Jul 13, 2007

E3 07: Halo Wars Impressions - First Look

SANTA MONICA--Nothing says "summer" quite like a media summit for video games, which is fortunate, because the 2007 E3 summit conference is in full swing in sultry Santa Monica. Among the list of games being shown at the event is Halo Wars, the Xbox 360 real-time strategy game from Age of Empires developer Ensemble Studios. Halo Wars is, of course, based on the Halo universe, the sci-fi world in which Bungie's Master Chief battles the alien armies of the Covenant (and sells millions of video games).

This is the first time we've been able to see the actual game in motion, and it looks very promising. The demonstration we saw took place on a planet that looked much like the mountainous, forested outdoor environments from the previous Halo games, and much of the action could've come right out of a Halo level, even though the game's story apparently takes place about 20 years before the events in the first game. Apparently, the game's single-player campaign will follow the crew of a single support ship through a campaign against the Covenant aliens.

Our demonstration opened with a dropship buzzing through a craggy and picturesque river valley, escorted by a pair of Hawks, a brand-new attack chopper vehicle with dual mounted cannons on either wing. The dropship swooped into a human base where several structures had already been built, then dropped off its crew, a small squad of marines, who joined up with another infantry squad that had been on the ground waiting. The combined infantry forces went off to take on a nearby contingent of Covenant goons--grunts (the stubby-limbed, shrill-voiced alien troops that Master Chief encounters early in his adventures) armed with needler weapons and brutes (the taller, lankier aliens) with energy blasters. Unfortunately, the Covenant troops we saw were especially effective against infantry enemies, so they butchered the human squads quickly. To counter these anti-infantry foes, we commissioned some warthogs from our vehicle depot, one of the structures the humans can build for their base. The four-wheeled attack vehicles came tumbling out of the blocks and made short work of the aliens. They blasted the aliens to bits with the rear-mounted minigun and plowed right into them, which sent them flying.

Apparently, though the game has been in development for about two-and-a-half years, much of Ensemble's time has been spent working on the control scheme to make sure it feels right and is streamlined enough to work on a console controller. In fact, one of the team's primary goals was to make the game fully playable using only the left analog stick and the four face buttons on the Xbox 360 controller, though we're told that other functions can be accessed by using other parts of the controller. The basis of the control scheme seems to be the A button, which can be used to select individual squads (companies of infantry or various vehicles) by hovering your cursor over them and pressing the button. However, you can also double-press the A button with the cursor over a specific unit to select all units of that type you control. You can also press and hold the A button group-select units as you would in a PC real-time strategy game by "clicking and dragging" over an area with your mouse.

Apparently, the game will use a radial "circle menu" to perform most of the other actions in the game, including building structures, units, and vehicles. For instance, clicking the vehicle depot opens the circle menu with the various types of vehicles that were unlocked and could be built. Though the game will apparently focus strongly on combat, you'll be able to quickly jump back to your base by tapping the D pad on your controller in case you need to build more units or defend yourself.

We then watched several other vehicles in action that were commissioned at the vehicle depot, including the wolverine, a rocket-launching tank; and the scorpion, the heavy-duty battle tank from the Halo shooter games. We watched these vehicles brought into play against a contingent of Covenant infantry supplemented by powerful vehicles taken right out of the Halo games. Specifically, the flying phantoms will make an appearance in the game as formidable flyers that can wreak havoc on ground troops until they're brought down by the surface-to-air missiles of the wolverine. The Covenant will also have ghosts, the low-flying, one-man, armed hovercraft vehicles from Halo 2, and these vehicles can cause serious damage to undefended infantry unless the human foot soldiers have cover from Scorpions.

Just as the pitched battle was turning in favor of the human forces, a brief cinematic sequence introduced the scarab, an absolutely gigantic Covenant unit that looks like a giant, armored beetle all in Covenant purple. But this bug had a nasty head-mounted laser that cut through the human forces like chaff until the humans unleashed an even more-powerful weapon, a targeted orbital strike from a space satellite that targeted and zoomed in on the scarab then bombed it back to the Stone Age in a hail of spectacular fire.

