>>908893
Gameplay
This is actually the reason why I really like
Mindjack. The game opens as being a standard third-person shooter, with cover mechanics and a two weapon limit. However, the game's big gimmick is the ability that you can leave Jim's body and "mind hack" into any NPC on the battlefield. Almost every area has 2-5 civilian NPCs that you can jump into that allow you to flank the enemy, outnumber them, or be a distraction. In addition, you also have the ability to "mind slave" enemy NPCs, turning them into allies and potential "mind hack" hosts as well. Emphasizing this point further, every time your lose too much health, the player is removed from Jim or the NPC that the player is currently occupying so that you can jump into someone else. However, there are limits with this system in place. First of all, if a player is kicked out of a body from a loss of health, then you're penalized by the game and have to wait for a timer to finish counting down before you can retake another host. In addition, "mind slaving" an enemy NPC uses up some of your energy, which slowly recharges during battles.
All this being said, there are several very apparent problems with the game's system. The first is that the player cannot allow
both Rebecca and Jim to lose too much health otherwise it is “Game Over”. And, I encountered too many time where the loss of one character quickly resulted in the loss of another because of how restricted some of the game's arenas are or how overpowered the enemies were. You do have a 10 second countdown to revive at least of them, which gives you a chance to survive, but the penalty for losing health is
also 5-10 seconds or a "Mind hackable" NPC is so far away that the countdown will end long before you even reach them. That's not to mention that your abilities are limited in regards to whoever you host. The health of civilian NPCs are either equal to or worse than Jim/Rebecca, enemy NPCs cannot regenerate health, and mind hacking into robots and primates remove your ability mind slave enemies and heal Jim/Rebecca. Then there's also the fact you try to be very careful when harming enemy NPCs if you want to "mind slave" them because you can very easily kill them in the process by accident (Or another "Mind slaved" enemy kills them). In addition, you can only “mind slave” and heal characters only within a certain distance. And even when you do “mind slave” enemies, they seem to lose a couple IQ points from the process.
Like I said,
Mindjack is a third-person shooter, so a major element of the game should of course be the guns, but the balance of these are all over the place. Enemies with shotguns, sniper rifles, and RPGs are hilarious over-powered; the pistol is useful if it wasn't for it's one bullet per second fire rate, and the "Stutter" machinegun is one of the
WORST guns I have ever used in a video game but it's littered everywhere. Whenever you have a chance,
always grab and use the Midas. Speaking of which, I didn't mention this earlier,
Mindjack also loves to throw bulletsponge enemies at the player the further into the game you get. These typically result in the enemy NPCs that look like astronauts, that can take
EVERYTHING short of a shotgun to the face and walk it off, but there was one level later on where I spent over an hour trying to figure out how to take down a fucking Battlemech because of how the damn thing just kept shrugging off rockets I threw at it. Also, I
just remembered that the game has the ability to beat opponents with melee attacks, or use them as a human shield, but the game’s detection of this is so bad that it’s hardly worth noting.
It should be mentioned that
Mindjack was also developed in mind with the story
being the multiplayer as well. Apparently, other players, over the internet, can jump into your game, possess any of the enemy NPCs, and make it their sole job to to ruin your day. However I have no idea if anyone is even still playing this game 12 years later, and I'm not able to test it since I disabled my PS3's ability to phone home.
Overall
It may sound like I'm absolutely ridiculing
Mindjack because of how many problems the game has. Bat-shit insane story, hilarious dialogue, and extremely unbalanced gameplay. All that being said, I had a lot of fun with game. The ability to turn enemies into allies to outnumber opponents, jumping into an NPC anywhere on the map and flank them, this does have the basis for what could have been an absolutely stellar game. At it's best,
Mindjack could best be described as a proof-of-concept. I would put it right alongside the first
Watch_Dogs as being one of the few games showing how much fun “hacking” into environments can be. And I would like to see this concept taken much further, as the gameplay for
Mindjack could very easily evolve to suit multi-player game modes like capture the flag or even something as grand as an RTS. Where you have one player hopping in an out of NPCs, turning enemy NPCs into allies and your opponent doing the same,
this is the type of game
Mindjack proves as being a possibility that could work.
However, as the game exists today, I feel like
Mindjack belongs to the same category as
Sin & Punishment: Star Successor. It's a great game to play through
once. However, when you do so,
Mindjack pretty much showed everything it had to offer, so there's little reason to play it after completing the game. There's some DLC maps that you can download, but they're just singular arena built using assets from the main game.
If anything I said makes it sound interesting, definitely give
Mindjack a look.