I knew there HAD to be 
      a reason why I’d never even heard  of the game called Codename: 
      Nina except by sheer accident...  There is!  In fact, there are SEVEN of 
      them, which I’ll detail in a moment.  As always, before I began playing, 
      the voice of eternal optimism screamed out “bad marketing!!!”   Well, 
      there’s no denying THAT particular fact, but I suspect that the marketing 
      strategy was more a result of the OTHER reasons than a determining factor 
      of its own.
      Before I get into that, 
      however, let me explain why I CARED about an obscure first-person shooter 
      (FPS) from Poland.  The answer to that little mystery is that the 
      developers are Detalion, the talented team that brought us the adventure 
      games Reah and Schizm.  My curiosity got the better of me… given the 
      chance to break free of the restraints of brain-pain-inducing puzzles and 
      sedate gameplay, what could Detalion bring to the action table?  Well, now 
      I have my answer – Nina and the seven problems (and if that sounds like a 
      fairy tale gone bad, that’s about the size of it.)
      Entitled Nina: Agent 
      Chronicles in Europe and published by City Interactive, the game has 
      been renamed and brought to North America by ValuSoft as a “budget” title 
      called Codename: Nina – Global Terrorism Strike Force.  I can only 
      assume the purpose of this was to get the “terrorism” reference into the 
      game name, which seems rather blatantly opportunistic.  Still, that would 
      be easy to overlook if not for the fact that the title is now completely 
      unmanageable and forgettable.  So let’s do just that – forget it.  Since 
      Nina is a “strike force” of one, anyway, we’ll just go with Codename: Nina 
      for short.
      The game’s heroine is a 
      field agent of a secret, international anti-terrorist organization.  Over 
      the course of three multi-leveled missions, Nina’s assignments are to 
      destroy a bio-chemical weapon in the Far East, then track down the 
      conspirators in one of the Soviet republics and on into the ancient ruins 
      of a South American jungle.  Believe me when I say I’m giving nothing away 
      by telling you this – the story does little (and by “little” I mean 
      “nothing”) more than serve as a backdrop for introducing the game and 
      mission locations.  
      Gameplay is traditional 
      FPS fare, but simplified more than most.  The developers fully intended to 
      make the game accessible to casual players, and they’ve succeeded so far 
      as the basic mechanics of the game are concerned.  Anyone who has played a 
      shooter of any kind will find no surprises in interface, controls, items, 
      or objectives.  The only real feature that distinguishes this game from 
      countless other generic shooters is Nina’s psychic ability to control 
      minds, which she’ll be called upon to do periodically throughout the game.
      Nina herself is 
      portrayed by Polish model Iza Czarnecka.  While Detalion certainly isn’t 
      the first (nor will they be the last) to use an attractive female lead in 
      a game, they at least earn recognition for choosing a model that isn’t the 
      stereotypical top-heavy freak of nature like other more notable game 
      heroines.  Unfortunately, the effort ended up being largely wasted as a 
      selling point anyway.  Codename: Nina was originally designed to be a 
      third-person game, but during production, that idea was scrapped in favour 
      of the first-person perspective.  Since Nina never appears in any of the 
      game’s few cutscenes, the only times you actually SEE her (usually dressed 
      in fatigues) is in static images during level loads, a tiny icon by the 
      health meter, and briefly after dying (which admittedly, you’ll be doing a 
      LOT).   
      Now, with the 
      pleasantries out of the way, let the dissection begin.  Scalpel!!
      (In reverse order of 
      irritation)
      Problem #1 – 
      Dated Graphics
      Codename: Nina is based 
      on the renowned LithTech Talon engine – the same one that powered other 
      titles like Aliens vs. Predator II.  This serves to raise the question, 
      “How did it get so butt-ugly?”  Okay, okay, I’m being a little harsh, as 
      the game isn’t downright ugly so much as it is extremely dated.  The 
      backgrounds look blurry, blocky and two dimensional, and there simply 
      isn’t much detail in anything.  I know action reviewers are often guilty 
      of demanding that a game demonstrate cutting edge graphics, but this isn’t 
      about bells and whistles.  I don’t expect Nina to compare with the latest 
      and greatest big-budget titles, but it had better compare favourably with 
      older games that can be found in bargain bins.  
      To make matters worse, 
      the in-game cinematics are few and far between, and there are NO engaging 
      opening or closing cutscenes.  I don’t care how you slice it, that’s just 
      a rip off.  Do something – ANYTHING – to pull me into the story, and 
      reward me for my efforts.  Don’t just drop me in and yank me out and send 
      me on my way.  That just reeks of “amateur”, and Detalion has proven 
      itself better than that in the past.  Still, the game’s visuals were head 
