Showing posts with label 3rd Person Action. Show all posts
Showing posts with label 3rd Person Action. Show all posts

Monday, September 15, 2008

ALONE IN THE DARK

Things do not start off well for Edward Carnby in the latest incarnation of Alone in the Dark, as we found out rather quickly after heading over to see Atari for our first chance to spend hands-on time with his latest adventure.

Alone in the Dark opens with the protagonist waking up in a drug-induced stupor, with no memory of who he is, where he is, or what is going on around him. The first hint of sinister goings-on comes from a conversation that starts to slowly bring you around, before the people who are talking realise you're awake and promptly march you out of the room to be shot.

You might think that at this stage, things could only get better, but that is not the case. A brief reprieve in the form of your executioner being attacked and dragged away leads to the discovery that the building you're in is not only on fire, but also being torn to shreds and falling down to the street below--where all hell is breaking loose. 

 As you struggle through the building, the abilities of the game's engine become apparent through a number of set pieces and triggered events. In one, as you clamber around the outside of the building, an explosion below sends a car hurtling up toward you, knocking out a section of the ledge, with the sound of the car's alarm affected by the speed and spin of the airborne vehicle. In another, the game engine's lighting capabilities are shown off to dramatic effect, as you clamber up into a half-destroyed room, lit only by a child's night-light that has fallen to the floor, with music tinkling from it. Light is provided almost solely through this gently turning item, projecting a pattern of moons and stars across the wall.

Later, we came up against a zombielike creature that we quickly realised was actually one of the incidental characters killed off during our ascent of the building. They had been possessed, seemingly by the same force that was destroying the city, and we were forced to defend ourselves with the only thing that came to hand...a frying pan.

This proved to be an excellent introduction to the game's ad hoc combat system, which lets you fight with anything light enough to pick up, as well as items in your inventory. The system for fighting with objects is very simple--when holding an item, you control its movement with the right analog stick in a logical manner. So, if you pick up a fire extinguisher, you can swing quickly with a forward semicircle on the stick to knock any number of advancing creatures off their feet. Or, you can pull back on the stick and then push forward to ram a creature in the gut or break a door down. To top this off, you can actually use the extinguisher to put out fires too, which can be just as useful given how much of the building in question seems to have caught fire.

Alas, the zombies don't die after a few blows to the head. While you can knock them to the floor with objects, they won't stay down for long unless you deliver a suitable killer blow in the form of fire. This can be done either by grabbing the zombie by the feet and dragging it to fire or by bringing fire to the zombie. This can prove trickier than it sounds, as we didn't find a lighter until toward the end of the second episode, but thankfully, the game's approach makes it a relatively straightforward process. Pieces of furniture are generally the easiest things to use to transfer fire; if hold something flammable in a fire for a moment, it will start to burn with a satisfying little rumble of the pad to let you know it has caught fire. If you light one chair leg, the fire will first spread up to the main body and then slowly across the rest, as you'd expect. If you give the chair enough time, you'll burn yourself and drop it, whereupon it will burn out, leaving a fragile charred shell.

The length of time that items take to burn is also a factor in many of the game's sequences. The first instance we came across that bought this point home was a segment where we had to traverse a narrow path of passable floor through an interior segment with no power, but there was a handily placed chair and raging fire near the start. If you set too much of the chair on fire initially, it'll burn out before you reach the end...but if you do too little, it'll be a while before you can actually see anything.

 Given these two options, it's perfectly possible to simply cut out the middle man and attack zombies with burning furniture. This technique becomes even more viable if you've sprayed them with fuel first--for obvious reasons. Fuel generally makes the process of zombie killing easier; if you combine it with your current magazine, your bullets trail fire; if you use a rag and glass bottle, you have a Molotov cocktail; or if you just trail it on the floor, you can light up as the beasties get close.

The bullet trick is particularly useful in short bursts. It does allow for a one-shot kill if you manage to get a flaming bullet through the heart of an oncoming zombie, but this is as hard to achieve as it sounds. Taking time out to combine fresh items when you have zombies bearing down on you really isn't practical because you are vulnerable when doing so.

This vulnerability comes from the game's cool inventory system. In keeping with Alone in the Dark's real-world rules, you can only carry what you can, well, literally carry. The inventory system consists of Carnby looking down into his coat and at the contents of the pockets or pouches stitched inside of it. While looking down, you get the option to combine such things as your ammo supplies, glowsticks, batteries, and double-sided tape. The combinations are varied yet logical. If you combine sticky tape with a glowstick, you have an instant wall-mountable light source. If you combine a full bottle of petrol with an empty bottle or two, you can make a few smaller bombs. If you strap ammo to the outside of a bottle of fuel and stick a rag in the top, you've got a Molotov cocktail that packs a slightly harder punch. Because bullets are so ineffective against most of the enemies, thinking creatively is the key to survival. Thankfully, you're not going to get overwhelmed with options or waste your time randomly clicking on items to combine; when you choose an item to combine, you can then only go on to select items that can actually combine with it.

Where the game really came into its own in the segment we got to play, however, was the end of episode two. The car chase through the streets of New York City was nothing short of breathtaking. It was also quite challenging because lots of elements in the set piece are randomly generated around pre-directed events. Many of the aspects of the escape are the same on each attempt: The roads break up in a similar way, jumps are in the same place, and rubble clears in the same way, but a driver's reaction differs each time, so it does really feel like driving through a city in the midst of apocalyptic panic. The soundtrack also ties into the pre-directed events. For example, a full suite of choral voices kick in as you take the most impressive jump--and adds a truly epic feel. Alone in the Dark comes from the same studio as Test Drive Unlimited, and it shows. You can get into any accessible door of any given vehicle, rifle through the glove compartment for tools, check the visor for keys, or just rip open the steering column to hot-wire the vehicle.

