Showing posts with label Arcade Games. Show all posts
Showing posts with label Arcade Games. Show all posts

Sunday, 3 April 2011

Battlefield 3 is Beautiful





Battlefield: Bad Company 2 was an amazing first-person shooter. But with every Bad Company release and spin-off, I couldn't help but wonder what DICE was doing with its main Battlefield franchise. As it turns out, it had something to do with earthquakes.

The core games, including Battlefield 1942 and Battlefield 2, helped define what's possible in multiplayer first-person shooters. It's been more than five years since Battlefield 2 on PC, and now DICE is finally getting ready to deliver the next numbered entry. Battle Field 3 has a release date for this fall on Xbox 360, PlayStation 3 and PC, and from what's been shown off, it looks incredible.

That's because Battlefield 3 is being built using all-new technology developed in-house at DICE. It's the next version of the Frostbite engine used in the Bad Company games, appropriately called Frostbite 2. It allows for a range of advanced graphical effects and destructible terrain. "We actually started with the engine three years ago," said executive producer Patrick Bach. "When we finished Battlefield 2 and 2142 we talked about what's the next big step that changes gaming. We're good at technology and we wanted to create something that scaled better than Frostbite 1 did. The PCs were already -- three years ago -- starting to get ahead of the consoles. How could we make good use of that?"

The result was, at the end of a demo recently shown to members of the press, a detailed scene of a US Marine unit getting tossed around on a quaking bed of asphalt in a war-torn city on the border of Iraq and Iran. Buildings crumbled into pieces, sending up plumes of smoke and dust as the ground fluttered like a flag in the wind. One even toppled over onto an attack chopper hovering in mid-air. It looked strikingly realistic.

"We knew we could do better stuff with audio, we needed a core streaming system for the whole game," said Bach. "Everything from animations to objects to textures to audio we can stream. If you look at the consoles today they still have the same amount of memory, so how do you make a denser experience with the same amount of memory? You need to be able to flush things in and out of that memory that you have. Frostbite 2 was more or less a necessity for us to be able to build Battlefield 3. If we didn't build the engine we couldn't build the game because then it would just be an iteration instead of a big step forward."

So far DICE isn't showing off any gameplay footage of the multiplayer component, which is too bad. I really wanted to see jets streak across the sky and launch precision strikes against unsuspecting targets. But even without the spectacle of controllable vehicle sequences to gape at, the story mode still looks pretty good. The characters are in no way related to those in the Bad Company games. What you get in Battlefield 3 is a fresh start. It's set in 2014, and an early mission follows a squad of Marines as they charge through cramped, dangerous streets and take cover from sniper fire on rooftops. "It's based on a 'what if' scenario," said Bach. "We see the world as quite unstable. We see it as the shot in Sarajevo where a small event can create a butterfly effect to start a world war." Even though the mission was early in the game, it sounds as though the scale of the conflict shown is going to ripple out into the rest of the world.

Though the mission features a group of Marines, DICE notes that these characters won't necessarily be in subsequent sorties because it's not a squad-based game like Bad Company. You play as Sergeant Henry Blackburn who, at the mission's outset, emerges from an armored personnel carrier with an M16 equipped with an ACOG (that's a scope). The road ahead is packed with smoke and fire, cowering citizens, military humvees and an LAV reconnaissance vehicle.

According to Bach it's not possible to simply hop into these vehicles and start driving, as many Battlefield veterans may want to do. While there will be several vehicle sections in the single-player portion, the game makes it clear when you're meant to hop into a machine and when you're supposed to proceed on foot. "When you tell a story you need to control the player in some ways, even though we have very sandbox-y elements as well. We make sure you get to try out everything…so we pace the game as a tutorial so when you go into multilayer you don't feel scared. If you play through single-player you will feel quite safe to go online because you tried everything once."

The PC version was beautiful even in its current pre-alpha state. DICE is focusing on using lighting and animations to create a more realistic look for Battlefield 3. For animation, DICE is utilizing Electronic Arts technology called ANT, developed for sports games like FIFA. So what does that actually mean? "We can now more or less blend from any animation to any animation without any glitches. Some animation systems are very rigid. The cool thing with this is that you can blend from one animation to another at any time. You can see that with FIFA --, it's super quick and nimble."

The animations were especially impressive to watch during a first-person hand-to-hand combat sequence. Black was underground in a bunker attempting to disarm an explosive device when he was accosted by a waiting enemy. To subdue the assailant you need to hit buttons at specific times to deliver viscous strikes and chops. The attacker eventually crumples to the ground, but not without getting in a few solid shots on Black, which causes the perspective to tilt and whip appropriately with the force.

