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[XOne] Dark Void

Discussie in 'Games' gestart door DulleNL, 21 okt 2007.

  1. Xbneo

    Xbneo Active Member

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    dit spel lijkt wel een beetje op combinatie tussen gears of war en starwars battlefront
    beide goede games, dus ik hoop dat het wat wordt
    dat vliegen hier is trouwens zooo vet he!
     
  2. DulleNL

    DulleNL I'm a little teapot Magic Member

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  3. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Artworks:
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  4. Delphiki

    Delphiki Active Member

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    die eerste 2 screens en die laatse hebben een beetje een Halo vibe. Toch wel een game om in de gaten te houden, over het algemeen brengt Capcom de laatste jaren alleen maar redelijke games en beter uit.
     
  5. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Nog wat art:
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  6. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Die art doet me een beetje denken aan Uncharted :+
     
  7. DimlightHero

    DimlightHero Rule 7

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    De Jetpack gameplay spreekt me erg aan, maar dat die knop ram cutscenes die ik in 1 van die gameplay montages zag erin zitten vind ik egt sonde...
     
  8. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [gt]47605[/gt]
    Zitten ook wat nieuwe gameplaybeelden in.. Blijft er awesome uitzien. :D
     
  9. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Uitgebreide impressie:
    Dark Void impressions

    [​IMG]

    We'll admit it -- we kinda have a crush on Capcom and Airtight Games' Dark Void. It started back at E3 '08, and only got stronger when we had a brief rendevous at CES earlier this year. So, when we saw the game being demo'd at yesterday's MI6 Game Marketing summit, we were both excited and confused. After all, what was the game doing there, of all events?

    Truth be told, we're not sure even Capcom knew why, but we weren't going to look a gift demo in the mouth. The game's associate producer, Shana Bryant, took us through a small area from a day-old build of the game, explaining that it was intended to give a better indication of the sort of scenic variety we could expect from the finished product. Where earlier builds focused on more "Earth-like" settings, she said, the new area was definitely not of this world.

    We got to see the game's hero, Will, assisting other airborne friendlies in taking down Watcher UFOs in a battle we were told would lead to the infiltration of an underground complex. One of our biggest fears about the game -- the framerate -- was squashed, as everything ran silky smooth, complimented by subtle effects such as Will's pants rustling as he flew. Oh, how we yearn to take our relationship with this game to the next level at E3.


    Hmm... De framerate is iig in orde! :+
     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [GT]48559[/GT]
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    Laatst bewerkt: 28 apr 2009
  11. DulleNL

    DulleNL I'm a little teapot Magic Member

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    ♪♫ I'm so ronery... ♫♪


    Dark Void Preview
    Up, up and away.

    UK, April 28, 2009 - You might remember our previous journey into the heart of the Bermuda Triangle. Well, fresh from Capcom's Captivate event in Monaco last week, we've had chance to delve deeper into the mysteries of Dark Void, developer Airtight Games' unique sci-fi shooter, and it's shaping up to be an interesting proposition indeed.

    A brief recap - you're a pilot, known simply as Will for the time being, whisked into an alien universe following a detour across the Atlantic to speed a delivery. You find yourself in an otherworldly dimension, under the oppressive control of beings known only as 'The Watchers'. It's a nifty set-up, drawing on a handful of perennially popular real-world myths, and Airtight Games hopes to deliver an experience somewhat above the usual generic sci-fi fodder. In fact, we already know that Dark Void's pulp-inspired time-twisting storyline spins a yarn around mysteries as wide-ranging as Nikola Tesla, Amelia Earheart and even the Titanic. Told through a combination of cut-scenes, radio messages, in-game NPCs and hidden items, we're hoping for something significantly beyond standard space marine posturing.


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    Beyond story, Dark Void ventures into unknown game territory too, with Will's trusty jet pack proving key. Coming into constant play during open-air, arena-style dogfights, it also lends a considerably unique vertical dimension to what would otherwise be competent, if overly familiar, standard cover-based third-person shooter mechanics. From what we've seen so far, these disparate game elements combine seamlessly, making for an incredibly fresh, genuinely exciting take on the shooter genre.

    Going hands-on with the game, it's hard not to be impressed by the physics behind Airtight's game. As things kick off, with an open-air battle against silver '50s-style UFOs roaring over a dazzling alien landscape, there's a real sense of weight and realism to the 360-degree dogfighting - which shouldn't surprise too much given the Airtight's sterling work on Crimson Skies.

