G Harold

Thursday, February 18, 2010

Xbox 360 | Alan Wake Hands-On

We finally get a chance to explore the inside of Alan Wake's mind in this creepy and intriguing thriller.

Last week, we brought you our impressions of developer Remedy's excellent Alan Wake showing at Microsoft's X10 event. Not only did we see a demo of this psychological thriller in action, but we also got our hands on a completely different level, making this the first time we were able to play Alan Wake. We knew it was beautiful to look at and the story intrigues us the more we glimpse of it, so we're happy that the gameplay makes as good of a first impression as the game's presentation values. The controls were solid and the combat felt slick during our play time, which gives us great hope for this long-in-development story-driven experience. Luckily, that development time is almost over, for Remedy has announced that Alan Wake is coming to North America on May 18 and to Europe on May 21.

In the section we played, a visually slick cutscene and narration fills us in on the premise. Alan quotes horror writer Stephen King, which seems appropriate given the prolific author's obvious influence on the story. As the camera pans across a dark lake, Alan tells us how he has driven to visit a lighthouse, for reasons he can't explain--yet this drive is incredibly urgent. As he drives through the dead of night, he hits a pedestrian. Shocked, he gets out of his car to discover that the man he struck is dead. Dazed, Alan wonders what will happen next--and the body vanishes, as if it were never there. Obviously, Alan is even more shocked than before, though there isn't much time to dwell, for the scene--and the voice-over--then shifts tone.

The following scene offers us a quick rundown of what has been happening in Alan's life to lead him to where he is now. If you've read previous coverage, you probably know that Alan is a famous author, looking for peace and inspiration in the quiet hamlet of Bright Falls. The scene fills us in on even more information: His wife, Alice, is missing; he woke up behind the wheel of a crashed car to discover a week had gone by, the time all but lost; and most importantly, his imagination is coming to life before his eyes. Alan's idea for his upcoming novel is happening as he watches, and he even finds manuscript pages from this book on his travels--a book he has yet to write. In the demo, we discovered several such pages, but they are more than just a narrative device: they also provide clues of what you might next encounter. For example, one page talked about a flock of black birds that descend upon you almost like smoke. And as we saw in last week's demo, you do indeed encounter such a freaky phenomenon.

The demo began after Alan wakes from his stupor. As Alan, you see a gas station in the distance, across a deep ravine and the river that flows through it, and Alan surmises he'll probably find a telephone there, or someone who can help. We started off down the path and through the forest, but as you can imagine, this was not a stress-free trek. We glimpsed a shadowy figure on the path, who appeared and disappeared, spouting gibberish that didn't make a whole lot of sense. However, we did catch his name as he rambled: Carl Stuckey. As we mentioned in our prior preview, Carl is the man Alan was to meet in order to receive keys to a lakeside cabin. When he went to the diner to meet Carl, a mysterious figure emerged from the shadows and told Alan that Carl was indisposed. In this case, it seems "indisposed" is a major understatement.

Eventually we saw lights ahead at a logging camp, where a cabin rested amid a maze of stacked logs. However, Carl continued to flit across our path, and it became quickly clear that we'd need to defend ourselves. Eventually we made our way to a shed and found a telephone inside. We tried to make a call out and reached the sheriff's office, only for the call to give way to some far more insidious cries and scowls. A phone was not the only device to be found in the small cabin, however, and we picked up a flashlight and a pistol, knowing they'd come in handy. As soon as we did, however, we met with the realization that something wasn't right. Indeed, Carl was trying to push the shed into the ravine with some industrial equipment. We jumped out just in the nick of time, and the makeshift cabin plummeted into the river.

