Interface
Watching yourself
Nocturne is a 3rd person game, but unlike the Tomb Raider clones, the camera doesn't follow you behind your shoulder. Camera angles in Nocturne are fixed, so you'll be watching the Stranger move around rooms and his environment. The camera angle will switch automatically depending on where you decide to move your character. This type of system is both a blessing and a curse - it allows you to see more of the Stranger and gives the game a better look. However, having fixed camera angles compromises play control a lot because your perspective doesn't change with the Stranger's. This means that when you're facing the camera, left becomes right, and vice versa. It also means that monsters will approach and attack you from directions where you can't see them coming. This might cause panic at first, and frustration because everyone's instinct is to stand pat and fight. We found that the 3D sound helps you identify what direction the threat is coming from so you can run away and find a better spot to fight in. This strategy works well in most situations because almost all the enemies have a hand to hand attack.
![Nocturne Review [ Why does a werewolf need a toilet? @ 640 x 480 ] > View Full-Size in another window.](images/17-s.jpg) Why does a werewolf need a toilet?
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![Nocturne Review [ Target is off screen @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) Target is off screen
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It's not Quake
A lot of people have complained about Nocturne's control and perhaps rightfully so, as it is the weakest part of the game. It's sometimes possible to fall or get stuck in places that you can't get out of. Also, excessive monsters on screen can wreak havoc on your frame rate and hamper your ability to fight. To be fair, it is worth noting that Nocturne is not a first person shooter, and isn't meant to be played in that fashion. The game includes an auto aim feature that allows players to simply point the Stranger's gun sights in the general direction of enemies and have them snap right to the monster onto a vulnerable area. Put away your egos, cowboys; use auto aim, and love it, at least when you're starting out. Once you get accustomed to the controls, the manual aim is less frustrating.
![Nocturne Review [ What's that back there? @ 640 x 480 ] > View Full-Size in another window.](images/19-s.jpg) What's that back there?
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![Nocturne Review [ Compression borked the nightvision - it looks better in the game. Notice the silhouette in the back? @ 640 x 480 ] > View Full-Size in another window.](images/20-s.jpg) Compression borked the nightvision - it looks better in the game. Notice the silhouette in the back?
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Weapon sights are dependent on which weapon is selected - pistols have a red laser like sight extending from it to help you aim, while shotguns extend a green cone of light from the barrel to show how the spread of the pellets would hit. What's neat about using auto aim is that it allows the Stranger to use his two pistols (yes he goes John Woo style with a fat .45 in each hand) to aim and fire at two separate monsters.
![Nocturne Review [ Shoot at one target... @ 640 x 480 ] > View Full-Size in another window.](images/21-s.jpg) Shoot at one target...
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![Nocturne Review [ ..or two @ 640 x 480 ] > View Full-Size in another window.](images/22-s.jpg) ..or two
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No, not jump puzzles!
There is one part of the game that can be annoying - it does include a small number of jump puzzles. Falling to your death is something that you'll have to get used to in the beginning because it's going to happen a lot. The reason is that the stationary third person camera can make it difficult to see which direction you're lined up in. At times you'll walk right off the edge of a cliff because you were lined up improperly. This is likely to be a source of frustration for some lesser skilled game players. However, I've found that using your pistol sights to line up your jumps and to line up those tightrope walks can reduce a lot of frustration.