Keith's Crappy Videogame Blog

Kreed (PC, 2004, Russia): Out There, Somewhere, This Makes Sense
August 6, 2010, 4:05 am
Filed under: Kreed (PC, 2003, Russia)

Due to some serious translation issues (and probably significant differences in the way narratives are experienced by people from different cultures), attempting to ferret out the story behind “Kreed” is damn near impossible. Probably most of what follows is absolutely wrong, but here you go: In the 30th century, humans are waging war against the alien Tiglaary, and this gives rise to a human quasi-religious-military organization “The Legion,” who declares “Holy War” on the Tiglaary (whose specialty is human genocide, apparently). After several centuries of war (er, ahem), the Tiglaary were pushed back by The Legion but not completely defeated.

At the outset of the game, a slowly expanding space anomaly has appeared on the edge of the universe which–having blackhole-like properties–resists being investigated. That is, until one of the religious leaders of The Legion (Teofrast Rumi…oh these names), successfully pilots a ship into the anomaly and disappears. Along with him, he took all his scientists, armies, and whatnot, leaving a good deal of society defenseless. Later it was discovered that Rumi may have located (beyond the anomaly) a place called The Kreed, an ancient and fabled land worshipped by certain religious sects deemed to be dangerous. Has Teofrast Rumi turned on his people? Is he dangerous? Will he return to strike and gain ultimate power, or did he perish while traveling through the anomaly? To answer these questions (if you can figure out exactly what the questions are…err..), you (as Legion Special Agent Daniel Grok–a good old Irish name, no doubt) shuttles a craft to the edge of the anomaly in order to infiltrate it. Or something like that. Most of the game takes place inside the anomaly and on the other side of it in a bizarre, alien universe (which is all good by me), while you search for Rumi (or his remains).

Of course, none of the narrative actually makes it into the gameplay itself–which devolves very quickly into running and gunning through quite massive spaceships, alien cities, bizarre planetscapes…you get the picture. Keeping with the technical limitations of the time, lots of these environments are relatively empty of  inanimate “stuff” and NPCs–in other words, lots of barren spaces devoid of life, other than what is bum-rushing you at any given moment.

Again, given the timeframe, the AI has one single mode: run-at-you-without-flinching, which takes us all back to the days of DOOM 3 and its imitators, no doubt. Your job? Run backwards and shoot until multi-limbed aliens drop. Rinse, repeat, repeat, repeat…and repeat. To that end, like many of the Russian sci-fi FPS games I’ve ever encountered, THEY SIMPLY WILL NOT END. I’ve said it before, and I’ll repeat it: Those Russkies know how to stretch your gaming dollar by creating 30-hour games at the drop of a hat (now, if only they could make an actual good 30-hour game–of course, I don’t mean that, but I couldn’t resist).

Any sense of Daniel Grok’s overall mission, as well as the storyline, completely falls apart by the end of the game. I distinctly remember watching the final cutscene having absolutely no idea what was happening, to whom, why, or even where. I’d say half the time, the accents were so thick in the English localization, I had difficulty understanding them–for real. But shooting stuff (with a decent-sized armory), creeping through spaceship hallways on various fetch-quests, and scrounging for healthpacks and ammunition was fun enough. Oh, and the game ran very smoothly on my average machine at the time. Go! Russo-bit, go!


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