A lot of work is being done at DICE on the moment-to-moment mechanics of gun fights too. When you open fire the screen shakes, your weapon effects dominate the speakers, and the bits of user interface flicker when . "The challenge with weapons is actually not to get them to look realistic or record sounds, the research is quite easy. The hard part is to transform the emotion when you fire a gun and turn that into picture and sound."

Wednesday, 16 March 2011

WWE All Stars Q&A - Matches, Cages, and Weapons

If you've been following WWE All Stars, you'll know that the game offers an over-the-top style of wrestling where little things like rules and physics don't carry a lot of weight. Such a game seems like a great opportunity to get creative with the usual selection of match types, so we chatted with senior designer David Friedland to see what fans can expect from All Stars' various game modes.

GameSpot: Let's start with the basics. What are the standard game modes that you knew you had to have in the game--those cornerstones of any wrestling title? How are you trying to make them stand out in All Stars?

David Friedland: When we began development on WWE All Stars, we looked at every major match type in WWE history and prototyped most of them. Ultimately, we went with the match types that best supported our fast-paced, over-the-top and arcade-style gameplay. These include standard 1 vs. 1, Triple Threat, Fatal 4 Way, Tornado Tag, Elimination, Extreme Rules, and Steel Cage. In addition, we added two progression modes: Path of Champions and Fantasy Warfare. These modes are similar to the ladder progressions you find in modern fighting games but with a unique WWE style.

GS: How about the more "out there" match types? Tell us about the other modes in WWE All Stars and what players should expect out of these.

DF: We have taken a number of liberties with the standard WWE match rules in order to better accent our gameplay style. Falls count anywhere. There are no count outs or rope breaks, and the only way to get disqualified is to bash your opponent repeatedly with an object. Standard Tag Team has been replaced by Tornado Tag, where all four competitors are in the ring at the same time. In Steel Cage matches, your ability to escape is tied to the amount of damage you do to your opponent, forcing players to mix it up rather than simply attempting to climb out right from the start. All of these decisions were made to support the pacing of the game and eliminate anything that took away from the depth of the combat system. We also wanted to make certain that all of our match types were playable online.

Fantasy Warfare is a mode that will have huge appeal to WWE fans. These 15 matches pit WWE Legends of yesterday against WWE Superstars of today to determine the best of the best in a number of categories. Some of the matchups may seem obvious. Who else would compete for Greatest Big Man besides Andre the Giant and Big Show? Other matchups focus more on personality or lifestyle than physical attributes. In the Superior Lifestyle matchup, beer-drinking hell-raiser "Stone Cold" Steve Austin faces off against the straight-edge CM Punk to determine the better role model. Each of these matchups has an accompanying video package highlighting the buildup to the match. WWE really knocked it out of the park with these videos. WWE Legends and WWE Superstars who have never competed against one another now appear to have actual rivalries going.

Path of Champions is a fighting-game-style mode with a series of three 10-match ladder progressions. Each of the three paths has accompanying cinematics voiced by the real-life WWE Superstars. In the WWE Legends path, players face Undertaker with Paul Bearer for the World Heavyweight Championship. In the WWE Superstars path, players compete to face Randy Orton for the WWE Championship. In the Tag Team path, players battle to face D-Generation X, comprised of Triple H and Shawn Michaels, for the WWE Tag Team Championship.

 

GS: Can you talk about the creative process behind coming up with these game modes? How you went from the initial batch of ideas to what ultimately made it into the game?

DF: Ultimately it was about the gameplay. The pacing of WWE All Stars is very different when compared with previous WWE games. Some match types lent themselves well to our style. Four-player matches, for example, are gloriously chaotic affairs with their own special strategies. With Steel Cage matches, the WWE All Stars environment is perfectly suited for huge, high-flying moves. Some matches, with object-oriented victory conditions, did not make the cut, as accomplishing the victory conditions was either too easy at our game's speed or caused too much of a slowdown in the action for our tastes.

Fantasy Warfare was a lot of fun to create. The development team at THQ San Diego has many diehard, lifelong WWE fans who have been watching these WWE Legends and WWE Superstars for many years. Everyone on the team had matchups they wanted to see, and the ideas flowed freely. Once we had the roster finalized, Fantasy Warfare really started coming together. As stated earlier, while some of the matchups were easy to imagine, such as Hulk Hogan vs. John Cena or Andre the Giant vs. Big Show, others required thinking outside the box. In the end, we came up with 15 matchups that really showcase the personalities and abilities of our roster.