Though we still know very little about Halo Wars' gameplay and single-player structure, it's clear that the game is being created by some devoted Halo fans. Many, many little details have made their way from the Halo games to Halo Wars, from the squealing grunts (who can be sent flying with a powerful blast, just like in Halo) to the physics of the Warthog, including the way it fishtails on tight turns, as well as the way the infamous four-wheelers can clear chasms by jumping clean across them. We're told that other little details and touches from the Halo series will also appear in the game. For instance, you can expect to see the energy sword from Halo 2 make an appearance. We're also told that the game will use a rock-paper-scissors balancing scheme among its units so that combined forces will usually win the day against an army of tanks. We were unfortunately given very few details about Halo Wars' multiplayer other than the fact that it will support co-op mode through the single-player campaign and that it should offer the same kind of robust multiplayer features you'd expect from a long-lived Xbox 360 game on Live.

Jul 5, 2007

Conan Developer Q&A (GameSpot Interview)

THQ's upcoming game based on the world's most recognized barbarian (apologies to Thundarr) is set to slash its way into stores this fall. We're expecting to get a look at the game at next month's E3 Media and Business Summit, but, hungry for information, we recently tracked down Nihilistic's lead gameplay programmer, Mark Cooke, and hit him with some questions.

GameSpot: How's development been going on the game?

Mark Cooke: Overall development has been going great; lots of little bits and pieces are starting to come together as everything is being integrated into one cohesive package. We're currently in the final weeks of development on Conan. As an example of what we're up to, as gruesome as it sounds, we're tweaking those last few parameters to make a decapitation feel more barbaric to exhibit Conan's combat prowess further. Putting in a lot of these small changes near the end is what really takes the game to the next level--not just a fun combat experience, but really making users feel like they are playing as Conan.

As many developers would attest, this is a time of both stress and satisfaction. The team is working really hard to tune the gameplay and fix bugs, but when we finally take a step back and look at how the game is coming together, it feels great and puts everyone's work into perspective. It's always a lot of fun for me to check out a mission I may have not seen for a few days and see all the great improvements the team has put in.

GS: What's been the most challenging aspect of realizing your vision for a Conan game?

MC: From the first day Nihilistic started working on this project, we knew we had to capture the essence of Conan: bloody combat and adventure throughout Hyboria. Staying true to the character and emphasizing Conan's traits have been both a challenge and a prime goal in the development of this game. That said, I believe the ability to "crush your enemies, see them driven before you and to hear the lamentation of the women" has been our biggest success. In all seriousness, seeing Conan surrounded by seemingly overwhelming odds (be it from man or beast) and using his supreme combat abilities to slice enemies in half at the waist, break their backs across his knee, or simply impale them through the chest has been an exciting thing to see.

GS: How has the combat system been evolving?

MC: The combat system is definitely the core of the Conan experience. With that in mind, what we've been focusing on recently are two main things: smoothing out the controls so players perform the actions they want when they want it, and making sure players feel the impact of each of Conan's barbaric combos.

From the start, we made it a goal to have a really fluid combat engine. If a player is attacking but then suddenly wants to block, dodge, or jump to avoid an incoming enemy attack, we allow that. If they want to switch targets midcombo, we allow that too. Players can dodge to extend a combo chain and move around the environments quickly. We've tried to make a freeform combat system so players can really get creative with how they string moves together.

As for capturing the barbarism of each combo, we've employed a number of camera tricks and controller rumble. On top of that, we have a really cool dynamic gore system that can determine how to either remove limbs on an enemy or simply cut them in two, depending on the combat move Conan is using and where it hits his enemy. Every time I see new players try out the game, they always get a big kick out of how Conan is able to decimate his foes.

GS: What's been the one key element to combat you've wanted to make sure you get just right?

MC: In addition to making sure we represent Conan's combat skill appropriately, we really have tried to make a game that isn't a straightforward hack-and-slash button masher. Conan has a lot of different combat abilities that can be unlocked throughout the course of the game, and players have to vary their strategies accordingly when battling with different enemy types. At Nihilistic, we've worked hard to make a game that is both challenging and fair. On the easier difficulty levels, the game is accessible to a wide audience, but players looking for the ultimate challenge should try king mode!


GS: How have the adventuring and puzzle aspects been to manage? What's the breakdown between straight-out fighting and puzzling/platforming shaping up to be?

MC: Conan is primarily an action combat game, but we've definitely worked on offering multiple styles of combat with some varying mission goals and platforming segments. The breakdown is probably about 80 percent combat and 20 percent puzzles and platforming. We've tried to make sure we show off Conan's strengths as he navigates through the environments. Knocking down columns, destroying metal handcuffs that are imprisoning fair maidens, or pulling apart a gigantic door that no other human could possibly manage are some of the things players will be able to do throughout the course of the game.

