Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Friday, February 6, 2009

X-Men Origins: Wolverine Hands-On

X-Men Origins: Wolverine Hands-On

We slice, dice, pounce, and heal in Activision and Raven's upcoming Wolverine action game.

Interview

Get a glimpse at the design behind X-Men Origins: Wolverine in this interview.

We've been anxious to get our hands on Raven Software's upcoming X-Men Origins: Wolverine game since getting the rundown on the promising game from our Australian compadres. As longtime comic-book fans, we've pretty much resigned ourselves to the fact that Wolverine would likely always be neutered in some fashion as far as games were concerned. A slightly mental Canadian killing machine with a short temper, an indestructible metal skeleton with matching claws, and the ability to heal just about any wound doesn't fit into your standard game archetype. That said, Raven seems to be finding its way with its upcoming take on the mighty mutant. We had the chance to get our hands on a few levels of the Xbox 360 version of the game and were very happy with where Raven's going with the game.

We had the chance to try out four levels--Jungle, Alkali, Spillway, and Agent Zero--that let us get a proper feel for the upcoming M-rated action game. As we noted in our last look, Raven isn't shying away from Wolvie's penchant for slicing, dicing, and general goring. The jungle level was, wait for it, set in a jungle filled with mercenary types eager to perforate everyone's favorite Canadian mutant. The level is essentially the start of the adventure and featured the expected tutorial messages to walk you through Wolverine's move list. Although the game features an experience and leveling system that will amp up your various attacks and abilities, we're pleased to report that Logan doesn't feel neutered at the start of the game. You'll be able to kick butt with a respectable amount of bad assery using normal and heavy attacks, grabs, and, what is easily our favorite move, the pounce attack. The level kicks off with a cinematic that shows our boy heading off to a mission in a helicopter that is eventually shot down. At that point you take control of Wolverine as he falls to the ground in a pseudo-skydiving sequence, sans parachute. Thankfully, if you're able to aim your fall properly, your landing will be cushioned by an unfortunate merc who definitely should have stayed in bed that day. Once you're on the ground, you'll guide the clawed Canuck through the jungle, slicing and dicing your way through the enemy forces like a hot knife through butter. The action varies from down-and-dirty combat--which finds you facing mobs of foes that you deal with by using attacks, grabs, throws, and the environment (such as throwable or exploding objects as well as unique kill spots)--to stealthier bits in which you sneak up behind unsuspecting saps and gut them up close and personal.

The level also let us try out the incredibly satisfying finishing moves that reward timed button presses with shudder-inducing cinematics of gory death. Aside from the basics, the game features dodge and counter systems to let you avoid or reverse attacks. As if that wasn't enough, Wolverine's healing factor and enhanced senses are used very smartly. The healing factor does what you'd expect and heals a fair amount of the damage that you receive, letting you go toe to toe with some heavily armed enemies. That said, there are some limits to how much it can save you, and an onscreen bar will let you know if you've taken too much damage and have to hide for a bit to heal up. Once your healing-factor bar is whittled down, your proper health starts to go rather quickly when you're attacked, which can lead to death if you're not careful. Wolverine's enhanced senses, triggered by hitting up on the D pad, show you the world through a blue filter and let you see useful areas to climb, direct you where to go next, and even let you spot hidden or cloaked enemies. Honestly, we can't go on enough about how well all of the systems capture Wolverine's abilities. Unlike other games that have taken a stab, pun intended, at capturing the mutant, this one doesn't feel like it has compromised much for the sake of a game formula.

As you take out enemies in the various creative ways that the game affords you, you'll earn experience that will enhance different attacks, abilities, and attributes for the surly antihero. In the work-in-progress version of the game that we played, this also meant that Wolvie would spontaneously sprout a spanking-clean tank top every time he leveled, which was a funny sight to see. Given how much punishment he takes, Wolverine's clothes take a pretty hefty beating. As much of a badass as Wolvie is, gaining levels is essential because the enemies that you face become smarter and much more powerful, and some even have superpowers, which forces you to fight smartly as the game progresses.

The Alkali level found our boy punching his way out of a military installation (which is something he seems to do awfully frequently) and facing off against assorted soldiers determined to keep him in. The level is a bit further into the game and showed off the enhanced combo attacks that Wolvie can do. We have to say that we were really pleased by the flexibility of the combat system and the different death-dealing options available to the creative player. Timed deflection of bullets and unique pounce combos are very cool things that we discovered while playing.

The deflection mechanic is key for the Spillway level, which follows Wolverine as he tries to beat an oncoming rush of water by leaping onto moving jeeps that are also trying to get out of the rush of liquid. Pouncing your way from car to car is essential, but after a few cars your foes take to shooting rockets at you. Although the incoming projectiles are almost impossible to dodge, especially if you're in midpounce, you can clear your way through without much fuss if you wait until you're shot at and then simply deflect them back at your enemies. The timing on the deflection takes some getting used to, but it's a breeze once you master it.

The Agent Zero level plays a bit with the skydiving section that we saw at the start of the game and has you leaping in the air between moving helicopters. Though the concept is somewhat similar in spirit to the Spillway level, the gameplay is very different and fun. Once you make it onto a helicopter, you'll have to dodge gunfire from the pilots, who can pretty much guess what's coming once you land on their copter, and do enough damage to fell the vehicle. As the helicopter you're currently on goes down, you'll have to leap and control your fall to the next one. Pro tip for prospective players: avoid the rotors while landing, trust us. The last helicopter that you land on, with Agent Zero on it, changes up the mechanic some and has you shoving Wolvie's claws into the moving rotors to jack them up. The sequence is tricky but very satisfying when over.

As far as the story goes, the game has some ties to the movie but does its own thing in a number of places. The action is a mix of flashback and present-day events that follow chunks of Wolverine's unique life. Although we weren't able to get a full grip on what was going on because we jumped around a bit in the game for the various levels, suffice it to say that our boy has led a rough life. The dedicated CG cinematic sequences as well as the interactive cinematics in which you take control of Logan are looking quite good and should please comic and movie fans.

In terms of the game's look, the visuals are coming together greatly, with Wolvie looking very much like Hugh Jackman. This is especially true in the sweet cinematics done by Blur, the same group responsible for the movies in the original Marvel Ultimate Alliance. The environments and effects are all looking very sharp. We like the effects used for his enhanced-senses vision, and we can't go on enough about the inventive displays of gore, especially the finishers. The lovefest also extends to the way that the game shows off Logan's healing factor. Raven is using a procedural effect for how it displays on his body; you'll see him get progressively perforated, even to the point where there's some decent-sized holes in his skin that you can see through, exposing the adamantium skeleton. Once he starts to heal, the various wounds and holes will slowly close, shifting to gashes, then bruises, and then returning to normal. Not only does it look cool, but it also nails the way that his abilities have been shown in the comics. Key to our enjoyment of all of this has been the game's frame rate, which is fast and smooth. There's nothing worse than getting your killing groove on only to be brought to an awkward stutter by a choppy frame rate. That said, there are definitely some issues with the game's camera, which, if you go on a pouncing and killing frenzy, can make it tough to follow the action.