GS: One of the big parts of WWE All Stars is the idea of different classes with distinct advantages and disadvantages against one another. Can you talk about how the class system affected the creation of these modes and how their interactions might differ from a standard one-on-one match?

DF: The class abilities definitely have an impact on some of the match modes. Nowhere is this more apparent than with the Acrobats and Big Men. Acrobats have some unique advantages in Steel Cage matches, where they can leap up to the sides of the cage walls and rebound off for high-angle attacks on their opponents that are very hard to defend against. In three- to four-player matches, the range of an Acrobat's turnbuckle moves make them especially dangerous, as opponents are never quite sure who they are going to attack next. Three- to four-player matches are also where the Big Men truly shine. Their ground stomp juggles can often pop multiple opponents into the air at once. Their ability to punch or kick an opponent out of the ring makes them great partners in Tornado Tag, allowing them to easily create distance between the opposing partners so they can double-team a single opponent.

 

GS: How much of an influence on the design of these modes was the decade-spanning collection of WWE superstars you have in the game? The sport has changed a lot over the years, so how did you make sure that each type of match would work well with, say, an '80s Superstar and a modern Superstar?

DF: Most of our match types were popular throughout WWE history, and all of the WWE Legends and WWE Superstars in our game have all the tools they need to compete in these match types.

Where our roster really influenced our design was in the Path of Champions and Fantasy Warfare modes. Path of Champions has three separate paths players can select, with each tailored to a different era in WWE history. In the WWE Legends path, players are up against old-school Undertaker--back when he was managed by Paul Bearer. All of the opponents in this path are WWE Legends themselves. The WWE Superstars path has a more modern feel, with players confronting "The Viper," Randy Orton, and other current WWE Superstars. The Tag Team path offers the best of both worlds, with players competing for the right to face D-Generation X, the popular tag team featuring WWE Superstar Triple H and WWE Legend Shawn Michaels. This path features a mix of both WWE Legends and WWE Superstars as opponents.

Fantasy Warfare is all about the roster. With the WWE All Stars roster evenly split between WWE Legends and WWE Superstars, it was a matter of finding the best matchups and best themes and then working with WWE to create pay-per-view-quality video packages to accompany each matchup. Initial reaction to these matchups has been hugely positive, and we can't wait for the gaming public and the WWE Universe to get the chance to play through Fantasy Warfare in its entirety.

Monday, 14 March 2011

Spotlight On - City of Heroes (Updates for 2011)

City of Heroes, publisher NCSoft's original superhero-themed massively multiplayer game, is celebrating its seventh year of operation. Paragon Studios, the game's current developer, is celebrating this milestone by adding even more new content updates to follow last year's "Going Rogue" content additions. Earlier this year, the studio unveiled challenging "weekly strike target" encounters as well as animal body parts for players to make the tiger-men and bird-headed men they've always dreamed of.

Coming up in the near future: new additions like global server access for both US and European players, who will be able to freely jump among servers from different territories, along with a new "loyalty bonus" for longtime subscribers in theform of an "alignment aura" that will surround your character. In addition, "Issue 20," the next major content update, will add a new task force encounter and a new strike force encounter for midlevel characters, and expanded "incarnate" content to build on Going Rogue, such as incarnate slots, which will act as career-long, empowering "buff" abilities throughout a character's lower levels and can eventually be exchanged for a high-level power. Owners of Going Rogue will also be able to explore new high-level areas, such as the "Behavioral Adjustment Facility," a new raid area for groups of anywhere between 12 and 24 players. The studio also plans to add a new queuing system for Going Rogue's incarnate trials that will operate less like a long queue and more like a turnstile, getting players into the action faster.

Issue 20 is scheduled to launch later this year.

Thursday, 10 March 2011

Fable III: Traitor's Keep Quest Pack Review





The Good







  • Three new, well-designed locations

  • Delightful artistic direction

  • Good length with lots of extras.








The Bad







  • Unimaginative side missions

  • Moral choices lack impact.




Have you ever wondered what life as the ruler of Albion would be like when you're not preparing for, and fighting in, demonic battles? Well, it turns out that it's a lot like the day-to-day adventuring that formed the foundation of the last Fable game. Traitor's Keep, the second piece of downloadable content for Fable III, places you in the role of a conquering hero and monarch of the free world, fresh off your victory from the dark events that concluded the main game. Instead of worrying about enacting social and economic policies, though, you set off on another adventure; this time, you need to seek out would-be assassins before they accomplish their sworn duties. The reliance on shallow combat leads to monotony and the few moral choices fail to deliver much hand-wringing, but Fable III's lure didn't stem from those simple aspects anyway. The world was the main draw in the original game, and that distinction holds true for the DLC as well. This is a colorful universe that is bursting with charm and personality, making it a worthwhile addition for those who crave more cheery tomfoolery.