      and shoulders above… 
      Problem #2 – Horrible Voice Acting
      Without a doubt, the 
      voicework for Nina is the single worst demonstration of acting I’ve ever 
      encountered.  My guess is that the developers were trying to have Nina NOT 
      be identified with a single nationality… sort of a “one accent fits all” 
      mentality.  Instead, the result is an absolutely wretched distraction that 
      is part British, part southern American drawl, and part 
      making-it-up-as-she-went-along.  Bleccchhh…  Fortunately, being a shooter, 
      we’re not subjected to a ton of it, but between radio transmissions, 
      thinking aloud, and narrations, you’ll be desperately wishing there was a 
      subtitle-only option.  On the plus side, the other sound effects were 
      decent, if minimal.  There was no music in the game (by now, I’m sure 
      you’re shocked).  Of course, graphics and sound don’t make a game, but 
      gameplay itself is further marred by…
      Problem #3 – Feeble Weapons
      Let’s face facts… most 
      shooters require suspending a certain degree of disbelief.  So we usually 
      don’t concern ourselves with how our character is able to lug around 
      massive weaponry and enough ammunition to stage a small war.  However, in 
      Codename: Nina, the developers decided that Nina would be allowed to tote 
      only what she could “realistically” carry.  The result of this decision is 
      a whopping two (count ‘em… TWO!!) weapons for each of the game’s three 
      missions.  Along with the pistol common to each mission, you’ll also be 
      dazzled with a basic shotgun or submachine gun.  Adding to the exciteme… 
      YAAAAAAAWN…. Oh, excuse me!!  The thrill of recounting this portion of the 
      game must have exhausted me!
      No, the only variety in 
      your tools of the trade is the aforementioned mind control.  On certain 
      occasions, Nina will be required to utilize her paranormal gifts by 
      getting close to a person and wafting some heebie jeebie rays at them 
      through her hands.  So much for realism.  It’s easy to identify which 
      particular targets are susceptible to this telepathy, because when you 
      instinctively kill them in response to them SHOOTING at you, the game will 
      abruptly end and inform you that you’ve offed a key information source.  
      Oops.  
      Yo, Detalion… next 
      time… if you’re going to make realistic tactical combat the basis of your 
      game, fine.  But if “reality” is going to be arbitrary, then Vulcan mind 
      meld – out; flame throwers – in! 
      Although boring, you’ll 
      at least find the arsenal to be adequate for progressing through the game, 
      thanks in no small part to…
      Problem #4 – 
      Idiotic Enemy A.I.
      Actually, I’m not sure 
      the dopes in Codename: Nina even deserve to have their brain functions 
      described as “intelligence”.  Honestly, not only was it nice of them to 
      stand still and shoot wildly while I pumped them full of lead, but it was 
      particularly considerate of them to announce their presence with a 
      grunt-like “Hey!” every time they saw me.  On occasion, an enemy would 
      further accommodate me by getting hung up on a wall and jogging in place 
      until I put them out of their misery.  Yes, to be fair, they occasionally 
      DID run away when injured, but that’s about the extent of their tactics.  
      Adding to the fact that ammunition and health packs are plentiful, really 
      the challenge in the game doesn’t come from the enemies at all, but rather 
      from... 
      Problem #5 – Obtuse Puzzles
      Like any shooter, 
      Codename: Nina includes various puzzle elements.  I’d have thought this is 
      where Detalion would really shine, given their adventure roots.  
      Unfortunately, the transition between genres wasn’t entirely successful, 
      and the puzzles were largely run-of-the-mill shooter stuff – flipping 
      switches, finding missing items, etc.  There were a couple of moderately 
      clever ones, but whatever goodwill these earned were blotted out by a few 
      dreadful ones which, for all intents and purposes, amounted to a pixel 
      hunt.  If not for a walkthrough in the very first mission, I’d likely 
      still be wandering around aimlessly.  Fortunately, when I encountered a 
      similar (though more difficult) version of the same dilemma later in the 
      game, I was prepared for what the game expected of me, but causing me to 
      feel stuck in the early stages was most unwelcome.
      The worst of the 
      “puzzles”, however, were based on avoiding mounted weapons.  Unlike the 
      popgun shooters used by the mobile baddies, these weapons resulted in 
      virtually instant death when approached.  While annoying enough in 
      themselves, these puzzles were made infinitely worse by the presence of…
      Problem #6 – No 
      Save-Anywhere!!
      It’s been a looooong 
      time since I last played a shooter that didn’t offer full freedom to save 
      your progress wherever you pleased.  That’s probably because every 
      previous game that has tried it has been loudly criticized for doing so.  
      And for good reason!!  When the object of a game is to kill or be killed, 
      it’s inevitable that the latter will occur, and probably frequently. 
      