    With the ground a mere memory, your main objective is to reach the Watcher's central prison camp below. However, progress is hampered by a handful of pesky anti-aircraft turrets littered around the area - targets that won't be there for long if you have your way. While your jet pack offers satisfyingly meaty maneuverability and fire power - with movement, shooting, rolling, boosting, braking and hovering all mapped sensibly to the control pad - you've other transportation to hand too.

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    Boost toward enemy vessels and it's possible to grab on, shifting fluidly into a quick-fire hi-jack mini-game. Successfully leaping around the ship's perimeter, dodging bullets and grappling open the cockpit causes the alien pilot to leap out. Take him down and the UFO is yours, meaning you've got access to increased armour and intensified fire power. However you choose to tackle enemies and fight your way to your goal, it's a hugely satisfactory experience, thanks to pitch-perfect handling. Even more impressive though is the seamless switch to Dark Void's equally accomplished third-person shooter portions as you touch down at camp.

    Whether you've played Gears of War, Uncharted or any other third-person shooter, you'll be instantly at home - Airtight having created a solid, fluid take on the basic cover-based shooter template. Admittedly, it's clear that our demo was built primarily to highlight Dark Void's three core components and it's hard to gauge the strength of the game's level design and AI based on what we've seen so far. Progress from the camp entrance follows a single linear path, offering a handful of enemy confrontations. However, Airtight is promising a diverse array of open-ended environments, totalling around 12 sizeable levels. What's more, the world is supposedly packed with eye candy, encouraging exploration and discovery where you mightn't ordinarily go.

    While opponents on display during our demo weren't overly inspiring, they did provide opportunity to test out the game's weapon switching mechanic. On the surface, it's pretty familiar - you can hold two weapons at once, trading them out as you scavenge from fallen enemies. However, Airtight is introducing a locker system where you're free to grab any combination of weapons you've previously carried, meaning its much easier to test out new tactics. Indeed, the developer is touting Dark Void's focus on "high-end action versus hardcore tactics" for success.

    Beyond that, Airtight is promising around ten unique weapons - split between real-world munitions and energy-based 'Tesla Tech'. Downed enemies drop 'Tech Points' and you can use these to upgrade your helmet, your jet pack and weapons - each having its own unique upgrade path. Supposedly, we can expect significant game experiences depending on our choices, with Airtight citing Bioshock's plasmid system as a similar example.


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    Back to the demo, some cursory cover-hopping and alien-blasting out the way, the action opens out into a large arena, a formidable airborne 'Knight' doing its best to bring us down. While you can stay on foot, using surrounding cover to your advantage, you can also fire off your rocket boost and take to the air, deftly illustrating the kind of strategic options on offer. It's vital to use your boost cautiously though - too much enthusiasm and you'll hurtle unceremoniously, and fatally, into the nearest wall.

    A little later and we're using our jet pack to float gracefully down an impossibly deep pit. It's the first indicator of Dark Void's emphasis on the ludicrously vertical and its quite dizzying. After some simple corridor stalking and gap-hopping, we reach the base of the Watcher camp's main computer terminal - our ultimate target for destruction. Not that you'd know what you were looking at initially - the whole thing a mere column in low room amidst a pool of deadly coolant. It's a wholly unassuming area but that's because the game expects you to think vertically. Close in on the centre of the room, glance up and you're greeted by an entirely mind-boggling sight: a huge chamber stretches endlessly away, intricate pieces of platform and machinery whirling and groaning around the vast column's perimeter.

    Using the familiar button-tap cover mechanic you've experienced in more horizontal environments before, moving upward is simply a case of pointing toward a platform and hitting the corresponding command. You automatically glide and grip onto the base of whatever ledge is closest. From here, you've complete 360 vision, meaning you can look (and shoot) anywhere around you, Dark Void's solid third-person mechanics identical to those on the ground, albeit from an entirely new perspective. Moving up is merely a case of finding the next platform within your reach or swinging onto your feet, letting gravity regain control - you can even grapple enemies on the opposite side of your current cover, pulling them over the edge to their distant doom.

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    It's the huge (often disorientating) scale and scope that really impresses, with Dark Void delivering a genuinely exhilarating take on tried-and-tested cover-based, third-person shooting during our hands-on time. In practical terms, Airtight's level design skills will need to match its undoubted ambition if vertical play is going to offer more than simple novelty. Encouragingly though, Airtight claims its decision to concentrate solely on single-player for Dark Void fundamentally ensures just that.