The audio is coming along well and serves as a good complement to the action. You'll hear plenty of satisfying snikts and claw effects as you go about your business. The same is true for weapon fire and ambient effects, such as grown men dying and some shouting of orders tossed in. The game's score definitely has a sweeping feel to it in spots, which is perfect for setting tone and harkens to the film. Hugh Jackman is on hand to voice Wolverine, which helps give the game that extra layer of cred.

Based on what we played, X-Men Origins: Wolverine is the closest that we've ever seen a game come to delivering the Wolverine experience that we've wanted. The combat is brutal and fast, and his powers are represented authentically. Although we're hoping that the problematic camera can be tightened up, the sheer fun of gutting fools is there. Movie and comic-book fans will most definitely want to check out Wolverine when it ships this May for the Nintendo DS, PC, Xbox 360, PlayStation 3, PSP, and Wii in time with the movie. Look for more on the game in the coming months.

Tuesday, February 3, 2009

Super Bowl Sim, Plus First Madden 2010 Details

Quite the Super Bowl, huh? I honestly had given up on that game about midway through the third quarter, only to be pleasantly surprised with a Cardinals comeback and a great Steelers win. It wasn't the best Super Bowl of recent years but it was entertaining and turned into tightly contested game. My prediction from Friday wasn't that far off the mark, as it turned out.

And speaking of predictions, while I normally avoid "Madden sim" stories like the plague, this year's EA Sports-run Super Bowl simulation with Madden NFL 09 turned out to be pretty darn accurate. Check out these numbers

•Ben Roethlisberger
Sim: 21/28 for 286 yards
Real game: 21/30 for 256 yards

•Kurt Warner
Sim: 27/38 for241 yards
Real game: 31/43 for 377 yards

•Santonio Holmes
Sim: 8 catches for 131 yards
Real game: 9 catches for 131 yards

•Larry Fitzgerald
Sim: 9 catches for 105 yards
Real game: 7 catches for 127 yards

•Score at Halftime
Sim: 21-7 Steelers
Real game: 17-7 Steelers

•Final Score
Sim: 28-24 Steelers
Real game: 27-23

Nice job, fake football game!

Of course, the real Madden news out of Super Bowl XLIII was the halftime posting of the first details on Madden NFL 10 on the EA Sports blog. In the post, Ian Cummings, lead designer on Madden NFL 10shows off a new technology that will make its way into the game, and into other EA Sports games this year: procedural awareness. As I understand it, PA allows for an in-game character to accurately follow something--a ball, a defender, a receiver--in a way that doesn't require canned animations; instead, it's generated on the fly by the game engine. As Cummings defines it:

"Alright, so what's Procedural Awareness in a nutshell? 'The ability to procedurally manipulate the spine, neck, head, and eyes on a player in the game; and also add layers of emotion/attitudes on top of those manipulations'."

There's no in-game footage of Madden NFL 10 using the PA system yet, but there is a pretty cool tech demo that shows a rough quarterback model turning his gaze to four illuminated objects in sequence. At one point, as the object is moved by a mouse cursor, the QB's head moves accordingly left, right, up, and down. It's pretty easy to expand that out to how a virtual Ben Roethlisberger might follow his receivers along their routes, running through his progressions until the player choose someone to throw to. As Cummings says in the blog:

"This is definitely pretty cool stuff…we can tune how fast the player switches between different targets, and then also how he behaves when he locks on and follows a target. You can already envision this being used by DB's and WR's when the ball is thrown, QB's as they go through progressions, safeties as they drop in zone, and obviously many more cases. In terms of visual fidelity, PA is also a major step up from any other normal IK head tracking solution."

A second video on the page shows a more fleshed out model of Dwyane Wade following objects, complete with eye blinking and realistic-looking neck movement. A third shows a video of ways to use the PA system to generate facial animations procedurally, which seems like it be a handy way to add more emotion to a sports sim (like after a DB gets burned by a speedy wideout) but also seems like it has uses in many other game genres as well.

So, a bit of a tech demo for our first look at the game and it's only the beginning of our six-month wait until the next version of Madden. In the meantime, I'd suggest EA thinks about changing the name of the game. What, after all, is wrong with 'Madden NFL 2010'?

What do you think of Procedural Awareness and how do you think it can be implemented in Madden to improve this year's game?

Friday, January 30, 2009

Eat Lead: The Return of Matt Hazard Hands-On

We take on 2D Nazis and androgynous JRPG bosses in our hands-on look at this satirical action game from Vicious Cycle.

Hazard Returns

Brian Ekberg takes a brief look forward to Eat Lead: The Return of Matt Hazard.

At any given point in Eat Lead: The Return of Matt Hazard, the titular star of this tongue-in-cheek action game from developers Vicious Cycle might find himself squaring off against any of the following enemies: Mobsters, zombies, cowboys, space marines, 2D Nazis, and even Japanese role-playing game bosses. One part action game and several parts game-industry lampoon vehicle, Eat Lead is nothing if not unique. We had a chance to spend some hands-on time with an updated build of the game recently to see how far it's come since our previous look in October of last year.

The setup for Eat Lead revolves around Hazard, a fictional action-game star who racked up a string of hits across multiple platforms in the '80s and '90s. After a few disappointing bombs, Matt Hazard retired, only to take up his career as a two-fisted badass at the beginning of Eat Lead after getting an offer to star in a brand-new action game from megapublisher Marathon Megasoft. Traversing the eight levels that make up Eat Lead, Hazard soon discovers that the game is rigged and that the levels he's making his way through are trying to delete him…permanently.

From that premise, Eat Lead takes the idea of poking fun at video games and runs with it, with levels that change in appearance and makeup on a dime, enemies that start out as soldiers only to transform into zombies, and boss battles that are memorable to say the least. It's tough to know what to expect from one area to the next in Eat Lead, and there are more than a few chuckle-worthy moments as a result.

Consider the sixth level of the game, which we got to play during the demo. After a brief intro movie that featured some back-and-forth between Hazard and his companion QA (who can hack into the game's levels and help him along the way), Hazard begins the level outside of a warehouse, surrounded by crates, forklifts, and trucks. These objects serve as perfect cover for Hazard, and you can use the cover system by pressing the A button on the Xbox 360 controller. Pressing the B button will cross Hazard over to a nearby cover point, if available, and you can aim your cursor and press the Y button to sprint to a specific point of cover.

Safely behind cover, we first took out the bad guys that were in the level using a pistol. It wasn't long before we picked up a machine gun and, once the level was cleared, we moved into the warehouse. We found more bad guys inside, only these looked completely different from the enemies we fought outside, considering their garish armor and their use of what appeared to be water guns. As it turned out, these guys were holdover enemies from an ill-fated, kid-friendly water-gun shooter from Hazard's 64-bit days. As silly as it sounds to be taking up arms with a water gun, it got the job done against these clowns, so we went with it.

