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Thursday, March 4, 2010

Wii | Alice in Wonderland Impressions

We fell down the rabbit hole for a first look at Disney's latest adventure, Alice in Wonderland.

Creating a movie-based game is never an easy task, but when that movie is the new Tim Burton adaptation of the well-loved story Alice's Adventures in Wonderland, that job is a serious undertaking. But with the project under the watchful eye of ex-SCEE producer Philip James and with the backing of director Tim Burton, Alice in Wonderland has the potential to be a cut above the usual movie tie-in. We invited James down to our London office for an extended look at the game and heard his thoughts on working on the adaptation.

Alice in Wonderland is a third-person adventure game that tells the story of Alice: a young girl who falls down a rabbit hole into a wonderful fantasy world populated with strange characters. The game loosely follows the plot of the film, visiting a range of key scenes while also adding new ones. Surprisingly, though, you don't play as Alice. Instead, you take on the role of the inhabitants of Wonderland, who have been tasked with protecting her. Most of the famous characters are playable in the game, including The White Rabbit, The Cheshire Cat, and The Mad Hatter. Each has a unique special ability and attack, which is used to solve puzzles or defeat enemies in battle. The abilities themselves are rather eccentric, but they fit in with the "anything goes" feel of Wonderland. The March Hare, for example, throws cups and saucers at enemies, while the Mad Hatter is able to use the power of perspective to crush enemies between his fingertips.

One of the unique features of the game is the ability to switch among characters at any time and use their combined powers to solve puzzles. We were shown one level set in castle, which required the use of different characters to proceed. We saw the Cheshire Cat come across a set of footpaths, each with a gap in the middle that was too far to jump across. On each side of the gap was a wooden platform on a rope, like a rudimentary set of scales, which had a number of sand bags piled upon it. Highlighting the sand bags with the Wii Remote caused them to change colour, with each colour corresponding to a particular character's ability. In this case, the bags lit up purple, which told us that we could use the March Hare's telekinesis ability to move them off the platform to the other side. This decreased the weight on one platform but added too much to the other. The solution was to switch to the Cheshire Cat and use his invisibility powers to make a larger set of sand bags on the opposite side disappear. This allowed the platform the cat stood on to rise up and give him enough clearance to jump the gap.

Many of the puzzles play off of the wacky characteristics in Wonderland, allowing you to bend the rules of the real world to come up with some interesting solutions. For example, we saw a variety of objects in the game that were split in half. One way of reassembling them was to drop them into a river. This caused a reflection to be cast on the surface of the water and give the appearance of a whole object, which could be pulled out in its entirety ready to use. The same trick was used with mirrors to rebuild entrances to rooms or open up new areas. The Mad Hatter's perspective ability was also used in a similar way. One puzzle we were shown required the Hatter to cross a large ravine, but the bridge across it had split in two. By aligning the camera just right, it gave the appearance that the bridge was one whole piece, which fixed it and allowed the Hatter to cross. The logic to these solutions makes little sense, but they don't feel out of place with Wonderland's magic doors, shrinking potions, and talking animals.

We were also treated to a demo of the combat in the game and saw several characters duke it out with the card soldiers of Wonderland. Enemies appear at special locations and materialize out of heart-shaped portals, which is similar to how enemies appear in the Zelda games. Attacking is confined to the A button alone, and repeated attacks trigger different moves or combos. You can switch among characters in battle, so you can use the March Hare's cups and saucers attack at long range before moving in with the Mouse's ninjalike attacks to take down enemies at close range. Destroying enemies gains you "impossible ideas," which are used to upgrade your character's abilities. Although your character cannot die, losing all your health strips you of any impossible ideas gained during the battle. Alice is left vulnerable during attacks, and enemies sometimes attempt to drag her away to a portal; if you lose her, it's game over. You're alerted when this happens, so you have to make a mad dash to pull her out again. The art style captures the fantastical nature of Wonderland, but not having seen the film, it's difficult to tell if the developer has its own look or if it was borrowed from the movie's style. The environments look detailed, and lots of lighting effects are used during combat to add to the eye candy. Some of the level designs also look good, with the Mad Hatter's upside-down house being a particular standout. Many of the actors from the film are lending their vocal talents to the game, and we recognised Steven Fry and Barbara Windsor in our demo. Although we didn't get to try it, the game will feature two-player co-op. You will be able to jump in and out of a game at any time, with the action taking place on a single screen rather than being split. Disney told us that there should be over eight hours of gameplay in the final version, and there are collectibles to find throughout.

Alice in Wonderland looks like an interesting take on the titular story. Based on what we've seen so far, the puzzle design is clever, and playing as Wonderland's inhabitants seems far more interesting than playing as Alice herself. We're looking forward to getting our hands on the game, which is due for release March 3 on the Wii.

