Saturday, November 3, 2007

Wipeout Pulse Hands-On Impressions

Studio Liverpool is no stranger to the Wipeout franchise, having created 2005's well-received Wipeout Pure, a game that helped the PlayStation Portable establish a foothold in the handheld market. Two years on and Liverpool is back at it again with a new game for the PSP: Wipeout Pulse. We got some early hands-on time with the new title and took it out for a thrash in anticipation of the game's December global release.
Just in case you're new to the series, Wipeout is a futuristic driving game with high-speed antigravity vehicles which race above increasingly convoluted tracks--usually accompanied by a thumping dance soundtrack. Regardless of what kind of racer you are--whether your penchant is time trials, competitive AI slog-fests in the single-player campaign, or just blowing stuff up--Pulse seems to have all the major bases covered. Several different modes are available to play, including head-to-head, which sees you and another AI-controlled competitor race to be first past the post. There's also the obligatory time trial mode that lets you race the clock and break your own personal best times. Then there are speed laps, which are almost identical to time trials except that you receive one "boost" power-up per lap to be used at your discretion. Speed laps also allow you to do up to seven laps of the same circuit per attempt, and experience tells us that even on well-known venues, the last few tend to be your best as you Zen out and hit the perfect amount of airbrake per corner.
Zone and eliminator make up the last two modes. In the case of eliminator, players will try to destroy fellow drivers' rides while staying on course and protecting themselves from attacks. Zone is much like a crossover between speed lap and time trial mode in that you race it solo and without power-ups, but you race for as long as you can survive. This mode is particularly useful for first-timers to the Wipeout series or those who want a quick indication of their skill level. A dynamically generated rank flashes up above the vehicle as you do laps showing you what level you should be competing at. All the weapons and power-ups you've come to love from the Wipeout series make a return, with energy shields, machine guns, rockets, and mines randomly assigned once you drive over a power-up panel on the track's surface.
The single-player racing campaign in our demo included 16 grids, with each grid made up of between eight and 16 stages. These include various challenges from the six types listed above, and while you'll race across only three different tracks in the first grid, there's enough variety in the modes to keep it interesting. The mixture of time trials and races also helps you quickly learn the acceleration, braking, and power-up points of each track--skills that become invaluable when you take on other AI-controlled players.
Based on our race times and general progress through the demo code, completing each of the challenges per grid and then all the grids themselves means you won't blow through this game in one afternoon. Once the game is completed, you have the option of replaying to unlock more high scores and gold medals, or you can simply bump the difficulty and start all over again with faster vehicles and smarter AI. If after all that you're struggling for things to do, Wipeout Pulse will also offer both ad hoc and infrastructure wireless modes and Internet play. Sony has also said that it has plans to offer new tracks and vehicles via download once the game goes on sale, and while we have no idea what the intended release schedule looks like for this content, it's nice to know there will be extra content straight away as well as further down the line.
As always, music plays a huge role in the Wipeout series, and Pulse is no exception, drawing on licensed music from known DJs and artists such as Dopamine, Stanton Warriors, Aphex Twin, and Kraftwerk to provide the game's soundtrack. The range of tracks contributes to the gameplay, and we found ourselves dodging and weaving through traffic in time with the music on more than one occasion.
Wipeout Pulse will include a photo mode, allowing drivers to snap a couple of photos once their race is finished. Simply hit the select button after your race is done to enter the mode. From here you'll be able to cycle through internal camera, external front, and above-vehicle views, as well as shots of the track. You can use the PSP's analogue stick to cycle around the camera or zoom in or out depending on which view you're in.
So far, Wipeout Pulse doesn't present any significant departures from the games that helped make it a PlayStation identity. Fans of Wipeout won't be disappointed by the franticness and pace of the driving, while the arsenal of weapons at your fingertips means if you can't outrace your fellow competitors, you can always just blow them away. There's plenty here for both returning gamers and those who may have missed the boat earlier on in the series.
By Dan Chiappini, GameSpot AU

Burnout cruising to Paradise

At first glance, the term "burnout paradise" conjures up images of a coffee shop in Amsterdam--or a plush drug-rehab clinic in the Carribean. However, it's also the title of the next installment in Electronic Arts' destructive racing series, which will mark its PlayStation 3 debut. Burnout Paradise will arrive on the Xbox 360 and PS3 "this winter," which typically means a December or January release.
As evidenced by its first trailer, Burnout Paradise will feature the same sort of urban racing as previous Burnouts. However, its developer, UK-based Criterion games, has greatly improved the game's graphics. In the trailer, they are noticeably more detailed than those of Burnout Revenge for the Xbox 360, the only next-gen Burnout to date.
Though none of the series' trademark car crashes are present in the trailer, the accompanying press release promised the game would have more of them than ever before. That's because instead of the series' traditional event-based gameplay, Burnout Paradise will sport an open-world environment where players can "explore the city and discover events," according to EA. They can also run amok, committing random acts of wanton destruction with their cars, earning points that can eventually be used to acquire newer, faster cars.
"We have been working towards Burnout Paradise for quite some time," said the game's executive producer, Pete Hawley, in a statement. "Next generation consoles have opened up a raft of new gameplay opportunities and the Criterion team has leapt at the chance to innovate." Hawley boasted that EA had some "big surprises" in terms of new features and online capabilities," but promised the title's gameplay would remain true to the series."

Crysis DirectX 9 VS DirectX 10

Crysis, the poster child for modern PC gaming and DirectX 10, will arrive shortly. Crytek has tortured us for years with screenshots and short hands-on experiences showing off the game's wide-open world, with picturesque tropical battlegrounds, perfect for sipping Mai Tais or peppering random bad guys with automatic rifle fire. Crytek released the single-player demo late last week, and we set up a few test systems to see just how the game looks under Windows Vista compared to Windows XP. We also took some in-game benchmarks to see how the frame rates compare in DirectX 9 and DirectX 10.
It wouldn't be an exaggeration to claim that the environments in Crysis come mighty close to photo-realistic. The beaches, sky, and rocks all have a gritty, real-earth feel to them. Crytek took plant matter to a new realm--a botanist would have a field day in Crysis. The palm trees, shrubbery, and grass create the feeling of tropical jungle more so than any other game we've come across.
The game officially limits in-game settings to "high quality" in Windows XP, while Windows Vista gets an additional "very high quality" graphics setting. Crysis still looks good at high quality, but it's a noticeable step down from the very high quality settings. Some ingenious users managed to
enable very high quality on the Crysis demo in Windows XP through a clever bit of configuration-file editing. The second image in each set of comparison shots demonstrate what the hacked very high quality settings look like in Windows XP.
As far as we can tell, the difference between very high quality in Windows XP and Windows Vista is quite subtle. We noticed some extra shadowing on the rocks in the Vista version, and while there are differences between the hacked XP shots and the Vista shots, we can't really say that one looks better. Developers have gotten very good at working around hardware limitations to fake great graphics, so we wouldn't be surprised if the DX9 effects were good enough to simulate the results of a more "accurate" DX10 shader.
By: Sarju Shah