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Showing posts with label Hands. Show all posts
Showing posts with label Hands. Show all posts

Thursday, July 21, 2011

Rage - Hands On Preview

At E3 earlier this month, we were lucky enough to get our hands on the carefully structured demo of id Software's upcoming apocalyptic shooter, Rage, which featured a number of different gameplay sections cherry-picked from various moments in the game.
The mad setting for this bizarre mash-up of genres is Earth during the 2030s, not long after a catastrophic meteor strike decimates the planet's ecosystem and the life it supports. Remaining survivors have huddled together to form societies bound by racing buggies across the sandy wastes. Other groups have become bandits or crooks, and there are also an unknown amount of people that have become somehow mutated and aggressive.
Rage's core mechanics are a cocktail of shooting and racing, with a splash of RPG for good measure. This free-roaming title is framed from the first-person perspective, apart from whenever the player chooses to enter a vehicle (the only sensible means of transportation across the fairly vast maps). The inspiration from the likes of Fallout, Borderlands and even Mad Max or Waterworld are omnipresent, and the increasingly crowded apocalyptic space is becoming ever more refined as each IP attempts to carve its own niche within the genre. Rage has gone for a somewhat light-hearted angle, with whacky characters and a colourful American feel to its dustbowl aesthetic, in a stark contrast to the more sombre Fallout 3.
Races constitute a large portion of the game, and a section we were able to play was called the Dusty 8 Rocket Race; three quick laps around a dusty canyon against other buggy drivers. The cars were modified to include rocket launchers to blast the car in front, and featured a basic homing device to make sure the explosions connect. There was also a recharging boost bar, and the track offered multiple routes of navigation through the canyons. Race modes have echoes of Motorstorm, and not only does the game resemble Sony's racer in visuals, but also the light, floaty handling is possibly a nod to that title as well. These driving distractions were certainly competent enough and exhibited a manic kind of fun, yet unfortunately it is clear from the lack of polish and sophistication that id's attention and expertise is in the FPS genre, and not the racing one.
Luckily then, there is a significant amount of the game dedicated to doing what id does best: shooting things in the face. In one such scenario in the E3 demo, we were presented with an opportunity to talk to JK Styles, owner of the extreme media network Mutant Bash TV. With an offer that fulfilled certain objectives we'd already been tasked with, Styles' challenge was to make it through his horrifying death-trap of a reality TV show alive - a bit more challenging than eating bugs in the rainforest, then.
Armed with an arsenal of a pistol that could be adapted into a scoped weapon, a rifle that fired hardened steel bullets, a shotgun and some good old fashioned fisticuffs, we found ourselves in a small, symmetrical arena full of lethal hazards. Swarms of mutants soon attacked and panic set in as more and more of the creatures charged towards us. If anything, a few shotgun blows to the face actually improved their appearance, and it was on to the next room for some even more frenzied shenanigans.
Here, another stronger type of enemy attacked, and the floor was laden with even more perilous obstacles, including piercing spikes that sprang up from the ground beneath us. This unrelenting procession of nasties ramped up in complexity with each room, and climaxed with a tough battle against a massive mutant intent on caving in our skull in the final stage. The garish insanity and weird jolly colours of the setting juxtaposed nicely with the monstrosities of the action unfolding, and it was nice to see a good deal of effort had been taken into dressing up what could have been a boring series of challenge rooms.
Rage's gunplay certainly felt powerful, and the enemies attacked with violent intent. Qualities handed down from the likes of Quake and Doom were keenly felt, and there was a definite scary aspect to the shooting. The manic behaviours of the enemies, as well as the carefully placed spawn points and triggers meant that we were always on edge when exploring new areas. Controls have been evolved from the systems employed in other id series such as Wolfenstein, and a wide degree of movement is granted to the player. Strafing feels unusually liberating, giving the player a decent toolset to dodge and avoid confrontation, a mechanic that was at one stage essential in order to defeat a huge mutant in the demo.
The endless bits of loot and junk from Rage's forebears are also scattered about the place for the player to salvage, steal and modify. Item trading between quests and the upgrading opportunities presented by the world's many merchants suggest that Rage will very likely have its own economy, and that such dealings will become a major focus in the game.
While the main free-roaming landscape does suffer from fairly poor signposting, it's important to remember that this game is still some way from the complete product. Rage shows a great deal of ambition, and draws upon successful and interesting sources to craft a world-story of its own. id's accomplished FPS skills add weight to the gameplay, and further distractions such as trade and racing flesh out the experience. RPG elements remain at large from what we saw but should also add weight to the quality of the gameplay, and if id can pull off what they're attempting to do here, then we'd put money on Rage being one of the hits of the year.
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F1 2011 - Hands On Preview