It's no surprise that life as a monarch is difficult, though the most challenging thing to overcome is the crushing boredom of presiding over a helpless populace. Frivolous decisions, such as who should be the official castle gardener (a process which stretches on for upward of two months), are enough to cure the insomnia of even the most hyperactive individuals. With no small relief, an assassin drops down from the ceiling in the middle of another amenable debate--just in time to inject some excitement into the daily grind. It turns out that the attacking party was not acting alone, and you soon learn there's an underground movement intent on removing you from the throne. As ruler of the entire land, you could easily command a few dozen soldiers to quell this uprising, but what fun would that be? Instead, you grab your sword and gun, strap on your magical gauntlet, and head out on another adventure to ensure that Albion remains a peaceful, civilized society.

Three hopeful regicides escape during a prison riot and set off to their headquarters strewn across Albion. Professor Farady is your first target, inhabiting a futuristic town affectionately dubbed Clockwork Island. Friendly robots line the streets, waving at passersby, and the rustic architecture of the wooden houses coupled with the cobblestone pavement underfoot create a charming atmosphere that melds old-fashioned sensibilities with mechanical men. It seems like a pleasant enough place until your presence is found out by the eccentric inventor who hides behind the scenes. Once you're spotted, the waving arms of your robot friends turn into churning fists of death, and the fights that break out are more difficult than those in Fable III. These teleporting, mechanical killers pummel you without any remorse, and it takes deft dodges to stay alive. Granted, there's still no penalty for death aside from unsightly scars and casting area-of-effect spells is still the most efficient way to succeed, flaws that are intertwined with the core Fable experience at this point. But these bouts manage to entertain because the pleasant visuals give you something pretty to stare at, and the robots are at least a new foe to square off against.

Each of the three potential usurpers inhabits a distinct location that shows how strong artistic direction can go a long way toward hiding gameplay flaws. Traitor's Keep is a fine-looking game that presents an enticing view no matter where you travel, and that pull makes it tempting to rush from one section to the next to see what lies ahead of you. Unfortunately, the moral choices that should provide the most absorbing aspect of the storytelling fail to elicit a similar sense of engagement. The few moments in which your moral compass is used to guide you are so inconsequential as to be rendered meaningless. Decision making was poorly developed in Fable III as well, yet these scenarios still manage to disappoint despite the low level of expectations. There are two reasons these choices register a dull thud. First, they're entirely black and white. There's no moral gray area to land in; instead, you have to prove that you're unwaveringly evil or blindingly good. Second, the ramifications carry little long-term impact. Your choices don't produce an interesting ripple effect; it's as if you're handing down your sentence in a vacuum that inhales any speck of potential consequences.

 




 


Aside from the three combat-heavy missions that make up the majority of this DLC, there are a few scattered side quests to pad out the overall experience. Fetch quests, such as collecting the pages of a how-to prison manual, and extermination missions, like when you have to execute restless hobs, lack the imagination that made the best optional quests in Fable III so endearing. Traitor's Keep has a knack for making mundane events tolerable, though, and completing all these little quests serves as a decent complement to the main adventure. There are also new costumes to collect, weapons to track down, and even a skin for your dog that transforms him into a steam-powered robot. These are small additions with only superficial changes to the core experience, but these little touches give this content a personality all of its own. If you complete every side mission and spend time exploring the three new environments, Traitor's Keep should keep you entertained for more than four hours. It's a good length for the modest $7 (560 Microsoft points) price tag.

As entertaining as Traitor's Keep is, it's hard not to be let down by the lack of ambition. The tone, combat, and storytelling stick closely to what Fable III offered, without pushing any individual element that would allow it to stand out from its forebearer's shadow. That familiarity is certainly not a bad thing, and it's a welcome homecoming for those who crave more of the same, but in the rich world of Albion, a few doses of ingenuity could have gone a long way. Nevertheless, it's hard to deny the inherent fun Traitor's Keep delivers. The gooey charm that Fable exudes is so pleasant that it's easy to get lost in this world all over again. With new places to explore and enemies to fight, you can be sure of at least a few surprises, and your expressive adversaries provide fresh faces to square off against. Traitor's Keep is too traditional to lure in players craving something unique, but for those who want a chance to return to Albion once more, this provides a welcome return to your throne.