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Game Informer Magazine
Mindless shooting is okay, but Without Warning doesn't ever hit the threshold of becoming compelling drama.
Game Informer Magazine
If generic terrorists are this decade's ubiquitous bad guy like the commies of the eighties, then it's likely that uninspired games like this will continue ti use them to such dull effect. Consider this your warning.
There are things to like here—decent use of minigames, an attempt at a non-traditional gameplay structure, and an entertaining story that, unlike many other recent games, doesn't set anything aside for a potential sequel. Sadly, anything good about the game gets bogged down in the mindless, repetitive blasting. There's nothing wrong with gunning people down in a videogame, but when the amount and type of violence conflicts so clearly with the game's premise, and doesn't even manage to make the game especially interesting or enjoyable, maybe it's time to take a step back and take a good hard look at the established rules of our videogame genres, and wonder if it isn't time to think up a few new ones.
Without Warning is a game that should have been on the PSP. It's perfect for the portable market and there is no reason why Circle shouldn't now port this. However on the PS2 it doesn't work at all because console games need to have deep, long levels with an interesting storyline, neither of which this game has.
When Circle Studio, the team behind Lara Croft’s original exploits, announced this game we were quite excited to see how it turned out. A team with a pedigree of third person action was finally going to give us fast paced action with multiple characters and a time limit. How wrong we were. Without Warning is a moderate game that suffers too much of the same old same old and fails to innovate when really, for it to have any chance, it had to. It's also, in our opinion, on the wrong platform but more on that later.
While it was a nice effort, Without Warning lacks the shimmering magic to be considered a "must- own" title. Those of you who've been curious about this game enough to give it a try would be better off seeking a rental or awaiting a pre-owned copy to hit the bargain bin. Of course, some of you may be eager to fork over the cash, having seen footage of the game and are will dismiss my criticisms as being way too critical. To those of you, I tip my hat with the genuine hope that you'll discover something that I couldn't find.
Without Warning can't be blamed for wanting to try something a little bit different than the average shooter--the problem is that the only thing it does differently isn't done very well, and the remaining components are so generic and hackneyed that they completely murder what small measure of originality the game has to offer. It's a dumb, frustrating, and boring game that clearly needed a lot more time in the pipes to become something entertaining, and it's not worth your time.
I'm all for action, but the gunplay here is mindless. Enemies pop out from cover on a timer, much like those in an old lightgun game. And they just keep coming, crawling out of every nook and cranny. The run-and-gun sections are broken up by MacGyver-ish minigames: lock picking, bomb disarming, fuse-box rewiring, etc. These are usually a welcome break, as long as the bin Laden brigade doesn't ambush you from the broom closet.
PAL Gaming Network (PALGN)
Without Warning is a game that had a lot of potential in its concept, but a few solid ideas can't make up for poor gameplay.
Without Warning is a pretty-looking but utterly mediocre gaming experience that's little more than space invaders with terrorists. The concept is sound, the storyline is okay, but the implementation just doesn't work. It's not incompetent, but shooting wave after wave of terrorists, or sneaking around them, while defusing bombs and rewiring circuits in between, isn't half as interesting as it should be, and has been in many other great games, such as good old Splinter Cell for example, from which this is a world apart. Anyway, if you still give this game a go, when you realise that it really is as boring as I've said it is, just don't complain that you were without any warning…
Having actually sought to review this on the grounds that it sounded interesting and unusual, I now find myself so thoroughly disappointed on both counts that I'm struggling not to mark it down further. So let's be clear: there's nothing devastatingly awful about this, it's just thoroughly outclassed by most of everything else on the market. Here's our warning: do without.
Without Warning really isn't very good... Its shooting is tame, forward progress is tedious, most enemies are foolish, the environment is dreary, and the unprofessionally delivered storyline is predictable and quite unentertaining. But perhaps Without Warning's biggest problem is the gimmicky multi perspective system it employs to distinguish itself from other action titles. Despite being conceptually sound, six kinds of the same uninteresting story and gameplay isn't at all satisfying.
Wie kann man nach jahrzehntelanger Erfahrung im Videospielbereich eine an sich spannende Idee wie die von Without Warning nur so lieblos und dilettantisch umsetzen? Der Titel krankt an so vielen Mängeln, dass man eigentlich darauf wetten würde, es handle sich um eine überhastete Filmadaption. Mit großem Kino hat die spannungsarme Terroristenhatz aber reichlich wenig zu tun: Handlung, Dialoge und Charaktere sind so flach wie die Bergwelt Hollands und der im Mittelpunkt stehende Figuren- bzw. Perspektivenwechsel so dramatisch wie die Live-Übertragung eines Häkelturniers. Und welcher stumpfsinnige Sadist hat sich bitte diese spastische Steuerung bzw. Zielerfassung ausgedacht? Wahrscheinlich derselbe, der auch die hirnamputierte Gegner-KI und die haarsträubende Kollisionsabfrage auf dem Kerbholz hat... Na ja, das kommt halt davon, wenn man sich die Kosten für eine Qualitätsprüfung sparen will und jeden unbeaufsichtigt das machen lässt, was er am wenigsten kann.
Without Warning avait un bon concept de départ qui passe complètement inaperçu, d'une part parce qu'il est sous-exploité, d'autre part parce qu'il est noyé par un monceau de défauts. Pourvu d'une maniabilité à coucher dehors et d'un gameplay ultra basique, Without Warning entre par la porte et sort directement par la fenêtre.
We do like the bits where you do odd things, like when you play a rhythm-action game to defuse a bomb, but these moments are too rare and often too simple to save the game. The result is that Without Warning plays more like a kind of arcade light-gun shooter with legs, and feels like it needed a better script and about six more months of development time. There’s got to be a "be warned about Without Warning" joke that hasn’t been done already, but screw it: just stay away from this game, OK?
Without Warning is a definitive D-list game. Sycophantically pilfering a 24-like plotline and offering six 'unique' perspectives of mediocre game design, Without Warning is a waste of time and money. Built around and wringing every drop from its on-the-nose temporal motif, Without Warning is sure to remind you of everything else you should be doing with your time instead of wasting your day with an ill conceived, poorly executed, and predominately pointless game.
The easiest way to sum up Without Warning is with this sentence: You will not have fun playing it. Conceptually, it has potential, but the execution is atrocious. In the right hands, this type of game could be very interesting. You’d be much better off waiting for the actual 24 game than wasting time and money on this disappointment.