomfortable mix of aggression and monotony. The scene lasts for so long that you remember the sight of the poor grass textures more than the violence your team visits upon this crook. Yet your character (and thus, the camera) stares at the ground instead of following the violent acts of your comrades. The scene goes on for so long you begin to feel sorry for the guy on the ground. When playing cooperatively, you and your buddies take turns delivering a violent punch or kick with a single button press-one after another after another. Other cinematics are so dry as to lull you to sleep, such as an expository cutscene largely devoid of sound effects and music, in which government reps sit around a table and set up the game's premise.īoth aspects-the boring and the obnoxious-come together in a scene in which the three partners bloody up a target in the median of a busy highway. But most scenes involve a lot of yelling and racial stereotyping, with slimy gangsters calling each other "homes" and "ese" a lot, and the leads performing deeds so despicable that there's little to separate them from the goons they're fighting. There are a few attempts to deepen their personalities, such as a quiet scene in which Ben contemplates a taped message from an old friend. (The original game's Reverend Ray is a shining example of an antihero done right.) But the three leads here-the LAPD's Ben, Kim with the FBI, and DEA agent Eddie-gush obscenities and sneer so often, you fear their faces may stay in that position permanently. The Cartel also needed more likable leads and better dialogue, which isn't to say there isn't room for good antiheroes in game stories. Now Playing: Call of Juarez: The Cartel Video Review By clicking 'enter', you agree to GameSpot's ![]()
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