Now, naturally, you don't spend an entire level fighting bad guys with squirt guns. Any game called "Eat Lead" better have an assortment of weaponry to choose from and, indeed, we played with submachine guns, sniper rifles, even laser blasters. Blasting enemies doesn't technically kill them; these are virtual bad guys, after all. Instead, Hazard can absorb a defeated enemy's code. If he builds up enough code, you can add a temporary ice or fire damage modifier to whichever weapon you're carrying.

Like the neon bad guys who were susceptible to water blasts, many of the enemies have unique traits that you'll discover as you go. In the level that we played, we also ran into space marines reminiscent of a certain visor-wearing, heavily armored, combat-evolved hero. Conventional weaponry didn't really do much to them but, if you managed to snag a laser pistol, you could take them down with relative ease. Our favorite garden-variety enemies were the 2D Nazis, patterned after something out of the original Castle Wolfenstein. Blasting these flat-planed bad guys was easy…until they turned sideways, at which point they effectively disappeared from view until they decided to face you again.

By far the highlight of the level that we played was the final boss battle, in which Hazard takes on a final boss, known as Altos Tratus, who had the creepily androgynous look of, well, practically every Japanese role-playing game enemy ever made. Better than the boss's look, though, was his speech, or rather the lack of it. To get through Tratus' long-winded prefight speech, the frustrated Hazard has to page through multiple screens of text, and the occasional puzzling ellipses. Though the boss battle was in real time, Tratus plays like a turn-based boss in true RPG style--and defeating him was a matter of figuring out which attack he would do next, blasting him for as much damage as possible, and preventing him from healing himself.

Though the concept in Eat Lead is solid--with loving nods to everything from JRPGs to Super Mario Bros.--there were a few rough areas that we hope get attention before the game is released. Melee attacks, which you pull off in close quarters by pressing the X button, didn't have much oomph to them and seemed pretty ineffective as well. In addition, though Hazard's movements into and out of cover seemed smooth, he feels fairly stiff to us when running and shooting; a bit more responsiveness in the controls would be a welcome addition. If the gameplay manages to live up to Eat Lead's satirical metaplot, it has a good chance at finding success. The game is due on the Xbox 360 and PlayStation 3 in early March.

Friday, January 23, 2009

Grand Theft Auto IV: The Lost and Damned Hands-On

We get our motor running and head out on the highways of Liberty City in this hands-on with the upcoming Xbox 360-exclusive expansion for Grand Theft Auto IV.

The Lost and Damned has been somewhat of a mystery thus far, with few concrete details known about the upcoming expansion to Grand Theft Auto IV other than that it would focus on a brand-new protagonist (biker Johnny Klebbitz) and that it would add plenty of content in the form of new music, rides, weapons, and characters. So as you can imagine, we have been keen to find out more and jumped at the chance to roam the streets of Liberty City again when Rockstar opened up its offices to us this week for an early look.

From what we saw at our hands-on session, The Lost and Damned expansion is certainly much more than horse armor or a few extra added missions. Rockstar claims this Xbox 360-exclusive addition features the same attention to detail and production values as the original Grand Theft Auto IV. While we couldn't pin down our local Rockstar rep on exactly how many extra hours of playtime goodness 360 owners can expect, it seems that there will be plenty to do as you explore this new story set in a familiar place. The biggest GTAIV fans will, unsurprisingly, get the most out of The Lost and Damned, with seemingly plenty of nods to Niko Bellic and a difficulty level that presumes from the get-go that you know your way around Liberty City.

Unlike the mostly solitary fish-out-of-water tale that was Niko Bellic's narrative in GTAIV, Johnny's journey in The Lost and Damned is more about brotherhood. So while Niko--a new arrival in Liberty--had to work at getting safe houses and contacts for guns, backup, and cars, Johnny (as a longtime resident of the city) will have all these at his disposal right from the start of the story. Safe houses are where you can interact with your other brothers in the Lost, with new minigames such as arm wrestling and card games joining old favorites like pool. There will be plenty of missions where you'll ride out as part of a pack of Lost, with your brothers helping you out in the tougher firefights. You'll be encouraged to keep your bros alive, and surviving members of your gang will receive a stats boost to their health, accuracy, and damage dealing after each mission. If a Lost member does die, he'll be replaced with a new brother with set-to-zero stats. Simply put, the longer they stay breathing, the more help they'll be. And the attempts to make you feel like a member of a real biker gang don't stop there. When you're riding with your gang, a Lost logo will appear on the road to indicate where you need to be in order to stay in formation. If you stick to the logo, you'll be rewarded with dialogue with your brothers, as well as a small health boost.

Main character Johnny is the second-in-command of the Alderney-based biker gang The Lost, while gang president Billy is serving a stint in rehab. The Lost and Damned begins with the violent and unstable Billy finally making it out of rehab, taking the reins of the gang back from the more profit-oriented Johnny. Billy's first order of business is to shoot a member of rival gang The Angels of Death directly outside the Lost clubhouse, ending the truce Johnny brokered and sparking off a new gang war. The Rockstar rep had control of the demo at this stage, taking Johnny as he and the rest of the Lost got on their hogs to chase down the remaining Angels as they sped away from the clubhouse. It was here that we saw a new weapon--the sawed-off shotgun--which Johnny used one-handed to bring down the Angels. We also saw the first of the new vehicles promised: the Hexer, Johnny's custom-built bike, which is unique in the game. And when we say unique, we mean it--apparently there is no way to recover the bike should it get destroyed during a mission.

We grabbed the controls at this stage and set about walking Johnny around to see how different a character he was to Niko. He certainly acted differently onscreen, exhibiting a unique set of mannerisms from what we were used to with Niko. The first mission we took on was called Action/Reaction, in which Billy ordered the Lost to attack the Angels' clubhouse in retaliation for the supposed murder of a young Lost member (fans of GTAIV, however, will remember that it was actually Niko who capped that biker in the No Love Lost mission). Johnny starts the mission off with a grenade launcher, pegging an explosive through the Angels' clubhouse window to start the pain. Plenty of Angels then stream out of the building, starting a large firefight with the five or so members of the Lost who are acting as backup. After the opposition is cleaned up outside, Billy and Johnny make their way into the clubhouse to finish off the remaining Angels. In the basement, Billy orders another Lost to take the Angels' stash of heroin, prompting Johnny to suspect that revenge was never Billy's motive for the attack.

The next mission we took on once again intertwined with a storyline from GTAIV. If you played the full game, you'll probably recall one mission called Blow Your Cover, where drug queen Elizabeta sent Niko and Playboy X to broker a heroine deal in some abandoned apartments. It seems that the heroine was actually the gear the Lost stole from the Angels, and Johnny hooked up with Niko and Playboy X to try to sell the smack. In The Lost and Damned, you'll play this mission, now called Buyer's Market, from Johnny's point of view. Of course, the deal ends up being a police sting, and while Niko escapes by heading to the rooftops and sneaking away, Johnny decides to go the direct route downstairs and take on the cops. This is, of course, a pretty tough option, because there are plenty of police with heavy armor standing in between Johnny and the Hexer. We're not ashamed to say we found this fight quite tough, but it's going to be a good challenge for experienced GTA veterans..

