Enemies poor, graphics good
Now I’ve mentioned fire fights, it might be a good time to talk about the enemies you’ll be going up against. Sadly, this is another let down. It’s rare in a modern game to see such a limited number of enemies. After a while you’ll be gagging to get to the next level just to see if there’s anything new to shoot at... and shortly after that you’ll be wishing you were at the end of the next level and so on. Sure, the enemies react when hit and take cover, they even blindly fire around corners but to say the AI is smart is a bit of a fib. It’s obvious they’re working off a set routine as they’ll all do the same thing. There’s no interaction or organization between them and many will just blindly walk into your fire in an effort to hit you.
Once you’ve worked through that lot you get the bosses and again, if there was a generic ‘boss maker’ program, these guys are straight out of it. In fact, with one boss I was reminded more of Dr Robotnik from Sonic The Hedgehog as the guy hovered around in his chair firing lasers at me. I wouldn’t have minded all this quite so much if there was some sort of tactic or weak point to work out but it always boils down to hitting them with your infernal fire, a ramped up and limited version of normal fire.
Graphically, Infernal looks the business, which is why it’s so annoying that the gameplay leaves so much to be desired. All the various artists and cinematic effects combine to give Infernal a unique look, even if, beneath those effects the basic graphics look a touch aged. Overall though, Infernal is very easy on the eye and, surprisingly given the graphical trickery, it won’t tax even a mid-range machine.