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Tuesday, March 2, 2010

Xbox 360 | Splinter Cell: Conviction Updated Impressions - The First Twenty Minutes

Twenty minutes into Sam Fisher's latest adventure and we've already smashed a man's face through a piano. Want to know more?

On the run from the government that trained him and searching for the men who killed his daughter, it's not easy being Sam Fisher. Fortunately, playing as Sam Fisher is not nearly as hard, as we found out during our hands-on time with Splinter Cell: Conviction at Microsoft's X10 event. The first 20 minutes of the game not only offer a slick tutorial of Sam's potent abilities, but they let you flex those muscles in all sorts of creatively deadly ways. Human shields, clever misdirection, and brutal interrogation techniques are all in a day's work for Fisher, and we discovered how Conviction makes these things simple to learn and satisfying to execute.

Splinter Cell: Conviction starts off with some dramatic cutscene moments. A redheaded woman with a gun to Fisher's head, an interrogation inside a secure facility, and ghostly images of Sam's daughter all flashed by while the cacophony of the event drowned out any expository audio. When the game proper began, we found ourselves in a street-side cafe, populated by a bustling crowd of people. There is a vividness to the characters and the environments that feels like a refreshing break for the shadowy series. When loud noises caused the idle citizenry to panic and run from the scene, the rush of activity and the stillness they left behind was like a sensory palette cleanser, letting you know this isn't the same gloomy Splinter Cell you've played before.

This strong visual impression continued as we made our way into the area where fruit vendors had set up stalls. It soon became clear that the market was our first training ground, and with the help of unobtrusive onscreen prompts, we soon became comfortable with moving in and out of cover. If you pull the left trigger, you'll stick behind cover in a manner similar to Gears of War. Move to the edge of cover and small white indicators will appear on other cover positions, indicating where you will move to if you tap the A button. This simple system is consistent with the game's slick interface. If you've seen coverage of Conviction before, you're probably familiar with the text objectives that appear on the ground, on the sides of buildings, and on other in-game surfaces. The cover indicators are similarly placed. They are visible enough to catch your eye, but not big enough to intrude on the environments.

The overall effect of this style is to draw your attention to the environments. It essentially trains your eye what to look for, so pretty soon you are sliding between cover positions without even noticing the indicators. This same philosophy extends to story exposition and character developments. When Sam is interrogating someone or having a relevant memory, a black and white projection will appear on whatever surface Sam is looking at. These filmstrip-quality videos move with Sam's gaze, allowing you a glimpse into the narrative without yanking you out of the moment. All these elements combine to create an engrossing visual style that impresses straight from the get-go.

Just as we were getting the hang of movement, Sam had a very vivid flashback that took us back in time to his daughter's bedroom. Young Sarah (approximately five years old) is scared of the dark, so Dad sits on her bed and explains how the dark is nothing to be frightened of. Though it was hard to hear the actual conversation because of the noisy event venue, the scene still conveyed a touching sense of fatherly devotion. It also served to demonstrate the visual filters that Conviction uses to indicate how stealthy Sam is being. When the world around you turns black and white, you are hidden from enemy sight. When you are spotted or exposed, the screen is once again flushed with vivid color. A quick jump back to the marketplace showed this in action, but soon it was back to the bedroom. This time, the quiet evening at home turned dangerous, as breaking noises in the other room heralded the arrival of intruders. Sam leaves Sarah in her room and deals with the armed invaders in classic Fisher style. A quick takedown (press B near an enemy) leveled and disarmed the first one, and then the other two were quickly marked for death. Whenever Sam performs a melee takedown, he earns the power to tag (aim and hit the right bumper) and quickly execute (Y button) enemies.

It's a powerful ability and one that is clearly integral to Sam's survival. How many enemies you can shoot in one takedown depends on the gun you are using and how upgraded it is. Splinter Cell: Conviction has a Persistent Elite Creation (PEC) system similar to that found in the Rainbow Six series. This system allows you to upgrade your arsenal in single-player, as well as tweak your guns and outfits in Conviction's cooperative modes. Fisher's single-player loadouts are determined by his progress to an extent, but there is definitely room to increase your gun damage, magazine size, or even the number of targets you can quickly execute.

PEC points are granted for fulfilling a wide variety of in-game challenges. Some are single- or multiplayer specific, but the points are persistent no matter what mode you are in. Many of these reward actions are what you would normally perform in the course of battle, like performing silent takedowns or quick executions. However, there are a lot that encourage you to use Sam's abilities to their fullest extent. During our time with the game, we earned some points for taking an enemy as a human shield and then using his head to bash through a door. We garnered another reward (also door-related) for using our busted rearview-window mirror to check under a door and then busting it in and knocking down an enemy on the other side. We also progressed toward a third reward by popping out of cover and grabbing our enemy's attention. When we dove back into cover, a silhouette remained of our last known position. Flanking and killing an enemy who was investigating our silhouette brought us one notch closer to the "cat and mouse" reward. Finally, we scored some points for shooting a large chandelier and bringing it crashing down on our enemies' heads. Good times.

Splinter Cell: Conviction is dedicated to making it easy to be the deadly Sam Fisher that we all know and love. The slick interface makes maneuvering through the environment feel natural and intuitive. Onscreen prompts and streamlined controls make your formidable array of abilities easily accessible. And a robust rewards system encourages you to make the most of your skills. As if we needed any encouragement to grab our daughter's murderer by the throat and smash his face into a grand piano.