The final mission we played harked back to the old on-rails shooting challenges of previous GTA games. In the Shifting Weight mission, yet another drug deal goes wrong, and Johnny and Uptown Riders gang members Malcolm and DeSaun have to flee the police. You control Johnny as he rides on the back of Malcolm's motorbike. The Lost gang member is armed with a cool automatic shotgun with unlimited ammo, which is handy given that dozens of police cars are in pursuit. This section was pure fun, with a palpable adrenaline rush as you pound police car after police car (and even two low-swooping police helicopters) with shotgun pellets as you zoom through the city.

From our brief hands-on with The Lost and Damned, it's clear the expansion will feature the same mature narrative, great voice work, and action-packed mayhem of GTAIV. It's especially rewarding to see the intertwining stories of Johnny and Niko play out. We'll have more on The Lost and Damned in the weeks leading up to its release in mid-February, so keep it locked to GameSpot for more information.

Tuesday, January 20, 2009

Skate 2 Developer Q&A - Online Multiplayer and Content Sharing


Producer Brian Lindley tells us all about Skate 2's online side, including the game that inspired them and how to best share your wipeout videos.

Skateboarding may not be a team sport, but it's certainly not all about keeping to yourself. To get the most out of Skate 2, you'll want to head online and check out all of the various multiplayer and community features that the EA Black Box development team has been working on. Producer Brian Lindley has been kind enough to answer some of our questions on that exact subject.

Let's start with Skate 2's online multiplayer. The big focus in that area seems to be the idea of freeskate activities, or spontaneous challenges that a group of players can pull up anywhere they want while freeskating online. We've talked to a few members of Black Box about Burnout Paradise being an inspiration for this feature. What sort of process is it, going from "Hey, that's a cool idea" to actually working it into the game? What are the big similarities and differences players should expect to see between the two implementations?

Brian Lindley: To this day, free-skate remains one of our most popular online modes from the original Skate, so with Skate 2 we really wanted to expand on it and give the player more to do in this mode. We were very impressed with what Criterion was doing with Burnout Paradise online, so we took some inspiration from their Freeburn Challenges and came up with our own take on the idea, Freeskate Activities. It can be a pretty involved process getting a new mode built into the game, so before anything went in, we spent a lot of time brainstorming and playing freeskate ourselves to test out various ideas for different types of activities. From there, we picked our favorite types, wrote more detailed designs, [and] iterated on those designs with feedback from the team. With the paper design out of the way, our designers and engineers began working on building the mode into the game. Once the mode itself was functional, our designers got to work building activities throughout the world.

I think a big similarity between Freeskate Activities and Freeburn Challenges is their social nature and reliance on player cooperation. To complete all of the activities, every player will need to contribute, which really can come from players at any skill level. A key difference I would say is that in Skate 2, Freeskate Activities are completely optional and not host-managed, so any player in the session can propose an activity and only needs one other person to join in for the activity to start. If a player doesn't feel like joining an activity, they can simply decline or ignore the activity proposal and continue skating. Once the other skaters finish their activity, everyone in the freeskate session will be back skating together again.

GS: Most of the focus on Skate had to do with its innovative control scheme, but the game was also fairly revolutionary for a console title in the way it let players record media and upload it to the official Web site to share with others. Moving on to the sequel, you've obviously had some time to decide what you liked and didn't like about this system. Can you describe for us what the general process has been like, deciding how to go about improving the content-sharing process?

BL: The process was fairly straightforward. Before we went into development on Skate 2, we spent a lot of time reviewing our wish lists for fixes/improvements and melding that together with the feedback from the Skate community. A lot of customers were frustrated with trying to get skate.reel and our Web site to function properly for them, so it was clear we needed to make improving that user experience a top priority in Skate 2.

To achieve that goal, we went back to the drawing board and rebuilt our server back end and the skate.reel Web site itself. With this new foundation, we've been able to build out numerous improvements to the system, including a simplified registration process, streamlined navigation of the skate.reel gallery, and expanded player Web profiles. Beyond that, we've also added some needed convenience features like a direct download link for videos/photos, the ability to embed clips into external Web pages, and a URL field for quick copy/pasting of skate.reel links.

On the game side, we've abandoned our "slot-based" upload system from the original Skate, so players are no longer restricted to a maximum of three clips for uploading, but can instead upload a total of 90 seconds of footage using as many clips as they like. Given the above, we believe the process and experience of sharing content has been vastly improved with Skate 2.

GS: Let's talk about the two main hubs for users to share their creations, which are the skate.reel Web site and the game itself. What type of work have you done in the way videos are rated, featured, and shared to make it so that the cream rises to the top and the best stuff is easiest to find?

BL: One of the coolest additions to skate.reel is the ability to add tags the content you are uploading. Whenever a player uploads a video or photo, they are prompted to add some tags to their content. The tags range from things like "Hall of Meat," "Realistic Line," "Funny" or "Grind," et cetera. For players that want to see the realistic skating vids, crazy wipeouts or whatever, they can search against these tags on our Web site to see the best and brightest in those categories.

On the skate.reel gallery, players can quickly view and sort content that is highest-rated, most popular, most recent to get quick access to "cream at the top" so to speak. We also make a point to keep the highest-rated videos and photos at the forefront of the in-game skate.reel screens, so you can get quick access to the best and most creative skate.reel content at the press of a button. Lastly, we've added a "featured" section to the skate.reel Web site where our dev and community teams handpick videos and photos that will appear on the skate.reel homepage gallery. Chances are pretty good [that] if a piece of content is worthy of attention, it will be front and center in all of the various access points of skate.reel.

GS: It seems like the most popular user videos to come from the first game were nasty wipeouts. Obviously those are entertaining, but we imagine in the back of your minds, after all the work you put into creating such a convincing skateboard simulation, that the more "serious" stuff caught on a little more. As you looked to improve the video editor, was there any sort of focus on giving users the tools to make successfully pulling off a trick more entertaining?

BL: As long as players are having fun playing the game and making videos, we're happy to see crazy wipeouts as well as more "serious" skate videos being made. The wipeout videos are fun and entertaining, but we still are very impressed by the more "realistic" vids our community has put together. Seeing the effort and the skill they've put into crafting their videos or remaking their favorite parts from other skate videos has been fun to watch, and definitely justifies the effort we've put into the simulation side of the gameplay.

As for the original question, we've always wanted to provide a replay editor that could rival the creative freedom the player has with their skating. In Skate 2, we certainly were focused on surpassing the replay editor from the original Skate, and put more control in the hands of the filmers to make great videos. To that end, we essentially scrapped the editor from the first Skate.