    There's something wholly refreshing about Airtight's dedication to creativity on a core gameplay level and it's hard not to be excited by the way each element of Dark Void integrates seamlessly to create an experience that feels enormously satisfying - from its weighty flight controls to its tight cover mechanics. Ultimately, it's the trimmings that will make or break Dark Void and, provided the developer can pair Dark Void's well-honed individual components to inventive, engaging level design, Capcom could be onto a winner here.
     
  12. Hybrid

    Hybrid Well-Known Member

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    Ik wilde het net zeggen je bent de enige die het leuk vind. Quattro post. ;)
    Ik hou hem in de gaten maar ik heb geen behoefte om er op te reageren maar je bent niet de enige die het wat lijkt.
     
  13. Xbneo

    Xbneo Active Member

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    ik hou hem ook zeker in de gaten...
    na die filmpjes lijkt het me een geniale singleplayer...hopelijk met coop multi-player
    enne...winter 2009? heb ik eigenlijk vrij weinig tijd met al dat andere moois, maar toch ga ik deze wel halen denk ik :)
     
  14. Kevf

    Kevf Hardcore poster

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    leuk vliegen, maar verder 13 in een dozijn.

    Krijg er een beetje Fracture gevoel bij, 1 truukje en verder same old same old...
     
  15. KEN_123

    KEN_123 HipHop is not HipHop no more

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    Die 4 walkthrough gameplay net gezien die op xbw nieuws staat. Vind het erg op mass effect lijken.

    Niet dat ik dat erg vind :p Deze lijkt me erg tof :D
     
  16. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Who cares... als het truukje maar leuk is, en het oude gedeelte goed is uitgewerkt.


    Interview: Dark Void producer Morgan Gray

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    At a recent media event, we sat down with Capcom's Morgan Gray, senior producer of Dark Void. Gray fielded our questions on jetpack gameplay, multiplayer, DLC (confirmed!), and much more, including the frightening revelation that the helmet design could be confused with -- oh, let's not even go there ... Continue on for the full interview, and stay tuned for our latest hands-on preview coming soon.

    So, we've seen Dark Void a few times. The basic story is still the same, right?

    Just in case anyone needs to know the plot in a nutshell: the fictional premise is that you play a cargo pilot named Will, you go through the Bermuda Triangle, and you end up in an alien dimension called the Void where humanity is being subjugated by these aliens called the Watchers.

    You also find out Nikola Tesla is also somehow trapped in the Void as well ... he's sort of the brain that's going to lead humanity back home, and you're the agile brawn. He gives you a jetpack, and you proceed to fly around and kick a little ass. How's that? Hey ... I'm no writer.

    Well you summed it up very nicely. What more do you need? So, are there other humans in the game besides Will and Tesla?

    Absolutely, there are other humans who have found their way in via the Bermuda Triangle, and some who are "Void-born" ... they've lived their whole lives inside the Void and have never seen Earth.

    Have you confirmed what historical era Will is from?

    Actually, we're not saying. There is a real Rocketeer type of pulp hero feel to him, but we haven't said yet.

    When people talk about
    Dark Void, they immediately reference the jetpack for its instant cool factor. Is Capcom going to add jetpacks to every game now?

    Exactly! Resident Evil ... with jetpacks! I really want to get Bionic Commando vs. Dark Void so we can have jetpack vs. claw.

    Obviously, with the jetpack, there's a lot of references to pulp characters like Bulletman and Rocketeer. That had to be intentional, right?

    The Rocketeer was definitely a huge inspiration for us. The jetpack just really seems to resonate with people.

    Is the jetpack always on in the game?

    Actually there's a flight mode, there's a hover mode, and you can even just shut it off and go into freefall. You still maintain a bit of control when he's in freefall. In fact, there's an Achievement associated with freefalling. I like to call it "How Low Can You Go," although I'm not sure if we're going to keep that.

    Also, the jetpack has unlimited fuel, or as we like to unofficially say at work: "Don't cockblock the fun."

    Was flying one of the hardest things to nail?

    Actually that wasn't too bad, but getting it cherry was hard. Adding the nuances was very hard. Having a guy just rocket off is easy, but making it look believable is very hard. Also, designing these levels where the character has basically a huge freedom tool -- that took a lot. You know, like in some instances the player can skip over a combat area and approach it from behind, things like that were very hard.