Throughout Hyboria, there are hidden areas with maidens and treasure. Players will want to seek out these areas to earn precious experience points, and in turn, acquire all of Conan's impressive and powerful combat abilities. Conan is good at removing his enemies from his path, but killing is a means to an end for his goals.

GS: What games have influenced the direction you're going with the title?

MC: While everyone on the team has played a lot of games and has various games they each individually prefer, the two biggest influences have been the recent successful action game franchises Ninja Gaiden and God of War. Both are great games, but I feel we've innovated Conan in our own way and offer a different action combat experience from other games that have come before us.

GS: Can you speak to the differences between the two platforms? How are you taking advantage of each?

MC: While the Xbox 360 and PlayStation 3 each has its own distinct capabilities, the programming team has been primarily focusing on making sure the Conan gameplay experience is equally compelling on both systems. On the Xbox 360, we take advantage of controller rumble, and on the PlayStation 3, we have Sixaxis support. Beyond that, we've tried to make as solid a game as possible so that no matter which platform, players will get the same great experience.

GS: How much of the Conan lore are you drawing on for the title? Are you putting in any surprises for hardcore fans?

MC: While the story of our game is a new story in the Conan universe, it was definitely inspired by Robert E. Howard's original stories. Some familiar locations and beasts will definitely be recognizable by fans of the books. Fans will also recognize locations in the game, such as Stygia, Kush, and the Barachan Isles. The artists at Nihilistic have put in a lot of time into representing these locations in a painterly style inspired by Frank Frazetta. We've worked hard to give the game a unique look that hardcore fans will appreciate.

There are other minor details in the game that Conan fans will hopefully enjoy. I don't want to spoil anything, but there are certain combat move names that those familiar with the books and films will recognize. In addition to that, some of Conan's animations were inspired by poses taken from Frazetta's artwork. It takes a keen eye to spot them, but we hope the dedicated fans will appreciate these details.

GS: What are you planning to show off at E3?

MC: In addition to content we have previously shown in Shem, Kush, and Stygia, we'll be showing the Barachan Isles for the first time, as well as a new area of Kush, the underground caves. Within the Kush underground, we'll be showing a new boss, the Elephant Demon, as well as a new beast monster, the monstrous Cave Apes.

Along with the new locations and monsters, we'll be unveiling the lead female character of our story, A'Kanna. GameSpot will have to come check out the game further at E3 to get more details on her!

GS: Thanks for your time.

Jul 4, 2007

All-Pro Football 2K8 Special Abilities Spotlight

One of the most interesting aspects of the game is how it organizes the more than 240 former NFL greats that constitute the game's stellar roster. All players are organized along three different skill tiers--gold, silver, and bronze; depending on that tier, each player has a number of special abilities that help further define what makes that player so special on the field. The following is a list of all the special abilities in the game and their description.