In rebuilding the replay editor, we based much of the new functionality on what the tools we had in our own studio. The end result is that the Skate 2 replay editor allows players to manipulate the camera and make the most realistic and creative videos possible. We have three camera options available in the Skate 2 replay editor: follow camera, tripod camera, and game camera. The follow camera is attached to the player, but the player can rotate that camera anywhere around their skater. The tripod camera is a static camera that tracks the skater but can be placed anywhere in the scene. The game camera is simply the replay from the perspective of the gameplay camera. On top of these new cameras, the player can layout their camera and speed changes throughout the clip using the replay editor timeline. With enough time, I'm confident that a player can make even the most basic tricks and lines look really good.

GS: One of the big new features in Skate 2 is the ability to hop off your board and grab objects such as benches and picnic tables and drag them around to make your own little skate spot. Now we know that it's not just for single-player; you can save the arrangements of these objects in the Create a Spot mode and share them online. How does that process work? Do you share your creations in a similar way to user videos?

BL: The Create a Spot process is somewhat similar to video sharing, but there are a few more steps involved. As you know, players can move objects around while in career mode, and if they find a cool setup that they like, they can choose to create a spot out of it. At any time in the career mode, the player can access the Create a Spot editor from the online menu ("back" button on 360, "select" button on PS3). While in the editor, the player can move, scale, and rotate a box that identifies the scored area for their spot. The movable objects placed within and around the scored area are saved with the spot itself and put in place any time the player or someone else plays that created spot. Once the player has defined where the spot will be scored, they have to then set a spawn point and score on the spot before it can be shared online.

From the Create a Spot Browser (in the online menu), the player can access their own spots and download spots from their friends and skate community. Like skate.reel, we have numerous categories for created spots like top rated, friends' spots, most recent, spots you've owned, spots you've made that people owned, and so on. For those with a competitive streak, you can literally spend hours just downloading and trying to own (set the high score) and re-own spots from your friends and the community. We also save a "ghost" line of the highest-scoring line with each spot, so players can see exactly how the owner set the high score and try to beat it. On top of the competitive aspects of Create a Spot, it is a convenient way for players to share their best configuration of movable objects.

GS: One interesting little bonus feature that was recently unveiled is the Skate 2 graphics creator, a Web site where you can make your own custom designs and import them into the game. How did this idea come about? What types of challenges are there in implementing a system that gives players so much freedom to create their own designs?

BL: Skate as a game has always been centered on self-expression, and we really wanted to extend that ideal even further by letting the player add custom-designed graphics to their skater in Skate 2. NBA Live had been running a promotion using a Web-based jersey-creator tool, and we realized that we could utilize a similar application on the Skate Web site but extend it to allow those graphics to be imported directly into the game. Fortunately, we have some extremely smart and talented people on our game and Web teams that figured out how to make the system work, and the Skate 2 Graphics Creator was born!

Aside from making the technology of the feature work, we have the additional challenge of trying to moderate the content coming from such a creative and dedicated community. Thankfully, we have our customer-support team working quickly to take down any graphics that violate our terms of use, and our community has the tools to flag potentially inappropriate graphics for review by our support team. Honestly, it has been amazing to see what our community has been doing so far with the graphics creator.

GS: Finally, are there any plans to support the game's various online features postrelease?

BL: Absolutely. Our community and postlaunch team will be keeping a close eye on things to make sure servers stay up and everything runs smoothly in the hectic days following launch. Also, expect to hear more news on our plans for downloadable content sometime after the game hits stores next week.

Fuel Hands-On

We headed over to Bordeaux to see how Asobo's open-world off-road racer is shaping up in both single and multiplayer.

Asobo has been quietly working away on its open-world climate-changed racer for some time now, and we were invited along to its studios in Bordeaux to see how the game is shaping up. Due out in the first part of this year, Fuel mixes up on- and off-road racing with 75 vehicles, including road bikes, dirt bikes, quads, pickup trucks, SUVs, muscle cars, monster trucks, and even big rigs, in what feels like an enjoyably frantic experience.

Fuel is set in the aftermath of major climate change, in a landscape that's virtually devoid of human life. It seems society has moved away to safer climates, leaving Mad Max-like survivors (sans the wanton destruction) competing in a series of unofficial races in a quest to win more fuel. Expect to see a wide variety of landscapes across the huge open terrain, including sand, desert, mountains, alpine, urban cities, ice, and both sealed and dirt roads. There's also a range of weather effects, including rain and fog, as well as a full day/night cycle. You'll encounter thunderstorms, sandstorms, blizzards, tornadoes, and even flooded areas left behind from costal tsunamis.

Asobo claims that no loading screens or invisible walls will halt your progress, meaning that your experience with the environment should feel seamless. You'll be able to race standard point-A-to-point-B-style races, either with or without checkpoints, as well as lap-based ones. One of the most interesting components looks to be extensive road network, and Asobo says there will be more than 100,000km of drivable road throughout the game. There are also some ambitious landmarks, including Washington State's Mount Rainier, Oregon's Crater Lake, and a bridge that looks inspired by the Golden Gate Bridge--all of which are apparently to the same scale as their real-world counterparts. In fact, the total size of the world is huge--reportedly 120km by 120km (14,400 square kilometres in total), which apparently would take two and a half hours to traverse diagonally corner to corner.

Playing the game itself, we found Fuel's arcade-style action to be instantly accessible and, more importantly, fun to play. In both online and offline modes, you can explore the world at leisure, much like in other open-world racers, and searchlights indicate the beginning of a nearby race. You'll also be able to "heliport" to helipads scattered throughout the game, and while you can't be dropped on, say, the top of a mountain, you'll be able to warp to a safe place nearby. If you're not happy with the races on offer, one of the designers at Asobo showed us how you will be able to design your own race with the game's track editor in as little as 30 seconds, and you can create races with up to 30 checkpoints in them.

We also took a ride in a Mustang-style sedan in a 15-checkpoint race through a stretch of road in a desert. The muscle car felt both powerful and responsive to control, while a huge tornado was brewing in the distance, evidenced by a loud whistling wind, blowing debris, and, most surprisingly, a flying truck that almost wiped us off the road. While the extreme weather effects aren't in every race, it felt like quite a novel experience to have to battle against not just other racers but Mother Nature herself. During our playtime with Fuel, we also encountered woodlands, coastal and lakeside areas, grassy plains, and a race that took place around the Yellowstone National Park visitors' centre and nearby area.

Your chosen race will determine which vehicle you'll need. Dirt bikes are nimble, helping you climb hills and weave through forests with ease, whereas muscle cars are much faster but better suited to asphalt or dirt tracks. One important note is that though Fuel is mostly about racing, tricks are triggered automatically when you hit jumps on a bike or quad. We weren't able to manually control which trick our rider would perform, and with no boost bonuses, the gameplay focuses purely on raw speed and exploring the world. Fuel feels like a mixture of Pure's gravity-defying racing and Burnout's insane breakneck speeds with a postapocalyptic dash of flavouring. It's certainly not Capital Wasteland from Fallout 3, but the extreme weather and the feeling of isolation give it an interesting vibe nonetheless.

