Black label

By MITCH KRPATA  |  March 28, 2006

Not that you need to reload all that often. It’s almost impossible to run out of ammo — which is good, because shooting tends to be the solution to every problem you come across. You can open doors only by blasting them off their hinges. When no door is available, you can create one by unloading a clip into the nearest wall.

Despite a few feints at depth, such as a convoluted story involving an al-Qaeda-like terrorist group called “Seventh Wave” and secondary objectives that are really just item hunts, Black’s slavish devotion to its trigger-happy ideal is what sets it apart. Sure, it’s hard to ignore the lack of a multiplayer option. But it’s tougher still to resist the white-knuckle experience the title so fleetingly provides. This is the sort of game you put down and then realize your hands are killing you from having gripped the controller so tightly. So what if it’s only six hours long?
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