

You'll be leaping across gaps in a ship hovering thousands of feet above a city, scaling towering structures that periodically crackle with deadly electricity, and clinging to all sorts of precarious perches. In the Future, Jumping is Just As Fun The platforming is much more fun than the combat and feels a lot like a Prince of Persia game. A game shouldn't force you to alter your combat tactics to accommodate for a shortcoming with the targeting system, but that's how it is in Aeon Flux. This can be an even bigger problem against some of the larger, more difficult enemy types who basically require you to use ammo to kill them. Many times you'll run out of your preferred ammo just because you kept firing at the wrong enemy. If the shield carrying enemy is in a group of four others, you'll have a lot of difficulty trying to use the proper ammunition on your intended target. For instance, you'll often want to use your magma rounds to blow off an enemy's shield so you can break some face. This isn't really an issue with solitary foes, but once three or more enemies are crowded around you, it's something that requires a greater degree of precision than what's present. Instead, you're stuck with having to physically face whichever enemy you want to target. There also isn't a button to cycle between your targets. There isn't a button to lock onto enemies with your gun or melee attacks, it happens automatically. The problem with combat is enemy targeting. You'll be able to perform combos to build up a style meter and allow for stronger attacks, in addition to getting access to four different types of ammunition (which, aside from the shockwave ammo, are really helpful in the later stages). Though the combat isn't quite as good as the platforming, it's still entertaining. In Aeon Flux, you'll be able to run on walls and along ledges, hack into gun and rocket turrets, use a grappling hook to descend and ascend huge vertical distances, and perform a large variety of punches, kicks, blocks and fatality moves. While Aeon Flux doesn't implement its storyline effectively, it does offer players a huge array of moves and platforming options. Essentially, every level of the game feels like you're starting over again. There are plenty of information capsules that you can pick up along the way which flesh out Bregna's details and technological research on things like phase transfer technology, rollers, and M-Fruit, but they never culminate into anything solid. They give you rudimentary plot details and make your objectives clear, but never really explain the larger picture of what is happening around you. The cinematics and in-game cut scenes don't help very much either. Even so, the game doesn't stand up very well with similar types of chopped-up, episodic plotlines. Granted, the point of the television show was to keep viewers at a distance from the character, emphasized strongly by how often she died.


It's difficult to drop around ten or twelve hours of your time into a title where you don't care about the person you're playing as. This type of plot structure doesn't work very well in a videogame since you'll never be able to identify with Aeon. Through all this, you'll see characters from previous chapters pop up again, but never in a manner that will tie events together into a cohesive and continuous plot. Sometimes you're trying to protect the Monicans and incite the downfall of Bregna's leadership, and in others you're fighting alongside the Breen military to eliminate Monicans. For instance, in some levels you'll be trying to kill Trevor Goodchild, Chairman of the Breen Council, and yet in others you play as his wife. Each chapter takes place at different points in time and you'll have different allies in each segment.
AEON FLUX TV
Just Like the TV Show, But Not Necessarily In a Good Way Though it can be seen how the game was trying to mimic the episodic nature of the defunct television show from the early 1990s, it doesn't really turn into a satisfying storyline.
