G Harold

Monday, December 21, 2009

Xbox 360 | Split/Second Hands-On

We visited developer Black Rock for a brand-new look at Split/Second, including the new downtown track and Nemesis mode.

Next year, Black Rock Studios will follow up Pure with its second arcade racer, Split/Second. Despite the move from off-road ATV racing to city-based action, the team is incredibly bullish about its aspirations. "We don't just want to have the best visual effects of any racing game; we want to have the best visual effects in any genre," boasted Nick Baynes, game director at Black Rock. Thankfully, he has the goods to back it up. The game boasts an incredible number of visual effects--dynamically lit particles, real-time smoke shadows, and deferred rendering techniques--which are impressive even when you're racing by at ridiculous speeds.

[ Watch Video ]

Check out our exclusive video interview with Split Second's director.

Split/Second wears its Hollywood influences on its sleeve, and it's undoubtedly what a racing game would look like if Michael Bay and Jerry Bruckheimer went into video games. Thankfully, the team seems to have taken the better parts of the pair's movies and applied them to the genre, such as incredible stunts, spectacular explosions, and nonstop action. In a nutshell, Split/Second is an arcade racer where drifts, jumps, and near-misses earn you the ability to pull off power plays, which are dramatic events that either take out other racers or open up shortcuts. These are usually highly explosive events: aeroplanes come soaring overhead, huge towers collapse, and cruise ships come crashing into the track, all as you race. These all change the course dynamically from lap to lap, so in theory you very rarely get the same race twice.

The last time we saw Split/Second was at the 2009 Electronic Entertainment Expo, and we came away so impressed that we nominated it for an E3 Editors' Choice Award for Best Racing Game. The game has progressed even further since then, and the docks circuit that we saw in LA boasts a much more stable frame rate. "I think we'll look back at the E3 build and be embarrassed," said Baynes, acknowleding how far the game has come in a few short months. Not only has it improved visually, but the game also feels more fun to play--the result of internal and external focus testing, according to Baynes.

Our visit to Black Rock in Brighton, UK, allowed us to find out a lot more about what to expect in the finished game, including a new racing location and game mode. Split/Second will be set in one giant city, an as-yet-unnamed 20-square-kilometer metropolis which is split into distinct areas, such as the airport and the dock areas seen previously. This time, we also got to play the brand-new downtown area, where entire bridges collapsed, train tracks exploded, and there was even the hint of entire skyscrapers toppling, although the team didn't want to spoil the game's bigger power plays.

It's important to note that despite the large city, this is not an open-world game. Split/Second is essentially a game show, with 24 episodes consisting of a few races each. The city itself has been built especially for this game show, making Split/Second very much like the film Death Race, only without the death. This is a Disney game, so while there is plenty of action, Black Rock has consciously avoided anything too violent, and the visuals favour warm colours and bright lighting. The game show doesn't have a host, but each episode will see you racing in three to four events, and you need to finish in the top three in the last event to make it to the next episode. At the end of the episode, you'll see a trailer for the next show, which will reveal the next power play that you'll get to unlock, and they'll get bigger and crazier the more you progress.

While standard races will form the meat of the game, around 40 percent will be special events, such as the one we were shown called Nemesis, which was inspired by Terminator 2's viaduct chase scene. In this mode you have to race against the clock while huge trucks drop explosive barrels in your path. Blue barrels will knock seconds off your time if they hit you, while the red barrels will kill you instantly. There are also other racers to compete against, all trying to take you out, but if you can consistently avoid the barrels and overtake the lorries, more time will be added to the counter. It looks like it will be a fun mode, and even though the barrels were made from placeholder graphics at this stage, we look forward to competing against the clock with friends.

[ Watch Video ]

Check out the latest trailer for Split/Second.

Black Rock says that it has plenty more locations and game modes to reveal, as well as more tweaking to do based on user feedback. Indeed, Baynes seemed very interested in how we were playing the game, asking for feedback on the experience. We thought that the game could do with more visual clues showing where you need to go, but once you've played each track, you start to learn the route and where the big power plays are. While the opponent AI is still being tweaked, it's not an easy game at this stage, and we failed to finish in pole position despite repeated attempts on the docks track.

The team has been conscious of avoiding genre conventions, so there's no boost button, and while you will unlock new vehicles and decals, the cars themselves are secondary stars to the power plays. The rewards system is build completely around the power plays, so the prospect of bigger and better explosions is what will drive you through the game. Clearly, the episodic format also favours downloadable content, although Black Rock claims that it hasn't thought that far ahead yet. While we didn't get to see any multiplayer, Baynes says you can expect eight-player online races, including special events, as well as two-player split-screen.

Split/Second is looking as promising as ever, and the new trailer shows just how explosive the experience can be. The game is scheduled for an early 2010 release, so there's plenty of time not only for the team to polish what's in place, but also to tease us with more tracks and game modes over the coming months. With a talented team following on from the success of Pure, this is one racing game to keep an eye on, so check out our brand-new video interview, and watch out for more info on the game next year.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Split/Second Hands-On " was posted by Guy Cocker on Thu, 17 Dec 2009 04:28:54 -0800

Sunday, December 20, 2009

Xbox 360 | Dark Void Hands-On

We took to the skies for a hands-on preview of Capcom's Dark Void.