Completing races scores you medals and kudos-like style points, allowing you to unlock new events. You can earn bronze, silver, and gold medals for each race, and by exploring the environments during or after races you'll uncover better routes to shave seconds off your time. There's an in-game GPS to help guide you to the next checkpoint, but to get the quickest times you have to find your own path to victory. When you win races you'll score fuel bonuses--the in-game currency. We're not entirely sure what accumulating fuel will allow, but this valuable resource is a scarce commodity in Fuel's future setting and may play an important part in your career progress. While we got hands-on with a few local eight-player multiplayer matches, Fuel will also support 16-player online racing. In addition to being able to play all of the Career mode tracks with friends, you'll be able to free-roam and share the tracks you've created.

With some solid arcade racing, a huge open world, user-generated races, and an interesting scenario, Fuel looks set to strike a chord with extreme racing fans when it comes out later next quarter. Stay tuned to GameSpot as we unearth more about the game in the coming months.

Friday, January 16, 2009

X-Men Origins: Wolverine Impressions

We see the damage razor-sharp adamantium claws can do to a human body in this bloody first look at the upcoming movie tie-in.

Marvel character Wolverine's previous appearances in games have been mainly kid-friendly and gore-lite, which is somewhat odd considering that the mutant's indestructible claws should result in plenty of decapitations, severed limbs, and exposed intestines with every attack. Raven Software's latest take on the feral superhero--the movie tie-in X-Men Origins: Wolverine--looks like it's taking those claws pretty seriously. Our first look at this game proved to be a blood-splattered affair with plenty of brutal attacks on display.

And when we say brutal, we mean it. Our hands-off look at some of the levels in Wolverine showed the character dishing out some gruesome and visceral punishment. The game looks like it might reach levels of blood-spewing mayhem not seen in a comic-book-based game since 2005's The Punisher. The third-person action game will use the storyline from the upcoming big-screen film (as well as adding its own levels), with stars Hugh Jackman and Liev Schreiber lending their voices for the characters of Wolverine and Sabertooth, respectively. Our demo began with the title character free-falling through the skies over Africa (apparently his helicopter had just been blown up), with his high-impact landing making a small crater in the ground. A 1,000-foot drop means nothing to the regenerative mutant, however. In a matter of seconds, Wolverine had bounded out of the crater, ready to take on the small band of enemy soldiers that had surrounded him.

Wolverine will sport both quick and power attacks, which can be threaded together to perform increasingly powerful combos. Landing one of these combos will result in a quick cinematic view of one of Wolvie's various finishing moves, which is where the ultra-violence comes in. One of the finishers we saw included Wolverine holding back a soldier's head and stabbing him through the neck. Another had Wolverine impaling an enemy, lifting him up in the air, and repeatedly stabbing him in the chest with his other set of claws. One of our favorites (in a sick way) was the finisher that saw Wolverine slash an enemy across the stomach, pulling out his intestines along the way. Wolverine will also have a lunge maneuver, which will allow him to leap large distances to target enemies, as well as a feral sense ability, which will allow him to spot special paths across levels and see enemy weak points.

As well as upping the gore quotient, Raven seems to be going for a cinematic feel, with several set-piece action sequences planned. As an example, we were shown a level set in the Weapon X facility underneath Alkali Lake, where Wolverine had to escape a wall of water rapidly rushing down a tunnel. Wolvie used his lunge ability to quickly leap onto an enemy's truck, which was also trying to escape, and proceeded to jump from vehicle to vehicle, attacking soldiers as he went. In another sequence, Wolverine was being pursued by an attack helicopter and had to quickly run across a bridge while the chopper was destroying it behind him. The final sequence we were shown should please longtime X-Men fans: Wolverine taking on a 100-foot-tall sentinel. Wolverine's feral senses kicked in, highlighting fuel cables running along the sentinel's feet that had to be attacked to hobble the giant robot.

If the violence we saw in our quick demo is any indication, X-Men Origins: Wolverine looks to be a decidedly more adult take on the popular superhero. Check back with GameSpot soon for a full hands-on preview of the game.

Tuesday, January 13, 2009

Skate 2 Updated Hands-On - Career Mode

We return our professional skater to his former glory in Skate 2's Career mode.

Skate 2 Bail

Only the mature should watch this horrifying Skate 2 wipeout.

Games like Mirror's Edge and Dead Space have been touted as examples of EA's newfound focus on originality, but Skate 2 is another example of how the megapublisher has given its studios a little more room for creativity lately. Rather than release the game on the anniversary of the original Skate, the folks at EA Black Box have had more than 16 months to put together a sequel, which audiences will finally get their hands on when the game is released on January 21. We've covered how Black Box has used that time to enhance the basic gameplay--an expanded roster of tricks, a newly rebuilt city, the Burnout Paradise-inspired online multiplayer--but we've recently been given the chance to cruise through the entire completed game before it hits stores to see how it has all come together.

What better way to see how the sum of Skate 2's parts have coalesced than taking a tour through the main draw, the game's Career mode? It all begins in a similar fashion to its predecessor: A cheeky intro video gets you acquainted with the roster of professional skateboarders available in the game, though you'll need to create your own character to begin a career. The options are expanded a bit over the first game, but you still won't be able to make anyone too outlandish. A larger variety of gear and clothing is also available to you, including the ability to make custom graphics on the game's official site and slap them on a blank T-shirt of your choosing. With your look set, you'll embark on a quest to return to your former glory when you were Skater of the Year in the original game.

The path back to stardom is primarily focused on making it to the cover of two of the world's biggest skating magazines, Thrasher and the Skateboard Mag. You'll befriend famous photographers from each publication and then perform a series of increasingly elaborate challenges for the cameras in order to gain exposure. Along the way, it's probably a good idea to explore some of the side competitions available to you, such as downhill races, street contests, and the unfortunately titled tranny contests (riding in pools and such). Throughout the game you'll run into pros, and if you're able to pass the challenges they throw your way, you'll gain access to their gear and sponsors. You can also befriend a few buddies who will help you take care of security guards, remove skate-stoppers, and drain swimming pools whenever you call them.

The Career mode definitely feels like a refined, slightly more cohesive take on the first game's campaign, but one of the best improvements is the level of freedom you're given in the game's challenges. Whereas Skate didn't realize the limitations of its control scheme (excellent but hardly precise), Skate 2 doesn't force you into doing specific tricks nearly as much. As a result, you're able to take on challenges how you see fit much more often. In fact, many of magazine challenges give you the ability to customize the shot by hopping off the board and dragging obstacles around for the ideal line. There are still a few moments when you're faced with performing a specific trick on a specific spot, but these seem to be few and far between this time around.

Another new feature is the inclusion of properties, which are areas in the city that you can purchase after you've racked up enough money from doing challenges. The only one we were able to buy was an addition to the Mega Compound called the Fun Track, a twisting series of ramps, jumps, and bowls that connects the two spots to form a huge amount of real estate with which to devastate your bones and internal organs.