  • Signal Stealer -- Press X with our QB or defender to try to steal your opponent's plays.
  • Scrambler -- QB is talented at throwing the ball out of the pocket.
  • Rocket Arm -- QB has top-flight arm strength with QB charge.
  • Quick Release -- QB has a quick throwing motion.
  • Pocket Presence -- QB is at his best when in the pocket.
  • Play Fake -- QB's play action fake is great at fooling defenders.
  • Pass Threat -- QB's threat of passing makes draw plays more lethal.
  • Laser Arm -- Pinpoint accuracy with QB charge.
  • Deception -- QB's pump fakes are more likely to deceive defenders.
  • Cadence -- QB's cadence is good at drawing defenders offside.
  • 4th Quarter Comeback -- QB is at his best when trailing in the 4th quarter.
  • Strength Bonus -- Player has top-notch strength for his position.
  • Stamina Bonus -- Player doesn't tire easily.
  • Speed Burner -- Player has top-notch speed for his position.
  • Secure Ball Bonus -- Player is good at holding onto the football.
  • Run Coverage -- Player is good against the run and when pursuing ball carriers.
  • Quick Feet -- Player has top-notch agility for his position.
  • Leadership Bonus -- Player makes his teammates better.
  • Hops -- Player has excellent jumping ability.
  • Durability Bonus -- Player is resilient to injuries and very dependable.
  • Acrobatic Catches -- Player is able to make difficult circus catches.
  • Branching Tackles -- Player is good at shaking off tackles by tapping A.
  • Break Away Burst -- Player has an extra gear when running away from defenders.
  • Bump Buster -- Player is talented at beating bump and run coverage.
  • Cutback Ability -- Player is quick out of cuts.
  • Deep Threat -- Receiver is skilled at catching deep passes and draws extra attention from safeties.
  • Mr. 3rd Down -- Receiver is clutch in 3rd down situations.
  • Possession Receiver -- Receiver is particularly talented at running short routes.
  • Return Specialist -- Player is skilled at returning punts or kicks.
  • Route God -- Receiver is great route runner.
  • Ankle Breaker -- Player has a 2nd level charge juke move.
  • Battering Ram -- Player has a 2nd level charge shoulder charge.
  • Spin -- Defender has a 2nd level charge spin.
  • Arm of Steel -- Player has a 2nd level charge stiff arm.
  • Stop on a Dime -- Player has a 2nd level charge stop.
  • Tough in the Middle -- Receiver isn't afraid to get hit on catches in the middle.
  • Workhorse -- Ball carrier gets better the more he gets the ball.
  • Soft Hands -- Player has excellent hands.
  • Special Team Demon -- Player is talented at covering punts or kicks.
  • Magic Feet -- Player has the footwork and balance to stay in bounds on sideline catches.
  • Brick Wall -- Player has superior pass blocking skills.
  • Bulldozer -- Player has superior run blocking skills.
  • Stonewall -- Linemen is such a stalwart that the QB is extra composed around him.
  • Clutch -- Player's performance is best in all-clutch situations and games.
  • Scissor Kick -- Player has a scissor kick special move by using RS.
  • Finesse -- Player has a 2nd level spin and juke move.
  • Power -- Player has a 2nd level shoulder charge and stiff arm.
  • Finesse and Power -- Player has a 2nd level spin, juke, shoulder charge, and stiff arm.
  • Ball Strip -- Player is adept at forcing fumbles.
  • Big Hit -- Defender is particularly adept at big hit tackles with RS.
  • Bull Rush -- Defender has a 2nd level charge bull rush.
  • Bump Master -- Player is skilled at bump and run coverage.
  • Closing Speed -- Defender is able to cover ground quickly when closing in on the ball.
  • Club -- Defender has a 2nd level charge club.
  • Loose Ball Magnet -- Defender has a knack for recovering fumbles.
  • Reach Tackle -- Defender has the strength to pull down ball carriers with reach tackles.
  • Rip -- Defender has a 2nd level charge rip.
  • Run Reader -- Defender has a sixth sense that allows him to hit the hole.
  • Sack Master -- Defender is particularly skilled at sacking the QB.
  • Wrap Up Tackler -- Defender is a textbook wrap tackler.
  • Coverage Bonus -- Player has excellent pass coverage skills.
  • Pass Rush Bonus -- Player is skilled at rushing the passer.
  • Run Coverage -- Player is good against the run and when pursuing ball carriers.
  • Ball Hawk -- Defender has a keen sense of the ball on passes.
  • Footsteps -- Defender strikes fear in receivers and this can result in gator arms.
  • Return Specialist -- Player is skilled at returning punts or kicks.
  • Coffin Corner -- Player is good at pinning punts inside the 10-yard line.
  • Kick Accuracy Bonus -- Player has excellent kick accuracy.
  • Kick Power Bonus -- Player has excellent kick power.

As you might expect from reading the list, several of these abilities, such as cadence, laser arm, or bulldozer, are tied to a player's specific position, such as quarterback or offensive line. That said, there is a lot of overlap of abilities along all the positions in the game so that multiple players can have the closing speed, loose ball magnet, or ball strip ability. In addition, several of the abilities, such as strength bonus, speed burner, or stamina bonus, are general bonuses that refer to a player's abilities compared to others at that position. For example, both Gale Sayers and Steve Young are speed burners, but you'll find Sayers to be a much quicker runner in the game than Young. The most intriguing abilities in the game are the ones that involve some sort of interactivity with the game, such as the signal stealer, which lets you try to steal your opponent's play by pressing the X button before the snap, or the big hit ability that allows you to pound ball carriers with the flick of the right stick.

We'll have more coverage of All-Pro Football 2K8 leading up to the game's release later this month.