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    We've also seen the vertical gameplay and cover system in the game. Is that in every level?

    Almost every level has some vertical gameplay in it. You might not always have to take that path, but it's in there. You'll want to see if that's the most tactical approach, but it is in there. At first we almost thought we'd gone overboard with the vertical aspect by putting it in so much, but then we realized that just added to the gameplay and was a unique element. You know, you can't really say, "This game is 100 percent unique!" these days because they're all built on the backs of their predecessors, but we liked the platforming addition of the vertical levels.

    Are you planning a demo release?

    I really, really want to. The thing is when you see a screenshot of Dark Void, they think, "Oh, it's like Halo or something. I get it." But it's crucial that they see it in motion, so they know that's not it at all. The game is much better served when you see it in action. So, our plan is "yes" on a demo -- it's just not official right now.

    There's no online aspect to Dark Void, right?

    None. It's "massively single-player," as we like to joke. We made the call to walk away from multiplayer because we didn't feel like we could do it justice. My personal belief is that having deathmatch just doesn't cut it anymore. If you can't have a Call of Duty or a Battlefield meta-wrapper, then who cares. The bar is so much higher now ... and games are better for it.

    What about DLC?

    We're definitely planning some very cool stuff for DLC. We're not sure what those will be yet, but we're currently figuring that out right now.

    Have you thought about adding jetpack time trials, maybe slalom races or something like that?

    It's been discussed because that kind of stuff is just really fun. There's a lot of stuff we're talking about for post-game support, and that's one of the things that keeps coming up. Something like time trials, a slalom course, a skills test.

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    What are you guys planning on showing at E3?

    We really want to show off our environments, because so far everything we've shown has looked pretty much the same. We wanted to show off our jungle stuff and our early human architecture looks ... We'll be showing about three or four vignettes that are all different. We'll have an entirely new demo there.

    So how did you choose Bear McCreary for the score? Are you big Battlestar fans?

    One of the things I really liked about Battlestar was his ability to express culture musically, and that makes you think about a bigger whole than what you see on screen. While we were creating the Void and all this subtext, we thought that if you could do something like what did Bear did, then that would be huge. So then we thought ... why not just get Bear?

    How did he react?

    Oh, he was like, "Wha'?! Yes!" We didn't know this at the time, but he's a huge Mega Man fan. Huge. He's done fan remixes; all of his machines are named after Mega Man bosses. For April Fools we put up a bunch of 8-bit artwork on the site, and he did an 8-bit remix of the theme for that.

    Is Bear done with the score?

    He's done, we recorded everything in January and it's all getting plugged in now. Even though he's worked on Battlestar Galactica, The Sarah Connor Chronicles and Eureka, this was actually the biggest orchestration he's ever worked with. Plus, this is the first video game he's ever worked on, although I'm sure there will be plenty more.
    So, finally, what sets Dark Void apart from other action shooters?

    For us, we feel like the dogfighting aerial stuff makes ours a completely different game. One thing that concerns me because of the helmet ... someone might see our game and say, "Oh, that looks like Haze," and I'm like, "Oh god, no no no no no!" [Laughter.]



    Also, the jetpack has unlimited fuel, or as we like to unofficially say at work: "Don't cockblock the fun."​
    Nice! :cool:

    It's been discussed because that kind of stuff is just really fun. There's a lot of stuff we're talking about for post-game support, and that's one of the things that keeps coming up. Something like time trials, a slalom course, a skills test.​
    \o/ ME style Time Trials zijn fun!
     
  17. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Laatst bewerkt door een moderator: 23 jun 2009
  18. DimlightHero

    DimlightHero Rule 7

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    met time trials koop ik hem seker! ook is het goed om te weten dat je gewoon met de Jetpack kan doen wat je wil zonder dat de benzine :9 opraakt. Ik zie Will met zijn helm al bij het benzinestation staan 8)
     
  19. tricker

    tricker Semper Fi

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    Het ziet er wel vet uit maar ik zie nu heel veel van de zelfde beelden en omgevingen...ik ben bang dat de game niet echt groot word ofzo...ja de omgeving wel maar ik wil doen wat ik moet doen en later er van genieten en niet noodgedwongen er heen gaan om zo speelduur langer te maken
     
  20. Willem

    Willem Obi-Willem XBW.nl Bestuur

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    Alweer een maand geleden, maar my thoughts exactly.
     

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