Bombing Down a Dam

See what happens with dry dams in San Vanelona.

In fact, you can earn even more money by doing just that. Hall of Meat is an extension of the feature found in the first game that recorded details of your worst wipeouts. This time around, it has been turned into an optional series of challenges that let you earn cash for the worst bails you subject your body to. A variety of information is recorded and turned into mini-achievements, like cannonballing into a moving car or achieving 24,000 bodily damage points in a single spill. You can sell the footage to Thrasher magazine for cash to buy property and gear. A few special bonuses pop up too, like new spawn points to fling yourself from (our favorite was a towering rooftop near the waterfront).

Finally, it's worth noting how Skate 2 looks now that it has entered the final stage of polish. In short, the graphics won't immediately strike you as being better than those in the first game, but one thing that will--and this is a big one--is the frame rate. The jump from 30 to 60 frames per second makes every last move look that much more smooth, giving you a better appreciation for a game that already boasted some impressive animations. The animations involved in walking around without your board still looks pretty rough, which is disappointing, but the rest of your new moves, such as street plants and inverts, look quite nice.

Altogether there should be a lot for Skate fans to enjoy when Skate 2 is released next week. To help tide you over, we'll be posting a developer Q&A later this week to explain some of the new online features found in Skate 2. Stay tuned for that.

Legends of WrestleMania Hands-On

It's Andre the Giant versus the Hulkster in this retro wrestling game from Yuke's and THQ.

In front of a crowd of 93,173 screaming fans, Hulk Hogan enters the ring, looking even more hulking and muscular than you might remember. His opponent is the gargantuan Frenchman, Andre the Giant. If you're a long-time wrestling fan, you might remember this match-up like it was yesterday, and surely you remember the finisher: After several attempts, the Hulkster manages to pick the big man up and slam him to the mat. After dropping the leg on him, it's 1-2-3, and Hulkamania runs wild as Hogan defends his WWF Championship belt. Only this time around, when Hulk tries to get the big man up, he falters, Andre's feet won't leave the ground, and the Hulkster grabs his back in agony. Then Andre balls up his mighty fist and strikes him down, lays down for the pin, and wrestling history is rewritten. Welcome to Legends of WrestleMania.

Developed by Yuke's (the same folks behind THQ's WWE SmackDown Vs. Raw series), Legends of WrestleMania is a different spin on the sometimes plodding, complicated wrestling action in SVR. With Legends, the goal seems to be creating a wrestling game that even nongamers can enjoy, with simplistic controls and bigger-than-life characters that hearken back to each wrestler's prime.

The limited demo of Legends that we played featured an exhibition match with four wrestlers to try out: The Rock, Stone Cold Steve Austin, Andre the Giant, and Hulk Hogan (along with the choice to have a manager--Bobby "The Brain" Heenan--accompany you to the ring). More compelling was the "Relive" game mode, which looks to be a series of matches based on classic WrestleManias from the past. Only one was available in the demo: the aforementioned WM3 matchup between Andre and Hogan.

Before the match began, a video intro gave a nice setup for the classic match, showing interviews and clips with Hogan and Andre that set up the rivalry (and brought back a lot of nostalgic memories in the process). The video then moved to the actual match, with the Hulkster pumping himself up before slamming Andre and getting the pin. From there, we were taken to a list of objectives for the upcoming match. These include everything from winning a "counter chain battle" at the start of the match, to repeating history and body-slamming Andre onto the mat.

Many of the objectives on the list can be accomplished only once your wrestler has built up his chain level, indicated by an onscreen meter that builds up as you pull off successful moves in the ring. There are three levels you can attain, and you can only pull off your finisher once you've built up your chain level to its maximum.

After brief entrances by both wrestlers (including the ring-shaped cart that brought Andre and Heenan to the ring), Hulk and Andre start jawing at one another in the middle of the squared circle. Soon, Andre takes a swing at Hogan and, if you time it right, you can earn the first objective by simply pressing the A button and blocking the big man's punch.

The in-ring controls are easy to learn in Legends: the X button is for punches; A is used to grapple your opponent (sometimes resulting in back-and-forth reversals guided by onscreen button prompts); the B button is used for special attacks and for climbing in and out of the ring; and Y is used for reversals. Although the move set doesn't seem to be as deep as that found in the SVR series, you can pull off more specialized moves such as Irish whips and certain submission holds.

Of course, the real draw for Legends' Relive mode will be in rewriting the history of the WWE's most famous bouts. During one match we played between Hogan and Andre, we immediately took the action outside the ring and began bashing on Bobby Heenan, only to have Andre come outside, grab a steel chair from under the ring, and blast Hogan in the face. Afterward, Hogan picked up the chair and returned the favor on Andre's dome, twice, cutting open the big man's forehead and eventually earning Hogan a disqualification, all of which is about as far removed from the original match as can be imagined.

Managers look to play a pretty big role in Legends' action. When we weren't beating on Heenan outside the ring, he was finding a way to interfere in the match, either by grabbing Hogan's foot when he approached the edge of the ring, or by climbing up on the ring apron and causing a diversion. Although it didn't have a huge effect on the outcome of the match, we never shied away from another opportunity to beat up on "The Weasel."

The game's cartoonish character models are a far cry from the more realistic characters seen in the SVR series; for example, Hulk Hogan's huge back muscles make him look like a balding, overly tanned turtle. Likewise, the game's simplistic wrestling style is obviously geared for the button-mashing crowd. The game's audio is turning out to be strangely anachronistic, too. Though long-time WWE announcer Howard Finkel handles wrestler introductions, the modern-day team of Jerry "The King" Lawler and Jim Ross call the action, which is especially strange when playing the classic Andre vs. Hogan match. Regardless, long-time WWE fans with a bent toward nostalgia will probably get a kick out of the game's roster, which should feature a mixture of classic and modern stars. Legends of WrestleMania is scheduled for release in late March.

Monday, January 12, 2009

CES 2009: Dark Void Update: Shooting, Flying, and Boss Killing in the Void

We try an updated version of Capcom's upcoming third-person action game.


We've been keeping a close eye on Capcom's upcoming multiplatform Dark Void since the game was announced last year. The original action game from newly minted developer Airtight Games has been making a positive impression with us the more we see of it. There's a lot of promise to be found in the game's mix of standard third-person action, flight, and vertical combat. It helps that, although Airtight is technically a new developer, the studio is made up of some key veterans who helped make Crimson Skies one of the gems for the original Xbox. Our latest look let us try our hand at playing an updated version of the game on the PC to see how things are coming along. We're pleased to say that, though there's plenty of the expected rough edges from a work-in-progress game, it seems as if the game is shaping up to have a nice, solid core of fun.