This year's Formula 1 season has been a paradox so far; it's been as unpredictable as it's been predictable. On the one hand there have been more overtaking manoeuvres in the sport than we've seen for decades, a comeback from last place to first in 30 laps (Jenson Button in Canada), and tyres that perish more quickly than fairy dust in a vat of sulphuric acid. On the other hand, one driver has won six of the first nine races and pretty much secured the Driver's Championship already, barring a monumental reversal of fortunes. That driver's name is Sebastian Vettel.
Exhibiting the same kind of skill for 'race management' that his countryman, Michael Schumacher mastered during his heyday, Vettel has effectively made the lead for races uncharacteristically dull given all the madness going on behind him. And it's the FIA's implementation of new regulations such as the Drag Reduction System (DRS), re-introduction of the Kinectic Energy Recovery System (KERS), and Pirelli's infamously precarious tyre compounds that have created this madness, long may it continue. Given the impressive attention to detail in Codemasters Birmingham's attempt at the sport last year, it'll come as no big surprise to hear that DRS, KERS, and the Pirelli tyres have all been lovingly recreated in F1 2011. Readers who paid attention at E3 this year will probably know this already, and are also probably aware of the other headlining new features on Codemasters' crib-sheet:
A new Co-op Championship mode.Split-screen multiplayer.16 player online multiplayer and full 24-car grids with AI drivers making up the difference.

The marketing focus is clearly on multiplayer this year. It's all part of the 'Go Compete' tagline that Codies has added to last year's 'Be The Driver, Live The Life' mantra. But this is all just swanky new bodywork really - the kind of stuff that you can put on the back of a game's box to sell it but will not necessarily result in core gameplay improvements from one year to the next. For that you've got to get a good look at what's going on under the hood - has the handling improved? What's the driver AI like now? Have they been significantly reworked from last year and, more importantly, does this result in sizeable improvements to the experience?
These questions were foremost in our mind as we sat down to an extensive hands-on session just prior to last weekend's British Grand Prix. Rigs with full steering wheel and peddle arrays glazed the demo hall, as did one of Team Lotus' F1 cars from last year - Lewis Hamilton's brother, Nicolas (an accomplished racing gamer himself and competitor in this year's Renault Clio Cup, which supports the British Touring Car Championship) was also present at the event. We went toe-to-toe with LAN multiplayer, split-screen, and single-player experiences and can say whole-heartedly that F1 2011 is exhibiting the kind of steps forward over a one-year dev cycle that you'd expect from EA's gigantic FIFA team.
Driver AI is the first thing that struck us. It's noticeably quicker through corners, more aggressive with overtaking opportunities, and more likely to take a defensive driving line into corners when you're right on its tail. The AI was already impressive last year but, as we outlined in our review, it still suffered from some age-old racing game shortcomings (particularly the problem of getting bogged down in single-file through slow hairpins, allowing you to leapfrog multiple positions). These problems have now been consistently ironed out and effectively relegated to the sidelines. It's abundantly clear that Codies Birmingham has been working particularly hard on the AI's corner quickness, and this is the real difference maker.
It'll add so much to the career mode that the dev team introduced last year, where the goal in your first season was merely to finish in the points rather than win races. Now, with a recognisable concertina effect between you and your opponents as you enter and exit corners, the game has really nailed the sensation of painstakingly chasing down the car in front of you. It's this kind of thing that makes a fight for 10th place in a slower car just as exciting as going for the win in a McLaren, so it looks very much like the core improvements to AI will have a recognisable trickle-down effect through the modes this year.
Handling has also had a lot of attention lavished on it. Despite some gamers' detractions from last year's handling system, in our opinion it was still a solid representation of the sport. In F1 2011, it's once again a system that subscribes to the Codemasters code of being as widely playable as it is realistic, but there's also a more natural feel to it this year. Senior Producer, Paul Jeal has been quick to point out how there's more tangible understeer and oversteer this year and we're inclined to agree. The balance of the car through corners is more noticeable so the rear-end won't violently snap away from you with minimal warning quite so much. We also noticed a lot more understeer into corners, particularly in low-speed turns with an adverse camber where the car is likely to lose a lot of its front-end downforce. Hopefully Codemasters can now take advantage of this in the mechanics of car setups so that there's more inclination to fiddle around in the garage this year.
But the improvements don't end here. Producers, Paul Jeal and Stephen Hood showed some comparative trackside shots of F1 2010 and 2011 at the press event, and there were significant differences. Looking down on Spa Francorchamps' Eau Rouge corner from the top of the hill, screenshots of F1 2010 showed a relatively bare hillside with a uniform grass texture. In F1 2011, on the other hand, the same shot revealed all kinds of flora. If we knew anything about botany then we'd be reporting back to you with tales of azaleas and hyacinths - as it is, we're just going to say there were lots of pretty flowers and shrubs. And the split-screen multiplayer that we mentioned earlier was silky smooth in our play-test, while also managing to retain an impressive amount of graphical detail from a full-screen, single-player view.

It's all representative of a game that really is coming along in leaps and bounds over 12 months of development time. Codemasters' budget can hardly be comparable to the sort of money EA spends on improving FIFA year-over-year, but the kind of leaps forward in design and content are comparable between each series. If you loved last year's F1 game, this will be one to buy again this year. If you didn't play F1 2010, then you're in for a sumptuous treat when F1 2011 releases this September 23rd.
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