Dark Void's distinctive blend of third-person action and jetpack-propelled aerial warfare make it an attractive prospect. Jetpacks are cool, after all, and Airtight Games' title looks set to turn the jetpack into a means of destroying some serious robotic booty. Whether he's in the air, on the ground, or aboard a high-tech UFO, protagonist Will has serious firepower to ensure that humanity's resistance doesn't crumble under the grip of the ancient Watchers, an alien group seeking your destruction.

[ Watch Video ]

Check out the latest trailer for Dark Void.

In an updated hands-on with this much-anticipated (and delayed) Capcom game, we sat down to tackle the opening section. Will, a cargo pilot whose unfortunate delivery to the Bermuda Triangle leaves him stranded in a world known as The Void, is joining the resistance against the aforementioned robotic nation. Curiosity gets the better of him, as he straps himself into a dangerous new invention: the jetpack. Early banter between Will and his human peers indicates that the dialogue isn't taking itself too seriously, and after a brief introduction, we were urged to take our first flight, which acts as a basic tutorial.

Launching yourself off the first mountain and watching Will struggle with the jetpack's power serves as an interesting way to start Dark Void. It's apparent that the pilot needs assistance during his first journey through the skies, as his body quivers and shakes under the rocket-boosted clout of his new transport. After a few seconds, and once you've successfully overcome the first rush of speed, Will gets his balance back, allowing you to identify the first objective. The Watchers have placed communication towers throughout The Void's endless valleys, providing a set of harmless foes that present target practice for the airborne hero. The targets are close together, offering the chance to wipe them all out in one run if you plan your route. The jetpack's shoulder-mounted machine guns are adequately powered and have good range for taking out targets that are in the distance. As an introduction to your weaponry it's brief, but Dark Void quickly ups the ante to ensure that all your newfound explosive muscle isn't going to waste.

Once the communication towers have been dismantled, the Watchers quickly take action. As we learnt how to pull off sharp turns in the air, an impromptu assault came into effect. We were faced with a set of UFOs that matched the speed and agility of the jetpack, meaning that the fight was suddenly equal. By leading the UFOs between a corridor of mountains, and then utilising the jetpack's instant 360-degree spin, we suddenly turned the tables. Where earlier the Watchers had been chasing, they now fell into our line of fire. The sheer number of opponents meant that the battle wasn't over quickly, but the jetpack's ability to instantly change direction provides a nimbleness that leaves enemies at a disadvantage.

After most opponents were eliminated, the feeling of being outnumbered quickly disappeared. The ability to hover offers Will enough stability to slow down and take aim without being caught napping. You can get on the move again instantly with a burst of speed, a manoeuvre that becomes useful when you lock on to enemies. When targeting opponents, the camera zooms out slightly and provides a cinematic view of the aerial battlefield. Dark Void isn't pushing the envelope in terms of visuals, but watching Will tackle the robotic forces midflight is undoubtedly impressive.

If you get close enough to an enemy UFO, it's possible to board it. By grabbing hold of and ripping out the shield's control panel, you will unearth a robotic driver. After wiping it out, you're free to commandeer the ship, but beware, the Watcher pilot will fight back. As you hammer B to unhinge the control panel, you'll be shadowed by the UFO's main weapon. This is where you have to lure its reticle to another part of the circular ship. Once it begins charging an ultra-powerful beam to take you down, you have the opportunity to run back round to the control panel. Fighting in the skies offers some of the most fun at this stage.

That's not to say getting back down to Earth isn't any fun. You can opt to dive-bomb your enemies and sharply come to a halt, or hover above them while unleashing a barrage of fire. Dark Void allows you to play to your strengths: if you are skilled enough to stay airborne, then there is no need to land until you are forced inside. If you prefer to take cover and engage on foot, that's possible too. The cover system works adequately, but poking out behind cover, it's disappointing to see some clunky AI. If you're lucky, enemies will charge your position, but more often than not, the mechanical goons will sit tight, even without ducking down for a few seconds. This is sure to be ironed out before the game is released in January, but right now, Dark Void's ground combat doesn't work quite as well as we'd like.

Our main task after taking out the towers was to sabotage the last remaining communication control panel, which was hidden inside a guarded Watcher base. Once an opponent has been dispatched, the option to pick up and use enemy weapons is available, which is beneficial since Will's human arsenal is lacking in the early stages. Two plasma guns can be found in this level; one is a machine gun and the other is reminiscent of a grenade launcher. The latter weapon packs immense power, blowing robotic rivals away with one well-placed shot and leaving the rest shaking in their metal boots. Alongside the Mass Effect-style android enemies, Dark Void has some more interesting monsters that will try to wipe you out. Since the Watchers' base is full of long, isolated corridors, seeing a nonrobotic extraterrestrial type comes as quite a shock. An alien-like creature slithered across the floor with haste, and it was great to take on a beast that was threatened by our presence and defending its territory. Melee combat was unresponsive against the Watcher grunts, as our opponents would often stand waiting to receive a right hook, but the speed of the amphibian-type beasts meant timing needed to be spot on.

From what we've seen, Dark Void is shaping up well. The jetpack is definitely going to be key to the game's success, as its ability in the air has already shown itself to create captivating battles that require forward thinking to prevail. However, there are some rough edges that need to be smoothed out, most notably the ground combat. Set to explode into stores everywhere on January 22, 2010, Dark Void looks ready to combat the onslaught of AAA releases in the first quarter of 2010.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Dark Void Hands-On" was posted by Nick Akerman on Tue, 15 Dec 2009 07:28:32 -0800