Sergeant Baker of the Grey Protective Services lays it on the line: THIS IS NOT BATTLEFIELD 3. THERE WILL BE NO TEA-BAGGING." Our squad, Double Tap, was brought in to enter this quarantined facility. Some kind of viral outbreak has affected multiple personnel, and the fate of Alpha Squad, sent in earlier to contain the situation, is unknown. Our mission is to enter, engage hostiles, discover the fate of Alpha Squad, and work out just what the hell happened here.
It seems like I've played this game before: morally questionable corporate entity? Check. Genetic science gone wrong? Check. Impending zombie apocalypse? Check. A squad of elite soldiers on damage control and investigative duties, of which my character is one? Check. The story is old enough to have been found painted on cave walls.
The game tutorial appears similarly familiar, as our squad is rushed through an impromptu military HQ adorned with computers, monitors and camo-netting. We're equipped with weapons and armour, and then halted in front of the main complex entry, with Sgt. Baker sternly laying down the law for the forthcoming engagement.
On the surface this is a colour by numbers military/survival horror FPS, but for all the deja-vu its also a multi-player co-op experience like nothing you've ever played before. Patient O's graphics engine puts everything else to shame; even Crytek can't hold a candle to the photo-realism on display here. Each character model is defined in exquisite detail, with true fractal geometry creating seamless surfaces wherever the eye glances. The effect can actually harm the experience if one stops to examine all textures too closely, but IRL Shooter cleverly counters this by shrouding the environment in darkness. The threat of constant attack, combined with the need to use rifle-mounted torches to penetrate the darkness keeps the players from standing idly around admiring the scenery.
Lighting is used quite well across the range of levels, though the levels themselves are part and parcel for the genre: medical ward, morgue, nursery, offices, laboratory.
Progression is linear, as seems to be the case with most modern shooters these days. Advance to checkpoint, await radio orders, swipe keycard (provided at the start of the game — there's no key-hunting required), and proceed.
Though very much a corridor shooter, each area is well crafted, being almost a set-piece unto itself, and the squad needs to achieve various tasks to aid progression and complete its mission. Whether it's searching bodies of unfortunate test subjects in the "meat locker" for critical information, uploading data to HQ via the computer terminals scattered around the levels, or dragging details of the situation from the NPCs encountered over the course of the game, the pacing is spot on — helped of course by the pervasive threat of the relentless undead.
Infected lurch, run, stumble, moan, and growl. They gurgle in the throes of death. Burbling whispers and angry snarls sound unseen from behind walls and other barriers, and despite their caution, players will be frequently startled as walking carrion tries to claw its way through obstacles for a taste of fresh human flesh. The number of enemies in view at any time is mostly quite small, with zombie hordes disappointingly rare (perhaps because of a technical limitation of the game engine).
Each players is equipped with an M4 assault rifle, capable of single-shot and full-auto fire, with a switchable red/green holographic sight. Taking cues from the likes of Dead Space, HUD information like remaining health and ammunition (though ammo is effectively unlimited), is built in to a display on the guns, removing the need for invasive interface overlays.
Unfortunately there are no player classes, so if you only feel useful playing medic/ support, the need won't be sated here. Consequently there is no specialty equipment besides the comms gear provided to the player designated squad leader, for relaying information and receiving orders from HQ, and the swipe cards each squad member receives for the purpose of opening the facility's doors.
As a co-op-only game. Patient 0 lives and dies on communication and teamwork, and strong leadership is essential. To this end, the game utilises a realistic proximity voice-chat system, keeping players working within earshot of each other. Pleasingly there's no perceptible latency, beyond those of a player's physical reaction time.
We did encounter a few bugs however. Enemy hitboxes were somewhat erratic, shots seeming not to register correctly sometimes, an NPC seemed to stutter through speech at one point, and not all squad members received the correct briefing materials. Also while not technically a bug, our squad was forced to return to a previous area because we had not correctly triggered a progression script. Nothing too serious, all things considered.
With unparalleled ambition from IRL Shooter, Patient 0 delivers a brilliant experience to those who are willing to embed themselves in their characters. It plays to both horror and gaming stereotypes, an is all the stronger for doing so. And despite the price for an approximately hour-long session, it's worth both your money and your time.