Of course, this is all based on the first 20 minutes of the game. How Fisher's abilities evolve and where his adventure will take him remain a mystery. To read more about Splinter Cell: Conviction, check out our latest hands-on with the cooperative Deniable Ops mode. Splinter Cell: Conviction is looking sharp and is on track for an April 13 release on the Xbox 360 and PC.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Splinter Cell: Conviction Updated Impressions - The First Twenty Minutes" was posted by Chris Watters on Thu, 11 Feb 2010 19:42:34 -0800

Monday, March 1, 2010

PlayStation 3 | Super Street Fighter IV QA

Capcom's Seth Killian gives us the latest on Capcom's new entry in its acclaimed fighting series.

Capcom's upcoming Super Street Fighter IV is set to deliver fans of the series a meaty helping of new content to master. The robust offering of new characters, new moves, and new ultra combos should give anyone who mastered last year's Street Fighter IV something to study. Today's new trailer shed some light on the bulk of the game's new cast, which includes a surprising array of familiar faces drawn from Street Fighter history. We checked in with SSFIV's special advisor Seth Killian to talk about the upcoming game, the new characters, and what the deal is with the raccoon.

GameSpot: How did the team go about selecting these extra characters?

Seth Killian: The 10 new SSFIV characters were based on post-SFIV fan feedback, which we then filtered according to which characters we felt would be a good fit for the game in terms of fighting style. I'm happy to say we were able to include almost all of the most popular requests.

GS: How many of the characters added this time out were characters that didn't make the cut for SFIV and how many are driven by the user feedback once all the characters in SFIV were revealed to fans?

SK: Development on Dee Jay and T. Hawk was started during the original SFIV, but the rest of the newcomers were basically all driven by the players' feedback after SFIV was completed.

GS: Super Street Fighter IV is bringing characters together from three separate "worlds" of Street Fighter (SSFII, SFIII, SF Alpha). What has it been like to balance and refine these characters to fit them within the SFIV universe?

SK: The SFII and SF Alpha characters both come from games with fundamentally compatible background systems, so integrating them together with the world of SFIV wasn't too intimidating. I was actually really worried about the SFIII characters, however. That game was built with parrying as the core background system, so in a game like SFIV without parries, would they be too weak? I'm happy to say they are definitely not too weak, and I was actually surprised how naturally the SFIII crew made the transition to Super SFIV.

GS: What can you tell fans of the new characters about how they're going to handle? Will they "feel" like their 2D counterparts like the characters did in SFIV or will there be some tweaks?

SK: There are, of course, a lot of tweaks, but I think any fans of these characters in their SFIII incarnations will pick them up very easily in Super SFIV. Everything you loved about them from SFIII is still there, as well as a bunch of new tricks. They're actually among the most highly developed characters in the entire game; they have really large and flexible move sets to draw from.

[ Watch Video ]

Meet some of the newest additions and see them in action!

GS: What kind of changes will the returning cast be undergoing in SSFIV? Can you give any specific examples?

SK: The philosophy behind the rest of the changes was to "balance up." This means rather than "nerfing" people, the aim was to make everyone stronger, though to varying degrees. Basically we don't want any fans of a certain character to pick up Super SFIV and find that all their favorite stuff doesn't work anymore, so we've actually worked to enrich every single character in terms of moves and overall possibilities. In terms of specific changes, there are a lot, ranging from the subtle, like Ryu's fierce shoryuken going from one hit to two hits, on to the more significant, like Guile's attacks having some increased priority’and even a brand new technique for Sagat. The number one change is, of course, the addition of a second ultra combo for everyone. These will change the dynamic of many fights.

GS: How important was the feedback the team received from the fighting game community on the original Street Fighter IV and what aspects of that feedback have been integrated into SSFIV?

SK: It was critical. Everything from the characters to including the online modes is pretty much a direct response to feedback from fans. Although we weren't able to do every single thing that was requested--from the big stuff like characters and online modes down to even very specific items, like having your character select cursor start on the same character you picked the last time (rather than having to move it each time from a default position)-- we've tried very hard to marry the best ideas from SF fans with our own thinking about how to create a great game. I think it's safe to say this is the most fan-influenced project in Capcom's history’maybe even in all of gaming history, at least as far as fighters are concerned.

GS: In terms of structure, will SSFIV feature the same progression and unlock system to get all the new characters or will they be available from the outset?

SK: We're going to have everyone unlocked right away. I understand the idea behind unlocks to some degree--you want to encourage people to play in different styles and experience more of the game. But I personally do not like them and want to have all my tools right from the start. "Everybody unlocked from the start" is another feature we can credit directly to fan feedback. Their voices really let me drive this point home with the traditionalists on the team.

GS: Constant iteration seems to be something that goes hand-in-hand with the Street Fighter series--obviously, Super Street Fighter IV is a new product--but has the team ever considered using downloadable content as a delivery method for future iterations of Street Fighter IV before moving onto Street Fighter V?

SK: DLC has been discussed, but frankly, the schedule for Super SFIV was so tight that we haven't been able to think much beyond this project. We did try and create more hooks in the architecture this time around to keep at least the possibility open, though the future for the series remains wide open at this point.

GS: Finally, what's up with the raccoon?

SK: That would be Ibuki's pet tanooki, Don. Do not mess with Don.

GS: Thanks for your time.

Read and Post Comments | Get the full article at GameSpot


"PlayStation 3 | Super Street Fighter IV Q&A" was posted by Staff on Wed, 17 Feb 2010 16:30:57 -0800