Showing posts with label Previews. Show all posts
Showing posts with label Previews. Show all posts

Monday, March 30, 2009

Batman: Arkham Asylum Hands-On Preview

Originally featured on systemic.gamehelper.com


The one thing every comic book fan I've ever met can agree on is the villainous rogue gallery of the Batman comics contains some of the darkest, most sinister enemies of any comic universe. These are mad men with hidden and not-so-hidden agendas, each one a twisted souls looking for more than wealth as they inflict pain and suffering on the citizens of Gotham. If there is one thing that Batman games have taught me, its that gamers can completely identify with Gothamites. We've been put through the wringer by the last trio of Batman games, each one under-delivering on the promise of playing a game featuring the Dark Knight Detective. And it's hard to undo the collective amnesia that we all seem to undergo the second a new game set in the franchise is announced.

It's with this mindset that I walked over to a demo session of "Batman: Arkham Asylum", and got a closer look at the game during the Game Developer's Conference in San Francisco.

Three Pillars of Game Design

The developers of "Batman: Dark Asylum" were quick to inform me of the game's three pillars design philosophy (think concentration areas). These three areas of focus were: Investigation, Free Flow Combat, and Predatory Combat (think stealth). Interestingly, my reaction to this design credo was surprise because I'd never actually thought deeply on what the core essences of the character were. But when I did, I saw a lot of value to this list - they're the most important elements of his masked persona distilled to it's purest and basic idea. To showcase the three pillars concepts in action, I was given a demonstration in the Riddler's Challenge rooms.




The Riddler Challenges

The Riddler challenges are a set of rooms that are designed as an incentive for players to unlock bonus art and character profile info (the game will ship with over 200 of these). The first challenge room I'm shown showcases the game's Free Flow Combat System. Controlling Batman, I'm able to ping-pong around the room engaging different opponents quickly using strikes and kicks. Of course, combat in real-life (or comics for that matter) is rarely ever focused between two people trading blows in gentlemanly fashion and a third person enters the fray. As said goon makes his move I get a moment to try a cool feature that the developers call, a re-direct.

Re-directs in "Batman: Arkham Asylum" are used as a way to redirect Batman's attention to a separate incoming attack. Whenever the Caped Crusader's attention is diverted and an opponent is attacking from his blind side, a lighting bolt appears over the incoming attackers head. This is your prompt as the player to hit the re-direct button to intercept the attack (and look super cool) and then counter the move. Players can either redirect or dodge which leaves the system open and not feel too automatic, and if a prompt makes you feel like the sequence is too quick-time-ish, it shouldn't. Ultimately, it contributes to keeping Batman aggressive in these one-versus-many brawls, and it's satisfying when you nail them into consecutive combos (which for challenge rooms, can be recorded and then uploaded to online leaderboards).

Predatory Instincts
The second series of challenge rooms show off the predatory combat pillar of the game's design. As Batman, players are tossed into a much larger room with the goal of taking out all the goons, only now they are encouraged to use more stealthy means. Batman can crouch walk to silence his steps to sneak up behind foes, or use his grappling hook to observe his prey from above and put together a rough combat plan.

I scale to the top of the room using my grappling hook and check out the Caped Crusaders wonderful toys in "Batman: Arkham Asylum". My first assessment tool is called investigation, and by tapping a button I get a wire-frame looking heads up display that informs me of enemy positions. Using the right trigger, I can crouch walk and sneak up behind someone for a stealth take-down, one of the best ways to dispatch an opponent silently, or I can look for marked surfaces to use my explosive gel. Tagging a marked surface, you can remote detonate the get and take out an enemy using the opposite of a stealth take-down, but its still very satisfying. Two more great tools for the Dark Knight are the Bat Claw and fan favorite Batarangs. The Bat Claw pulls enemies across the room over to Batman (think Scorpion's claw from Moral Kombat), or over rails, taking them out in the process. And Batarangs are like ninja stars except shaped like .... bats.


As I systematically took out each goon in the challenge room one by one, I had another epiphany - this could be the best Batman game so far. The predatory combat felt right for the license, but the thing that sealed the deal were the enemy A.I. and there reactions. If I was too loud, all the thugs would come running to see what happened - a plus in my book. One of my favorite moments played out when I used one of the game's vertical take-downs - If an enemy passes under Batman's perch in a level, he can grapple down, scoop up the enemy, and tie him to the post while he screams for help. After I hog-tied my prey, he scream out and all the goons leveled their machine guns to fire at me. Using the grapple I was able to evade the bullets and seek a better spot while the enemies bickered amongst each other wondering where I went. This was a Batman moment and it convinced me that the game is on the right track.