Overall we were really impressed with the way Alone in the Dark is shaping up. While there are still some issues at this stage, it's an ambitious game that looks set to reboot the franchise in style. We'll bring you more on Alone in the Dark as we get it, leading up to its release in June. 


Mercenaries 2: World in Flames


LOS ANGELES--Pandemic Studios, the experienced developer behind Mercenaries 2, is showing an early version of the game behind closed doors at the Electronic Entertainment Expo. Like its predecessor, Mercenaries 2 will invite you to step into the combat boots of a number of different hardened bounty hunters willing and eager to get involved in the world's ugliest, most dangerous problems. Also as in the previous game, Mercenaries will let you throw in your lot with a number of competing factions, possibly playing them against each other in what's decidedly a dog-eats-dog sort of gameworld. But whereas the previous game in the series took place in the North Korea, Mercenaries 2 takes you to Venezuela, throwing you headlong into a crisis with big oil companies at the center of it. There are a number of great things about oil. One of them is that it blows up real good.

The producer for the game was on hand to walk us through the E3 demo that the company prepared. It starts off with the grizzled, heavily tattooed Matias Nelson exiting an outhouse in a Venezuelan village. An armed militia is loitering nearby, though Nelson's much more heavily armed with his AK-47 and shoulder-slung rocket-propelled grenade launcher. Nelson quickly received a mission from his nearby contact to demolish an offshore oil rig belonging to Universal Petroleum, a massive and presumably corrupt organization (though you'll be able to work for them if you wish). We watched as Nelson surveyed the situation--all in real time--by looking offshore with his binoculars. The oil rig itself looked heavily guarded, what with plenty of rifle-wielding soldiers patrolling the perimeter. Nearby was the real threat, though: a military base, complete with a tank. And in between the rig and the base, patrol helicopters kept a watchful eye for intruders.

This is the sort of mission that Matias Nelson would describe as "tough to solo." But that doesn't stop him from requisitioning a Scorpion buggy for the job. The vehicle doesn't appear out of thin air--Nelson tosses a smoke canister to mark his location and an Osprey transport aircraft ships it, pronto. The vehicle looks highly detailed and features fully articulated suspension, plus room for a passenger and a gunner. We later got our hands on the controls and confirmed what seemed like a good, responsive feel to the steering from our brief time at the wheel. The rest of the game's visuals seemed quite good at first glance, though the frame rate did tend to drop during particularly insane explosions. The South American setting was instantly recognizable, and the lush jungle environments made for a spectacular place to cause mayhem.

Realistic physics are put to good effect throughout the gameworld, and not just in the bouncing of buggies off of dunes. At one point, Nelson takes a shortcut through a village by scaring the local populace with gunfire, stealing a junker of a car, and then simply smashing right through a shantytown, straight into the military base seen previously. Such behavior is by no means necessary, but the fun of Mercenaries 2 will presumably come from being able to perform such actions at any time and for any reason.

To drive this point home, the producer reiterated that the goal with Mercenaries 2 will be to be able to say "yes" in answer to any question starting with "Can you..."? So, can you shoot rockets into your mission contact's back? Can you shoot a grappling hook into a helicopter, climb up the rope, crack open the chopper's cockpit, throw the pilot to his death, and then claim his aircraft? Can you swim? Can you drive boats as well as tanks? Can you play cooperatively with another player? Can you jump on the turret of a tank, climb your way up, and throw a grenade down the cockpit to kill the crew, so you can take it for yourself? Can you shoot an oil tanker, watch all of the gas spill out of it, toss a lighter over your shoulder, and watch as the fuel trail lights up, detonating the whole thing in a spectacular explosion?

Yes, indeed. That about summarizes the new features showcased in the demo we got to try out, which was running on a PlayStation 3 development kit and was already looking quite good. The game uses the Havok 3.0 physics engine, which is apparently being optimized for the PS3's cell processor, so expect to see far more complex geometry and bigger environments than in the previous Mercenaries games, and, more importantly, even more destruction than ever before. Some of the features that were emphasized in particular include the new grappling hook gun, which certainly looked like a lot of fun when used to jack helicopters; and the new hijacking minigame, which will force you to input a sequence of commands in order to steal a vehicle from its pilot. That helicopter pilot doesn't go down without a fight, so it was exciting to see the two characters struggle over the controls. We also spotted a new character, a female bounty hunter named Eva, hailing from Los Angeles. To that end, the cooperative two-player mode seems like another compelling new feature, especially since you'll be able to jointly use vehicles to obliterate your foes. Pandemic confirmed that split-screen co-op is presently the focus of Mercenaries 2's multiplayer offering, but admitted that an online option is being investigated.

We were also curious to know whether Mercenaries 2 might take advantage of the recently revealed tilt sensor in the PlayStation 3 controller, to which the developers said that they were certainly looking into it. The tilt sensor seems like it could make piloting vehicles feel that much more different than running around on foot. Also, we learned that the story would be a stronger element of the sequel than it was in the original. Expect to have to go after a sinister drug lord you've got a vendetta against. Oh, and no word on whether Han Solo or Indiana Jones will be unlockable characters this time around. That'll probably have something to do with whether or not LucasArts publishes the game. Just a hunch. Maybe we'll get Dog the Bounty Hunter this time instead. Pandemic did say it would like to stick some hidden characters in the game.

Mercenaries 2: World in Flames is slated to release sometime in 2007 for the PlayStation 3. Pandemic is still on the search for a publisher for the game, but from what we've seen, we're reasonably sure it won't be long before Mercenaries 2 finds itself a warm home on some big publisher's 2007 lineup. Stay tuned to GameSpot for further coverage of this explosive game.