The level that we tried was a small chunk taken from the first third of the game and modified into a demo. The section of the game revolves around you finally getting the chance to use your rocket pack to fly around. You'll start out guiding main character Will, the world's unluckiest cargo pilot, through a building interior that opens up onto an outdoor area. The goal in the demo is to help your fellow humans, who are being victimized by the mysterious Watchers. Will is tasked with disabling force-field generators that are trapping a transport full of humans from heading out. The generators are housed in massive, floating structures, the entrances of which are blocked by force fields as well. To save the day, Will must deal with ground troops, dogfight or hijack UFOs, engage in some dizzying vertical combat, and take on a scorpion-like boss called the archon. It's a pretty hefty task for a man armed only with a jetpack, grenades, and two weapons, but we reckon that your options are limited when you're trapped in an interdimensional void by aliens.

Dealing with the force-field generators was an adventure that entailed assaulting the two floating structures that held them and deactivating the barriers to their interior. Once the barriers were lowered, we had to exit and fly to the newly opened entrances, which were either at the top or bottom of the structures. Once inside, we had to fight our way to either the top or bottom of the structures, jumping and shooting, to take out the generators. When the combat shifted to a trek up or down, we relied on button prompts and visual cues to guide us to the right path.

With the generators taken out, the action focused on the archon miniboss fight. The scorpion-like mech needed to be taken out methodically by targeting several weak spots. Once all were hit, we had to guide Will onto the creature and engage in a minigame of death. The fatal (for the archon) game blended God of War-style button prompts along with analog stick waggling to take out the pilot, an advanced form of Watcher.

The controls in our version of the game, mapped to an Xbox 360 controller, were serviceable but needed some tightening. Minor things such as triggering the jetpack to hover or accelerate took some getting used to, especially in the heat of battle. UFO-jacking had a nice feel to it, as did controlling the craft once we got it. The UFO controls made smart use of the dual analog sticks for 180-degree turns and fine turning. The on-foot combat mechanics worked pretty well when using weapons, although it came across as a little too simplistic when melee combat consisted of a single context-sensitive button push when you're in the right range. Overall, though, we found that we were able to kill things on land or in the air with relative ease.

The visuals in the game definitely popped thanks to the crisp resolution and high frame rate courtesy of the beefy PC running the demo. The effects for weapon fire look good, and there were some nice effects on hand for when you disintegrated enemies. Character animation looks promising, thanks to the little flourishes seen when Will uses his jetpack and melee attacks an enemy, and when the various Watcher enemies that we faced dove in and out of cover to attack us. There are also some nice, subtle touches to be noticed in scale when you're in the air and on the ground, such as the sense of being dwarfed by the massive archon miniboss.

Based on what we played, Dark Void is definitely showing an encouraging amount of promise. The gameplay has some very solid mechanics that, though they could definitely use some tightening up and polishing, are blending well. Flight, a subject that the Airtight crew knows pretty well, feels especially good. The varied action blends relatively well already, so we're anxious to see more of it. The visuals are crisp, though they could use more of a distinctive style right now, and they do a solid job of creating a unique atmosphere. Dark Void is slated to hit the PC, PlayStation 3, and Xbox 360 later this year. Look for more on the game in the coming months.

Sunday, January 11, 2009

CES 2009: Dark Void Update: Shooting, Flying, and Boss Killing in the Void

We try an updated version of Capcom's upcoming third-person action game.

We've been keeping a close eye on Capcom's upcoming multiplatform Dark Void since the game was announced last year. The original action game from newly minted developer Airtight Games has been making a positive impression with us the more we see of it. There's a lot of promise to be found in the game's mix of standard third-person action, flight, and vertical combat. It helps that, although Airtight is technically a new developer, the studio is made up of some key veterans who helped make Crimson Skies one of the gems for the original Xbox. Our latest look let us try our hand at playing an updated version of the game on the PC to see how things are coming along. We're pleased to say that, though there's plenty of the expected rough edges from a work-in-progress game, it seems as if the game is shaping up to have a nice, solid core of fun.

The level that we tried was a small chunk taken from the first third of the game and modified into a demo. The section of the game revolves around you finally getting the chance to use your rocket pack to fly around. You'll start out guiding main character Will, the world's unluckiest cargo pilot, through a building interior that opens up onto an outdoor area. The goal in the demo is to help your fellow humans, who are being victimized by the mysterious Watchers. Will is tasked with disabling force-field generators that are trapping a transport full of humans from heading out. The generators are housed in massive, floating structures, the entrances of which are blocked by force fields as well. To save the day, Will must deal with ground troops, dogfight or hijack UFOs, engage in some dizzying vertical combat, and take on a scorpion-like boss called the archon. It's a pretty hefty task for a man armed only with a jetpack, grenades, and two weapons, but we reckon that your options are limited when you're trapped in an interdimensional void by aliens.

Dealing with the force-field generators was an adventure that entailed assaulting the two floating structures that held them and deactivating the barriers to their interior. Once the barriers were lowered, we had to exit and fly to the newly opened entrances, which were either at the top or bottom of the structures. Once inside, we had to fight our way to either the top or bottom of the structures, jumping and shooting, to take out the generators. When the combat shifted to a trek up or down, we relied on button prompts and visual cues to guide us to the right path.

With the generators taken out, the action focused on the archon miniboss fight. The scorpion-like mech needed to be taken out methodically by targeting several weak spots. Once all were hit, we had to guide Will onto the creature and engage in a minigame of death. The fatal (for the archon) game blended God of War-style button prompts along with analog stick waggling to take out the pilot, an advanced form of Watcher.

The controls in our version of the game, mapped to an Xbox 360 controller, were serviceable but needed some tightening. Minor things such as triggering the jetpack to hover or accelerate took some getting used to, especially in the heat of battle. UFO-jacking had a nice feel to it, as did controlling the craft once we got it. The UFO controls made smart use of the dual analog sticks for 180-degree turns and fine turning. The on-foot combat mechanics worked pretty well when using weapons, although it came across as a little too simplistic when melee combat consisted of a single context-sensitive button push when you're in the right range. Overall, though, we found that we were able to kill things on land or in the air with relative ease.

The visuals in the game definitely popped thanks to the crisp resolution and high frame rate courtesy of the beefy PC running the demo. The effects for weapon fire look good, and there were some nice effects on hand for when you disintegrated enemies. Character animation looks promising, thanks to the little flourishes seen when Will uses his jetpack and melee attacks an enemy, and when the various Watcher enemies that we faced dove in and out of cover to attack us. There are also some nice, subtle touches to be noticed in scale when you're in the air and on the ground, such as the sense of being dwarfed by the massive archon miniboss.

Based on what we played, Dark Void is definitely showing an encouraging amount of promise. The gameplay has some very solid mechanics that, though they could definitely use some tightening up and polishing, are blending well. Flight, a subject that the Airtight crew knows pretty well, feels especially good. The varied action blends relatively well already, so we're anxious to see more of it. The visuals are crisp, though they could use more of a distinctive style right now, and they do a solid job of creating a unique atmosphere. Dark Void is slated to hit the PC, PlayStation 3, and Xbox 360 later this year. Look for more on the game in the coming months.

X360