Showing posts with label Hands. Show all posts
Showing posts with label Hands. Show all posts

Saturday, September 17, 2011

Dead Island - Hands On Preview


 


It was never going to be representative of the teaser trailer, was it? Anybody who really thought the video short (which premiered across the web in February and subsequently won its creators, Axis Animation, a Cannes Lions Award) was going to resemble Techland's actual game code should have had their head examined. Simon Pegg may have liked the teaser, it may have been the top trending topic on Twitter for a day, and game commentators predictably made a fuss about the film's infanticide imagery, but ultimately it was just an impressive CGI short that did what it was supposed to do: drum-up interest in the game. Dead Island, the game, is about a zombie infestation across a luxury holiday resort in the tropics and here is where its similarity to the teaser trailer ends.


Sitting down to actually go hands-on with the game, it feels like many of Techland's previous projects: it's very rough around the edges and the gameplay mechanics are a little, well, odd. For a start, whoever came up with the idea of basing such a huge portion of Dead Island's combat around melee weapons is either mildly crazy or a borderline genius (perhaps both). First-person games that rely on melee combat aren't usually attempted by developers and there's a very good reason why: it's usually rubbish. Melee is great as a supporting act (Master Chief's rifle butt, for example) but not as the star player simply because the perspective doesn't lend itself to slog-fests and close quarter engagements. First-person means that it's more difficult to check what's coming up behind you, while melee combat can't easily be varied into combos and it's also more difficult to judge the reach of an axe or hammer when you're swiping it haphazardly in front of your eyes (third-person, it would seem, is better at aiding depth perception).


And yet somehow, much like with Techland's last title, Call of Juarez: Bound in Blood, the game still manages to be enjoyable despite this lack of refinement. It's the minor touches, such as the ability to combine various weapons and objects to form new instruments of zombie slaughter, which make the combat interesting. A sticky bomb and a knife, when combined together, make a knife that explodes once it's been stuck in a zombie (particularly useful when thrown), while razors and a baseball bat combine to form, well, you get the point. The sheer range of the melee weapons is equally impressive: knuckle dusters, morning stars, meat cleavers, machetes, and axes to name but a few of the many, and they're all upgradeable to new levels of zombie dicing strength when you've accrued some money to spend.


Regular refurbishment of each weapon adds an element of survival to the mix. Unless you spend a bit of dosh fixing that mace before you go out on a mission, it's liable to cease functioning once you've crushed the skulls of a handful of zombies with it. And then there's the option for ranged combat with these melee weapons too: once a horde of zombies becomes too much to handle, you'll often resort to throwing everything you've got at them until the last thing you've got left is a med-pack, which you'll probably lob at them for good measure anyway. The lock-on system works well for this and Techland has made sure that there's a price to pay for lobbing weapons at zombies by removing the item from your inventory once you've done so. The only way to get it back is to return to the zombie corpse you've impaled and dislodge it from the bloody torso, which ensures that you can only use the throwing option sparingly if you want to



have any hope of survival.


That's not to say that guns don't play a role in the game at all. One playable character from the range of four specialises in ranged weapons and firearms, for example, and we did find the odd AK-47 dotted around the game world during our hands on session. It sort of makes sense, I suppose: how many assault rifles would you find on a luxury holiday resort anyway? On the other hand, presumably maces wouldn't be that commonplace either but that's hardly the point. The tendency towards melee combat, at least in three of the four character classes, does distance Dead Island from the likes of Left 4 Dead. It gives the zombie gaming genre a fresh feel, which is something that Techland has always done quite well in the FPS genre with Call of Juarez despite the many deficiencies elsewhere. And the open world setting, one of Dead Island's key selling points, also makes for an original experience.