      I guess the developers 
      of Codename: Nina didn’t get the memo that said gamers are outraged by 
      having to repeat huge chunks of a game over and over again.   It’s 
      ANYTHING but fun having to repeat a level just to find out WHY you died, 
      let alone beginning the arduous task of avoiding the same fate.
      I could ALMOST excuse 
      this decision if it were explained by developing for consoles, but that 
      simply isn’t the case here.  Nina is PC-only, so there’s simply no excuse 
      for this omission.  The game auto-saves at pre-determined points.  Some of 
      these seem fairly placed, but others are ridiculously far apart, 
      necessitating a great deal of repetitive gameplay.  
      Admittedly, no FPS 
      veteran will be severely hindered by these challenges for long, but since 
      Detalion was aiming Codename: Nina at casual gamers, this decision is all 
      the more bewildering.  Even if all other aspects of the game met with my 
      approval, I’d be reluctant to endorse a game to newbies for this fact 
      alone.
      Only as I continued to 
      play did I realize the reason for the restrictive save feature…
      Problem #7 – Too Darn Short!
      For all my moaning and 
      groaning about Codename: Nina, it does have some reasonably fun moments 
      interspersed among the frustrating ones.  Once I’d adjusted to the game’s 
      many shortcomings and lowered my expectations accordingly, I began to 
      think it just might climb out of my doghouse and into the rarefied air of 
      mediocrity… and then it happened… the end!!  I was STUNNED!!!  It was easy 
      to understand THEN why the save-anywhere feature was left out, but even 
      WITH all the repetitive gameplay, I couldn’t have been playing for more 
      than about 6-8 hours.  
      Amazingly, the original 
      plan was to have the game released in short segments (hence the 
      “Chronicles” moniker).  This version of the game is the result of 
      scrapping that idea and COMBINING the episodes.  Thank goodness for that, 
      but even this was inexcusably short.
      OK, time to close up 
      the patient.  Sutures!!
      So what do we make of 
      Codename: Nina?  I’ll go out on a limb and suggest that a game like this 
      might have a market in eastern Europe.  It seems fairly obvious that 
      compromises were made to get this game to market at ALL, but a budget 
      title by a “local” company is never a bad thing, and I applaud City 
      Interactive and Detalion for the effort.  However, I think it was a 
      mistake for ValuSoft to bring it to the North American market, and I 
      suspect they’ve already realized that.  Glancing through ValuSoft’s 
      catalogue, I’m sure I’ve seen all of their other budget titles sold 
      elsewhere, but I’ve yet to see or hear a single peep about Nina.  Bad 
      marketing?  Certainly, but having played the game for myself, I wouldn’t 
      be surprised if the decision to do NO marketing was intentional.
      Codename: Nina isn’t a 
      horrible game; it just offers nothing that a myriad of other games don’t 
      do better, and it misses both potential target audiences with poor design 
      choices.  Why buy a “budget” title like this one for $20 when you can find 
      older, better games for less?  You don’t.  Should you ever see the game at 
      a rock bottom price, and feel like spending a weekend with it as a 
      novelty, be my guest.  Otherwise, do yourself a favour and play or even 
      REPLAY No One Lives Forever or Tomb Raider.
      Final Score:  44%
      
      Played on:
      
      Win XP
      
      P4, 2 GHz
      
      512 MB RAM
      
      GeForce 4
      
      This document may not be distributed without express 
      written permission of the author and the content may not be altered in any 
      way.
      
      For questions or comments on this review,
      Please write to: 
      
      Singer
        
          
            design copyright © 2003
            
            GameBoomers
            
            Group