Thankfully, the pistol and flashlight came in more than handy, and it wasn't long before we were filling Carl's cronies with lead. The "human" enemies you fight in Alan Wake are called the Taken (the ones we saw dual-wielded axes and weren't afraid to throw one), and as you might know already, they are sensitive to light. To weaken their defenses and slow them down, you shine a bright beam of light on them by holding the left trigger, and you shoot your weapon by pulling the right trigger. Focusing light on a Taken also functions as a sort of lock-on, honing in on the enemy closest to the beam and making it easy to take shots at him. Your flashlight doesn't have unlimited energy, though. Each time you focus light on an enemy, you lose battery life, and you need to replenish flashlight batteries in the same way you replenish ammo. Tapping Y replaces your battery, while tapping X reloads your ammo. When you are running low on either, a prompt will appear on the screen to let you know.

Alan controls smoothly, which might be a relief if you've played a typically sluggish survival horror game before. When you turn, the flashlight's beam leads the way, so while Alan isn't the most fleet-footed guy, he can certainly pivot the beam around as quickly as he needs to. Nevertheless, this is no third-person shooter. Alan still moved more authentically than you would see in a shooter, ambling along when sprinting and landing with a thud if falling from too high above. The path was fairly narrow, but we moved along easily and were able to fight off baddies without getting hung up in the environment or having trouble getting about and honing in on the Taken. We used both a pistol and a shotgun in our travels, and both felt solid and had just the right amount of heft. The shotgun in particular felt powerful and weighty.

The rest of the gameplay followed somewhat traditional lines for a creepy adventure. In order to get to an upper path, we needed to use a logging crane, but there was no power available, so we had to search for a generator. While we did so, we discovered one of Alan Wake's more interesting facets. Ammo stashes are hidden around the various areas, placed there by an enigmatic helper who scrawls arrows and cryptic messages on the sides of buildings. You can see these hints only when you pass the beam of your flashlight over them, so you'll need to keep your eyes open if you want to have enough ammo and batteries to get by. Once we found a few stashes, we could confidently move forward, making our way to the upper path before we had to make way for the journalist next in line to take a look.

Alan Wake looks impressive. The way shafts of light cut through the darkness or softly waft through doorways sometimes sets an ominous tone and other times seems inviting, urging you to escape the darkness. The forest is littered with authentic touches, like junked cars, axes stuck in rotting stumps, and makeshift log bridges. Alan's narrative will keep you constant company, so thankfully the voice acting seems solid and unforced. The ramblings of the Taken cut through the silence of the forest, while the shotgun in particular makes an impression with its dominant boom. If you're a sucker for slick production values, this is a game you'll need to keep an eye on.

Luckily, you won't have long to wait. May 18 is just around the corner, and Alan Wake may be just the story-driven adventure you've been craving. Only time will tell, of course, but for now things are looking good for the game, though we're not so certain about Alan himself or his missing wife. We can't wait to find out more about the evil forces directing this drama, and we'll share more news as it becomes available.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Alan Wake Hands-On" was posted by Kevin VanOrd on Thu, 18 Feb 2010 08:38:58 -0800

Tuesday, February 16, 2010

PlayStation 3 | Skate 3 Updated Hands-On

With a new co-op Career mode, we try to squeeze our entire team into one magazine cover shot.

EA hit the ground running with its Skate franchise, which from day one offered a uniquely analog-stick-driven control scheme and a refreshing, true-to-the-sport approach to skateboarding. Now on its third installment in four calendar years, the development team at EA Black Box is looking to keep the series fresh when the next game arrives this May. The team's approach is twofold: introduce a brand new city to work your skateboarding magic in and shift the focus of Career mode to the social aspect of the sport.

The city, this time around, is a fictional metropolis called Port Carverton. It replaces San Vanelona, which had been the setting of the first two games in the series. Like San Van, Port Carverton is designed as a skater's Mecca that draws inspiration from famous skate spots from all over the world then drops them into one great big hodgepodge of benches, ledges, and impossibly inviting urban architecture. The team's cheeky approach to using real-world locations has resulted in areas like Second and Navy, a waterfront pier skate spot with a suspiciously similar look to San Francisco's Third and Army, or the Aletown neighborhood that will invoke a distinct sense of deja vu for anyone who's been to Vancouver's Yaletown.