Yes, there are problems with that open world: running through the procedurally generated packs of zombies without confrontation is pretty straightforward. Many of the necromancers will follow you for quite some distance despite your best attempts to lose them, but then again a lot of them seem fairly unperturbed by your presence as you sprint through the shady alleyways between each villa. During a straightforward FedEx quest, like the one we did during our hands-on, this 'run away!' tactic is perhaps a little more successful than it should be, but then it's a balanced alternate tactic to some extent as well. Techland has implemented a stamina bar so that you can only run so far and are more liable to damage from attacks when the bar is drained, so there are disadvantages to the flight rather than fight approach. Additionally, if you use the tactic too excessively then eventually you'll be left with more zombies on your tail than you know what to do with. All in all, the game seems to work out a solution to these problems fairly solidly and isn't unbalanced even if it is a little wobbly. One thing we did notice is that a lot of the game environment we played through was cordoned off by concrete walls with Biohazard signs, so it'll be interesting to see just how 'open' the island of Banoi is in practice. Nonetheless, the game world we played in offered plenty of opportunities for exploration through missions and side-quests that were approachable in the usual non-linear fashion.


Those varied classes that we mentioned earlier do help to add elements of strategy and variation too, as do the range of zombies. Xian Mei plays the assassin class and can be used to sneak past zombies without them noticing, which is perfect for flanking while characters like Logan (the all-rounder) and Sam B (the tank) bulldoze through an onslaught of the undead. Meanwhile, the aforementioned firearms specialist, Purna can use ranged attacks to lighten the load. From zombies on fire to zombies emitting noxious gases, and charging zombie mini-bosses restrained by straightjackets, the variation in enemies then manages to put the various playable character classes to good use.





Technically speaking, Techland is getting a lot of the core elements right with Dead Island: there's an original premise with gameplay that's both well varied and balanced (just about), so if the Polish studio can focus on shoring up some of the game's production values and overall sheen, then it could even have mini-blockbuster potential when it launches in September.


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Friday, September 16, 2011

El Shaddai - Hands On Preview


There are a few things the Japanese love in their games; stylish but lanky heroes, brilliantly white school girl panties, and one long and near incomprehensible story line. These are things you should unashamedly come to expect when you pool together a dream team of Japanese talent, write a check and leave them to create the type of game they’ve always wanted to make. And yes, it’s absolutely mental.


But we’re not talking Bayonetta levels of insanity here, and forget the knickers; El Shaddai is something completely different. It could be interpreted as a strange journey into a Japanese developers’ psyche or – and most likely - a middle finger to the now domineering Western games market. No hulky space marines, guns and brown with bloom to be seen here. It’s a mix of psychedelic platforming and third-person action with a storyline you’ll need to take notes on.
As we mentioned, the Japanese love a confusing story and it's one hell of a tale to tell. Inspired by the Book of Enoch, the plot sees seven angels sent to earth to live with humans. The angels end up falling in love with humanity and, rather than taking a passive role and watching over them as God had intended, they end up introducing angelic technology into humanity.


The humans end up worshipping the angels, rather than God, and end up creating a new species called Nephilim, who for some reason look like walking custard monsters. God’s not a fan of the Nephilim and asks Enoch, God’s scribe, to remove both the Nephilim and the angels who had failed him.


Eventually, as Enoch, you’ll end up in the Tower of Babel on Earth. The tower was built by humans in celebration of the angels and El Shaddai takes place on the many levels of the tower. It’s all very unclear at the beginning, and it almost tries its best to confuse you further when you lose the first fight. Instead of a gamer over, it rewinds right back to the start where an altered version of the opening begins to play. On top of that, it offers alternative endings depending on how you play. While it doesn’t immediately penalise you for dying, allowing you to jump straight back into the action, certain deaths can affect the eventual ending and whether it’s good or bad depends on your overall skill during the whole game rather than specific choices.


El Shaddai offers an environment that constantly changes perspectives and play styles. One minute you’ll be rushing forward and tackling the occasional battle, the next you’ll face challenging jumps in a cutesy side-scrolling platformer or even end up driving a motorbike in a nostalgic homage to Final Fantasy VII’s escape sequence in Midgar. These changes offer a good range of what the engine can do but the overall simplicity of the sections we played felt a little underwhelming. It’s perhaps a case of too much variety in a short amount of time, something we’re hoping the main course should rectify.  


