Wednesday, June 15, 2011

super.hype: week 23 - E3 2011 Hangover Edition

NEWS for week 23 of 2011:

New Releases:


Multiplatform
  • MTG: Duels of the Planeswalkers 2012 Edition (June 15)
  • Shadows of the Damned (June 21)
  • F.E.A.R 3 (June 21)
  • Dungeon Siege III (June 21)
PC
  •  Arma II: Reinforcements (Expansion Pack) (June 21)
  • Gods and Heroes: Rome Rising ( June 21)
3DS
  • Legend of Zelda: Ocarina of Time 3D (June 19)

Taco Tuesday nearly killed you this week, 
but you were saved by the amazing 
adsorptive properties 
of the following super.hype


Title: Prey 2
Developer: Human Head Studios
Publisher: Bethesda Softworks
Release: 2012


If I knew what this game was about, I wouldn't have to show you pictures.




Aliens vs. predator

The last (or rather, first) Prey title was about the absurdity and danger of being thrust, alone, into the foreboding dark of an alien world, fearing at first for your life, and eventually having to defeat the malevolent dark force out to destroy you, coincidentally saving the world. And you were a Native American. Edgy.

This game, on the far other side, is about bounty hunting. It's an open-world, free-roam, multi-furcative game that allegedly changes based on your actions. You can decide to torture your bounty for extra information, let them go for extra cash, turn them in for pre-ordained cash, or even accept double-crosses from them for even more cash. All of these choices carry a consequence as well. It sounds like a great game in the making.

For your consideration:

This footage, if it can be believed, shows us a game that incorporates quite a few interesting elements:
  •  Neutral parties - There are more than just "good guys" and "bad guys". There are also bystanders and nobodies. The addition of nonessential NPCs seems a bit superfluous in terms of design, but adds to the believability of the premise. However, I may be totally misinterpreting this, and those "nonessential" individuals may in fact be part of a neutral faction which you may be able to interact with at a different point in the game. I think that would show true sophistication in thought and design, and in turn provide quite a bit more intrigue and playability. We shall see!
  • Topography traversal - The whole parkour/freerunning craze has not yet passed, apparently. What began as a simple proof of concept in Mirror's Edge has become a major must-have feature in modern shooter titles. BRINK attempted to implement it, with much fanfare (but to mild critical reception) and it appears that Bethesda has taken it from that game and attempted to refine it in this one. It looks nice, but I can't help but feel that it's a way for designers to get lazy with level design. Once you give the player the ability to essentially bypass common shooter obstacles (what amounts to a noclip mode), you need to develop levels that are that much more dynamic and thoughtful, no? Perhaps I'm wrong here too. I just hope this doesn't turn into a speedfest for every encounter. I sometimes prefer to have the thoughtful option.
  • Grabbin' dudes - It does look quite funny when he pulls that guard in front of himself as a human shield. And I suppose that's why it looks funny: he holds the guard with as much ease as he is holding the pistol in his other hand. And as stiffly as a board too. That guard must have excellent posture. Anyway, this is a cool mechanic, even if it looks a bit...unbelievable.
Those are the things I've seen so far. As it stands, I'm relatively excited to play a game like this. It reminds me of Fallout 3, but without the cumbersome implementation of nonsensical/nonexistent stat growth and other RPG-esque leveling mechanics. If they also include the ability to carry more than 4 guns around, I may be completely sold.

What do you think? And if there are other games you're psyched about, feel free to name them in the comments!