Nieuwe EGM over PDZ:
quote:
Publisher: Microsoft
Developer: Rare
Release Date: November 2005
The basics: Bullets smack the wall behind Ken Lobb, manager of the Microsoft studio overseeing some of the Xbox 360's biggest launch games, but he's too busy watching paint dry to notice. Lobb is giving us an in-game tour of a tundra-packed multiplayer level in Perfect Dark Zero, developer Rare's forever-in-the-works Xbox 360 prequel to its hit 2000 Nintendo 64 first-person shooter. Our opponents: game testers in nearby cubicles, who stalk us mercilessly despite Lobb's current pacifistic purpose. "Just look at that paint texture," Lobb says, pointing with the tip of his gun at a glistening red dab smeared on the wall of a rustic temple. "This game looks so good, sometimes I get distra--oh dammit."
Man down. A tester just bull's-eyed Lobb from 30 yards. Suddenly feeling vulnerable without our tour guide, we dive into a combat roll--one of the game's new tricks--round a corner, and flatten ourselves against a wall, ready to pop out and return fire (another new feature). Say, look at the subtle 3D texturing on this wall. Pop! We go down. Dammit.
With three months to go until launch, Perfect Dark Zero is up and gunning and looking lethal. Which is a good thing, because it was precisely looks that killed early buzz for the game. When EGM debuted the first screenshots of Zero back in our July issue, readers, message-board posters, and even our own editors founds the game's visuals underwhelming--especially for Microsoft's premiere Xbox 360 launch game. The developers bristled, claiming Zero was a work-in-progress that looked better in motion. After taking Lobb's bullet-riddled tour, we agree that the visuals have improved. Zero is looking more and more like a proper next-generation title, although it's really the game's features that made it No. 1 on our best-bet five.
Why it made the list: If you read our A to Z Guide to Perfect Dark Zero in our July issue, you already know why Zero is No. 1. It's the most ambitious online first-person shooter ever made for consoles. Let's recap: Aside from novel features such as the already mentioned evasion move, you get gadgets that let you hot-wire enemy vehicles, maps you can scale in size depending on how many players you have, a noise-sensing radar spoofed by silenced weapons, 28 guns with secondary functions (and sometimes tertiary ones), and an innovative health system that levels the field for newbies and elites.
Playing multiplayer (which, unfortunately, has been limited to 32 players online rather than the original 50 Rare was gunning for) reveals a dozen nifty details. We tried one gun whose secondary function projected a hologram of our character a few feet ahead--a perfect way to distract opponents while teammates race to flank any enemies taking shots at your doppelgA[currency]nger. Savvy players will find a weapon to diffuse any situation. The good ol' RCP90 submachine gun diplays a threat detector that'll expose holograms for what they are, as well as reveal players who use the plasma rifle's secondary invisibility function. And remember Perfect Dark's laptop gun? It returns, once again turning into a stationary turret. But beware: Enemies wielding the RCP90 can reprogram your turrets and turn them against you.
You'll even find strategy in going bare-handed. Players who put away their guns run slightly faster than weapon-wielding opponents--and they can swipe enemy weapons with their fists' secondary attack. "I saw one tester," says Executive Producer James Veevaert, "he'd run up to people without a weapon, steal theirs, kill them, then throw it down and run to the next person, steal their weapon, kill them, and so on. It was so cool and such a hardcore way to play."
What could possibly go wrong? A lot of stuff, actually. Zero's multiplayer modes, which include special dark-ops missions that have players taking on roles, are ambitious and will require heavy play balancing. We also hope the number of supported players doesn't drop once again. The latest version we tried got a bit choppy at times, but Rare is promising that the final game will run at 30 frames per second (about as smoothly as Halo 2, but not the blazing speed we'd expect of a next-generation title).
And we've barely gotten our guns dirty in the single-player game, which tells how Joanna Dark landed her secret-agent gig and involves her pop and a huge cast of characters. These characters become more important in the intriguing two-player cooperative mode. In the co-op level we tried, set in a skyscraper-crammed futuristic city, one player controlled Joanna Dark while another guided one of the secondary characters and got to see a vast section of the level that was unavailable in the single-player game. For instance, the Dark player protected the second character from afar with a sniper rifle--an objective in the single-player mode--but the second player actually entered a building and completed tasks that Dark never got to do while solo. "You will have separate objectives and link up and split up throughout the level," Veevaert says of the cooperative mode. "It's just adds a whole different experience." And, yes, those drying-paint textures look nice in single-player, too.
Earning Cred
As we mentioned in the hardware discussion, every Xbox 360 game will offer special "Achievement Awards," a virtual trophy case of your game accomplishments that other Xbox Live users can view. For example, in PDZ, you'll score an award for trying out all of the myriad multiplayer modes.
Perfect Dark Zero on Day 1? Hell If Microsoft Knows...
Officially, Perfect Dark isn't a launch-day game for the Xbox 360. Rather, it's in the "launch window," that slice of holiday madness between the system's launch and Christmas. So whether you come home with Zero or zilch on launch day is up in the air. "We're not going to ship games before they're ready," says Xbox Corporate Vice President J Allard. "The Perfect Dark franchise is too important to us to compromise it." He adds that Rare knows what's at stake. "If you have that killer launch game, you will be heroes," he says. "What we ship with Perfect Dark is going to be very special, and everything now is pointing to it being a very special day one."
30fps en geen launchtitel, en van 50 speler online naar 32 gegaan.
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Maar hij lijkt me nog steeds geweldig.
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Nieuwe screens van Tenchu X360:
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Ziet er wel ok uit. Niet meer dan dat. Ik wil het wel in beweging zien. Ik houd wel van Tenchu games.
[ Bericht 6% gewijzigd door PandorasBox op 29-09-2005 03:04:05 ]