Read and Post Comments | Get the full article at GameSpot


"Wii | Alice in Wonderland Impressions" was posted by Mark Walton on Fri, 19 Feb 2010 08:56:51 -0800

Wednesday, March 3, 2010

Wii | Prince of Persia: The Forgotten Sands First Impression

We follow the prince on one of his many adventures after Sands of Time in Ubisoft's upcoming adventure game.

The prince has certainly kept himself busy during the seven year gap between the Sands of Time and Warrior Within. Prince of Persia: The Forgotten Sands on the Wii recounts the story of just one of his many crazy adventures that is different from the events that are being told in the Xbox 360, PlayStation 3, and PC version. We met with lead game designer Yanick Piche who walked us through several levels of The Forgotten Sands, as well as showed us some of the prince's new moves, sand powers, and the introduction of cooperative play.

Ubisoft isn't willing to reveal much about the story because the game begins by throwing you in the midst of a crumbling city, and as you progress through the areas, you'll eventually learn how the prince got there. All we know for now is that he has lost his dagger, and with that, he has lost the ability to rewind time. But the prince has stumbled across a magical artifact, which now grants him special sand powers. A genie will accompany you on your adventure, but unlike Elika who will save you from certain death, the genie hovers around you like Tinkerbell and is most useful when you have a friend playing with you. At any time, a second player can jump in to take over the role of the genie to help you find the right path or highlight important things onscreen you may have missed while performing extensive acrobatic maneuvers.

As you progress through the game, you'll learn three types of sand powers that can be used in combat and to navigate through intricate levels. Instead of looking for the right path to find your way to the next room, this version of The Forgotten Sands is about creating your own path. At first, you'll be limited in terms of what path to take as the game brings you up to speed, but as time goes on, you'll eventually have the freedom to solve the platforming puzzles however you like. The first power you'll receive is the ability to create an anchor (or a ring) that you can put on the surface of any wall to help you scale it or provides a place to latch on and just hang out. In combat, this power will freeze enemies, and you can use it to slow traps, as well as other hazardous moving obstacles. To help you get to higher ground, the second power you'll receive is the ability to form a sand pillar. When enemies run into this pillar, it functions like a trap by bursting and tossing them in the air. The final sand power allows you to create a protective sphere that can suspend you in midair. You can use this to position yourself for another jump in a new direction or save yourself from a potentially disastrous fall. If an enemy runs into you when you're in this shield, it'll freeze him or her temporarily and give you the opportunity to counterattack.

You can only use one sand power at any given time, and there's a quick recharge time in between each use. An example of how to use the powers together was demonstrated when we were faced with a large chasm that had a horizontal pole on one end, making it impossible to reach with just a wall run. We watched as the prince called forth a spiraling sand pillar, wiggled his way to the top, and then created a ring on the wall. After jumping onto the ring, he bounded away from the wall and created a sphere that allowed him to hover in midair. This allowed the prince to turn toward the pole and then pounce safely in the direction of it. Collectibles strewn across the area will give you a hint as to the most ideal way to get across, and energy orbs that fill up a three-orb meter let you restart from the last platform in case you fall; otherwise, you'll be bumped back to the last fountain save point. Because you have the freedom to create your own way, there are plenty of secret areas to find if you decide to wander off the beaten path. So, it's worth it to explore areas that would otherwise be impossible to access without your powers.

When a game is built specifically for the Wii, it generally means that motion control is involved in some form or another. This is definitely the case with The Forgotten Sands. Most of the time, you're using the remote to point and activate plates with your sand power. But in combat, swinging the remote correlates to slashing while using the nunchuk correlates to punching monsters in the face. Foes in groups of up to six will come in waves, with an enemy leader highlighted by a beam of light so that if you take him or her out first, which forces the others to flee. You gain experience as you clear enemies, so it's up to you to determine how much time you want to spend in combat. As you fill up your experience meter, you'll also gain new combat skills like an area tornado attack or a charge attack.

To make the game more accessible, a hint system is in place where you can hit up on the D pad to receive a clue as to where you need to go. When making difficult jumps, a blue line will appear at times to let you know whether that route is even possible to attempt. The developer explained that Ubisoft wanted this to be a social experience and an accessible one. You can coordinate with a friend by passing off your sand abilities to the genie while your friend then helps you freeze traps as you focus on fighting enemies or tricky platforming sections.

Similar to the other next generation Prince of Persia games coming out, this one has a distinct Sands of Time feel and look to it. You'll hear Yuri Lowenthal's familiar voice as he banters with his genie companion while you effortlessly make your way through once splendid-looking castles that are now decorated with overgrown vines or run along the decaying walls in deserted city streets. We look forward to bringing you more of the Prince of Persia: The Forgotten Sands as we approach its May 18 release date.

Read and Post Comments | Get the full article at GameSpot


"Wii | Prince of Persia: The Forgotten Sands First Impression" was posted by Sophia Tong on Wed, 24 Feb 2010 11:01:15 -0800