There's still much to discuss when it comes to "Batman: Arkham Asylum". The game takes place over the course of one night, and with a pretty familiar comic book plot: Batman apprehends the Joker. Joker escapes and then sets all the lunatics of Arkham loose on everyone's favorite Dark Knight (all according to plan, I might add). So, while the outcome to the story could feel obvious, we're fairly excited to see how it all plays out for Batman this time. Clearly the three pillars philosophy as a key design decision means that Rocksteady Studios understands the Dark Knight, better than the developers that came before. Yet its to early to tell if this is the game that vindicates the Batman license and lifts it out of the dredge of 'bad licensed games'.

Tuesday, February 3, 2009

Resistance Retribution Demo Impressions


Welcome back to Europe, soldier
The Resistance Retribution demo kicks things off back in Europe 1951, shortly after the fall of local forces to the parasitic Chimeran invaders. After the initial invasion, the Chimerans are low on necessary raw materials needed to replenish their forces, namely more human bodies. A small team of soldiers are sent in to investigate the conversion facility in Bonn, Germany, and find out where the Chimerans are getting their supplies. As, Pvt. James Grayson, an angry, bullish type who's lost his brother to a Chimeran forces earlier in the war, players will explore more of the Resistance universe. Grayson knows the enemy conversion facilities well, and is brought in for his extensive field experience detonating alien facilities. Unfortunately, plans fall apart and a member of his squad, Raine Boushard, is captured at the outset of the demo. Time is running out to locate for Boushard before she is converted into a Chimeran Menial by enemy forces.

A Slightly Smaller Resistance Experience

If you've had a PSP, one thing is very clear: Shooters and PSP rarely play nice together. This is mainly because the system is missing a second analog stick (an integral part of the genre for the past 7 years), and that's sure to make anyone nervous about a new shooter on the system. Sure, it's a clear hardware restraint, but the team at Bend Studios seem to have figured it out. First, there is an auto-targeting system in the game. It's useful because the face buttons of triangle, square, circle and x control your view point, and the analog nub controls movement. Any target directly in your sights is highlighted with a single red reticule.

Pulling the R button fires the equipped weapon (or throws a grenade) while the L button is used as an alternate fire; a great part of all the weapons in the Resistance franchise is they dole out different damage or enhancements depending on which button you push. There are eight weapons featured in the demo, including the Auger-WS (my personal favorite), a weapon that fires through solid objects and generates a shield to protect players during tense firefights. Serious fans will have no problem finding their favorite weapons from Resistance and the demo showcases enough situations to put each of them to use.

Inventory control is pushed over to the PSP's directional pad. The right button cycles through the inventory and the left button reloads the current weapon. Pushing up enters a free-aim system that makes Grayson stationary, making it ideal only for certain situations (Note: This is only a description of the default controller layout and it can be altered in the options menu).

The smaller screen of the PSP means less real estate to showcase the large-scale vistas typical of the Resistance series. Naturally, everything has been scaled down for portable viewing, but there's still enough depth here to clearly interpret the Resistance art style, even down to the weapon models. The demo level of the Chimeran conversion center is pretty large visually and there is even an enemy encounter against two titans, gigantic two-story enemies that fire huge plasma cannons. The visual tone is set pretty well despite everything being a little too dark.

Since this is a third-person shooter, Grayson's player model is on-screen at all times and is slightly offset to the left from the center of the screen to make spotting enemies easier. This means you'll never really see anything below your torso and that's just fine since there isn't any platforming that we could see in the demo, so far.

NOTE: Don’t forget you can connect your Second or Third gen PSP to a television via the available connector! - ED


Calculated Retribution

From a technical standpoint, it seems that Bend Studios has figured out how to make third-person shooters work on the PSP. This is the studio that worked on the last few portable Syphon Filter games, so everything in the Resistance Retribution Demo seems to be carefully crafted to take advantage of the handheld tapping into their experience developing these previous titles. If that experience is any justification, Resistance Retribution looks like a solid effort that can only get better. Look for Resistance Retribution at retailers this March 2009.