But unlike the San Vanelona of Skate 2, which was a city overrun by the anti-skateboarding Mongo Corporation, Port Carverton is a city that feels like it wants to reach out and give you a big ol' hug. Gone are the capped handrails that you had to recruit a friend to pry off, as are the guards that came out of nowhere to knock you off your board whenever you found a particularly shiny marble ledge in the center of the financial district. Instead, Port Carverton is described by Black Box senior producer Jason DeLong as a genuine skater's paradise; a place where security guards will go out of their way to point you toward cool spots and the sun never seems to stop shining.

A new Career mode will act as your tour guide through Port Carverton. As a continuation of the previous two games, Skate 3 has you more or less at the pinnacle of your career, and now it's time to do what seemingly all famous skaters do: start your own board company. Selling boards and building your brand is the main thrust of the Career mode, with each career challenge offering a reward in the form of board sales. It feels similar to an experience points system that will trigger new milestones at increasing intervals, which unlock more challenges, gear, and new spots to skate throughout the city.

Because a board company isn't complete without sponsored riders, you'll need to go out and recruit some folks to join your team. The cool part about this is that it opens up the possibility to play the entire Career mode cooperatively with friends over Xbox Live and the PlayStation Network. We got a chance to play a number of co-op challenges and walked away impressed by the different experience that pulling off a challenge with a friend can deliver.

The photo challenges were easily our favorites. With these, you and your teammates all need to perform a trick on (or over) a specific object before a timer runs out, such as launching over a huge gap or grinding a specific ledge. With more than one player, you now have the opportunity to coordinate your skating so that you all wind up in each other's shots. So you might have one guy grinding a bench while the other airs over him, or both of skaters might launch over a gap in tandem--that sort of thing. You can, then, take that sweet photo and tweak it with a number of postproduction options (brightness, contrast, depth of field, and the like) before seeing it turn into an in-game magazine cover that you might later find plastered all over the city as a flier or even a billboard.

All the other usual suspects return in the Career mode challenges, including downhill races, high-score competitions, and video challenges. We asked DeLong about one of the criticisms of the last game that had to with the way later challenges in the Career mode got very specific about what sort of trick you had to do and what you had to do it on (anyone who remembers doing a handplant on a basketball backboard will know what we mean), which often turned into a roadblock in your career progression. For Skate 3, DeLong says they've focused more on creating tiered pools of challenges that let you pick and choose which specific challenge you want to complete in order to unlock the next pool. Another criticism--pedestrians getting in your way during critical moments--has been remedied with a button that now lets you raise up your arms like the boogeyman and scare people away instantly. Supposedly, the volume of physics-enabled litter has been scaled back as well, so at least now there's not quite as much tripping on stray soda cans just as you are about to ollie onto a handrail.

Our time with Skate 3 also revealed a few other notable additions. Besides three difficulty levels, which is a first for the series, you can now take part in an extended tutorial system. This system is called Skate School with Coach Frank, and the coach is a thoroughly goofy character voiced by actor, as well as former pro skateboarder, Jason Lee. You can also now place an invisible photographer at any point in the game, letting you snap photos quickly and easily at any location without having to pull up the video editor to place a tripod camera then scroll to where you want in the video timeline to pull out a still shot. You'll see the customized character of anyone you're friends with on PSN or Live cruising through your city as an AI skater, even if you're just free skating around town. And in a nice little touch, if you appear in a friend's video that becomes a smash hit on the skate.reel content sharing system, you'll gain royalties in the form of boards sold in the Career mode.

It's hard to get a good idea of how well the whole online component will work in Skate 3 from the relatively limited time we spent with it, but overall, we liked what we saw. The new city should infuse some fresh air into the series for those who were disappointed by the reuse of San Van in Skate 2, and there are definitely some features that should make the game more accommodating to new players. We're looking forward to spending more time with the Career mode to see what sort of trouble we can get into online, so be sure to check out our upcoming coverage leading up to Skate 3's May release.

Read and Post Comments | Get the full article at GameSpot


"PlayStation 3 | Skate 3 Updated Hands-On" was posted by Shaun McInnis on Fri, 12 Feb 2010 14:55:57 -0800