Stripped completely bare of any HUD, El Shaddai is a game you can play or watch with equal measures of enjoyment. It’s another entry for the games as art debate and one that takes its art very seriously. So much so, that the development lead is non



e other than artist Sawaki Takeyasu, famed for his work on Okami and Devil May Cry. It’s the first time he’s ever had control over a games story or gameplay mechanics but one we should be paying attention to.


Perhaps having an artist so involved in the game as a whole might explain the overall simplicity El Shaddai radiates. Unlike Devil May Cry, which offers a decent array of weaponry to play with, El Shaddai has only three. The weapons offer more than rock-paper-scissors styled advantages in battles but also affect platforming abilities. The Arch, a sacrosanct blade used to slice foes up also allows Enoch to glide after jumps. The Gale, a ranged weapon that also grants the ability to dash, and lastly, the Veil, which acts as both a shield and close proximity damage dealer. These weapons are gained during battles where you’re forced to steal and purify them from the many enemies you meet in the game or by picking them up in certain sections of each level. Weapons can dull and you’ll have to purify the weapon should it become infected from repeated use.


While each weapon offers a specific tactic to winning fights, they are also instrumental in passing some of the more difficult side-scrolling platform sections that require the special abilities each weapon offers. There were points during our demo that were impossible to progress through with the weapon we had equipped. Luckily there is usually an essential weapon drop near these sections but we can imagine that won’t always be the case.


Battles are reminiscent of Prince of Persia, where you have a small area to circle around as enemies approach you, as well as the handy instant revive option should you lose a fight. As expected, you can jump, dodge and attack but most of the time you’ll mash the buttons until something awesome happens. While no specific combos are displayed in menus, you can time your button pressing right and perform combos. It’s a system of self-discovery rather than trying to teach you an array of moves over the over, but one that could often leave a deeper understanding of combat to the comfortable repetition of a few basic moves.


It’s the visual style that sets El Shaddai apart from the rest though. Changing from soft cell-shaded 3D environments, harsh dark futuristic highways to 2D cartoon-like side scrollers, the art constantly evolves during your journey. In-engine and hand drawn cut-scenes mash together, and unlike the cut-scenes of Mirror’s Edge, which felt removed from the world, El Shaddai’s mix of traditional and modern art styles blend seamlessly.


It not only offers sheer joy for your visual taste buds but also offers a new dynamic to platforming. Perspectives can be mixed and what appears to be a hole is in fact a platform. We died twice during the demo by falling off what appeared to be a straight bridge but was in fact a long



hole on the road - it makes basic platforming feel fresh and exciting.


This is exactly what El Shaddai appears to be, a fresh injection of platforming goodness and a creative tour de force that set it apart from the ubiquitous gun battles and space marines of contemporary Western titles. El Shaddai is already out in Japan with a European release set for this September.


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F1 2011 - Hands On Preview


 


This year's Formula 1 season has been a paradox so far; it's been as unpredictable as it's been predictable. On the one hand there have been more overtaking manoeuvres in the sport than we've seen for decades, a comeback from last place to first in 30 laps (Jenson Button in Canada), and tyres that perish more quickly than fairy dust in a vat of sulphuric acid. On the other hand, one driver has won six of the first nine races and pretty much secured the Driver's Championship already, barring a monumental reversal of fortunes. That driver's name is Sebastian Vettel.


Exhibiting the same kind of skill for 'race management' that his countryman, Michael Schumacher mastered during his heyday, Vettel has effectively made the lead for races uncharacteristically dull given all the madness going on behind him. And it's the FIA's implementation of new regulations such as the Drag Reduction System (DRS), re-introduction of the Kinectic Energy Recovery System (KERS), and Pirelli's infamously precarious tyre compounds that have created this madness, long may it continue. Given the impressive attention to detail in Codemasters Birmingham's attempt at the sport last year, it'll come as no big surprise to hear that DRS, KERS, and the Pirelli tyres have all been lovingly recreated in F1 2011. Readers who paid attention at E3 this year will probably know this already, and are also probably aware of the other headlining new features on Codemasters' crib-sheet:

A new Co-op Championship mode.Split-screen multiplayer.16 player online multiplayer and full 24-car grids with AI drivers making up the difference.


