Fracture - Fracture Review


The closest thing Fracture has to a saving grace bar the terrain deformation is a reasonable range of weapons that go beyond the usual Doom/Quake line-up to take in arms more reminiscent of an Insomniac game. My favourite is Fracture’s unique variant on the rocket launcher: a torpedo that tunnels under the ground then explodes at will. It’s annoying, however, that you can only carry one weapon at a time. Halo’s two weapon system makes sense because it gives you the flexibility to cope with most situations while still asking you to make a tactical choice. Fracture’s system merely ensures that you waste rockets on grunts just because you don’t have anything else to hit them with. I should also mention that the music is extremely good, with a surging orchestral score that wouldn’t disgrace a Hollywood epic. Oddly, this makes Fracture seem even less exciting. I guess grafting the Indiana Jones theme onto an episode of Bonekickers wouldn’t make that any more of a thriller.

All things considered, it’s hard to feel too positive or too negative about Fracture, or really anything at all. I just find it disappointing that a game with some promising ideas never gets around to realising their potential. It also speaks volumes that about five hours in I thought the game was working up to a climax. I was actually disappointed that it didn’t end at this early stage! You shouldn’t be that tired of any game so soon. Buy Fracture by all means if you must have a new action game and you’ve exhausted all the other options, but unless you’re a genre completist there are far more entertaining ways to spend your hard-earned money.


Not good, not bad, but utterly forgettable. Fracture wastes all its good ideas in a stream of monotonous battles and dull design.