Review: Forsaken
{As in Turok, the levels of this Descent clone become endless mazes 0- but this time, there's no in-game map to rescue you! The shooting is fun for a few minutes, then Foresaken becomes forsook.} {The real-time lighting and weapon effects are impressive?until you realize that all the bad guys and levels look alike, and everything turns into a mishmash.} {The pounding bass and scratchy voices get your blood pumping, but their repetitive nature quickly becomes tiresome. Forsaken's explosive sound effects, however, are very appropriate.} {Thanks to very responsive analog movement and easy weapon selection, you can pick up this game instantly.} {As in Turok, the levels of this Descent clone become endless mazes-but this time, there's no in-game map to rescue you! The shooting is fun for a few minutes, then Forsaken becomes forsook.}
A classic case of unrealized potential, Forsaken fails to make significant use of its excellent control and four-player split-screen capability by thrusting you into an endless maze of frustration.
In Forsaken, Earth has become a scavenging ground, and 16 crazed airbikers are combing the underground tunnels for booty. The Descent-type engine is executed beautifully and offers the best-looking split-screen mode since GoldenEye 007. Unfortunately, unlike GoldenEye, there's no radar during the multi-player contest, so you'll spend your time combing endless tight corridors instead of shooting your friends.
Forsaken's solo mode has precisely the same fatal stumbling block: No map of any kind. You'll run in perpetual circles looking for your objective or final enemy until you either memorize the level or pass out. Even worse, the unimaginative bad guys blend right into the background, and every level looks just like the previous one. More frustrating than advanced algebra, Forsaken is likely to get thrown out of many bedroom windows.