The marketing focus is clearly on multiplayer this year. It's all part of the 'Go Compete' tagline that Codies has added to last year's 'Be The Driver, Live The Life' mantra. But this is all just swanky new bodywork really - the kind of stuff that you can put on the back of a game's box to sell it but will not necessarily result in core gameplay improvements from one year to the next. For that you've got to get a good look at what's going on under the hood - has the handling improved? What's the driver AI like now? Have they been significantly reworked from last year and, more importantly, does this result in sizeable improvements to the experience?


These questions were foremost in our mind as we sat down to an extensive hands-on session just prior to last weekend's British Grand Prix. Rigs with full steering wheel and peddle arrays glazed the demo hall, as did one of Team Lotus' F1 cars from last year - Lewis Hamilton's brother, Nicolas (an accomplished racing gamer himself and competitor in this year's Renault Clio Cup, which supports the British Touring Car Championship) was also present at the event. We went toe-to-toe with LAN multiplayer, split-screen, and single-player experiences and can say whole-heartedly that F1 2011 is exhibiting the kind of steps forward over a one-year dev cycle that you'd expect from EA's gigantic FIFA team.


Driver AI is the first thing


 


 


that struck us. It's noticeably quicker through corners, more aggressive with overtaking opportunities, and more likely to take a defensive driving line into corners when you're right on its tail. The AI was already impressive last year but, as we outlined in our review, it still suffered from some age-old racing game shortcomings (particularly the problem of getting bogged down in single-file through slow hairpins, allowing you to leapfrog multiple positions). These problems have now been consistently ironed out and effectively relegated to the sidelines. It's abundantly clear that Codies Birmingham has been working particularly hard on the AI's corner quickness, and this is the real difference maker.


It'll add so much to the career mode that the dev team introduced last year, where the goal in your first season was merely to finish in the points rather than win races. Now, with a recognisable concertina effect between you and your opponents as you enter and exit corners, the game has really nailed the sensation of painstakingly chasing down the car in front of you. It's this kind of thing that makes a fight for 10th place in a slower car just as exciting as going for the win in a McLaren, so it looks very much like the core improvements to AI will have a recognisable trickle-down effect through the modes this year.


Handling has also had a lot of attention lavished on it. Despite some gamers' detractions from last year's handling system, in our opinion it was still a solid representation of the sport. In F1 2011, it's once again a system that subscribes to the Codemasters code of being as widely playable as it is realistic, but there's also a more natural feel to it this year. Senior Producer, Paul Jeal has been quick to point out how there's more tangible understeer and oversteer this year and we're inclined to agree. The balance of the car through corners is more noticeable so the rear-end won't violently snap away from you with minimal warning quite so much. We also noticed a lot more understeer into corners, particularly in low-speed turns with an adverse camber where the car is likely to lose a lot of its front-end downforce. Hopefully Codemasters can now take advantage of this in the mechanics of car setups so that there's more inclination to fiddle around in the garage this year.


But the improvements don't end here. Producers, Paul Jeal and Stephen Hood showed some comparative trackside shots of F1 2010 and 2011 at the press event, and there were significant differences. Looking down on Spa Francorchamps' Eau Rouge corner from the top of the hill, screenshots of F1 2010 showed a relatively bare hillside with a uniform grass texture. In F1 2011, on the other hand, the same shot revealed all kinds of flora. If we knew anything about botany then we'd be reporting back to you with tales of azaleas and hyacinths - as it is, we're just going to say there were lots of pretty flowers and shrubs. And the split-screen multiplayer that we mentioned earlier was silky smooth in our play-test, while also managing to retain an impressive amount of graphical detail from a full-screen, single-player view.





It's all representative of a game that really is coming along in leaps and bounds over 12 months of development time. Codemasters' budget can hardly be comparable to the sort of money EA spends on improving FIFA year-over-year, but the kind of leaps forward in design and content are comparable between each series. If you loved last year's F1 game, this will be one to buy again this year. If you didn't play F1 2010, then you're in for a sumptuous treat when F1 2011 releases this September 23rd.


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