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    • Star Wars: Battlefront, It’s back, looking more powerful than you could possibly imagine...

      Star Wars has returned. Spirits dampened by the prequels have been re-ignited by the new hope of a JJ Abrams-helmed, George Lucas-free trilogy, and Jar Jar Binks will soon be nothing more than a fading memory. What better way to celebrate than with a shiny reboot of classic multiplayer shooter series Battlefront? Created by Battlefield developer DICE, the game will allow you step into the shoes of either the freedom fighters of the Republic or the Stormtroopers of the Empire and fight it out in online scraps of up to 40 players. The focus is on the planets, vehicles, characters and spaceships of the original trilogy, and the team have entered into a partnership with LucasFilm to make sure things are as faithful to the movies as possible. Access to the hallowed LucasFilm vaults has allowed them to digitally scan the original props for the film into the game, and they’ve made trips to the locations where the iconic battles of Hoth, Endor and Tatooine were filmed. They’ve even had a rummage in the archives at Skywalker Sound and dug out every classic peeeeowww and vwwoooosh noise they could find. “Our vision is to deliver what we consider the most authentic and realistic Star Wars universe ever created for a videogame,” enthuses design director Niklas Fegraeus. ‘Realistic’ might be a bit of a stretch when you’ve got space wizards running around with laser swords, but we appreciate the attempt. The latest footage certainly seems to back up DICE’s claims. It’s in-engine rather than truly in-game, so we would suggest taking it with enough pinches of salt to fill a Rancor pit, but it really does look like the original films. Blaster fire hits with a shower of pyrotechnic sparks, explosions send up startlingly spot-on plumes of smoke, and the spindly scout walker has the perfect herky-jerky, stop motion-style walk. It all ties nicely into Abrams’ new back-to-basics approach to the franchise DICE is trying to get as close as it can get to recreating the various practical effects and other old-school movie magic in-game. You’ll be able to pilot that walker yourself, too, along with speeder bikes, snow speeders, and loads of other iconic Star Wars vehicles. There’s no space combat, but players will still be able to hop into an X-Wing or a TIE Fighter for in-atmosphere dogfights, and the developers have even confirmed a pilotable Millennium Falcon. The towering AT-AT walkers are, unfortunately, AI-controlled, as are the Y-Wing bombers, which can be called in for a handy explosive air strike. In Vader Gamers will even be able to get into the cockpit of… err… Darth Vader’s head. After meeting certain yet-to-be-revealed criteria in a match, one lucky player will be able to temporarily become one of the heroes or villains of the franchise, including everyone’s favourite bounty hunter Boba Fett, and Mr Tall, Dark & Wheezy himself. When one of these characters hits the field, the focus of the battle shifts with their super-powerful abilities (Vader, for example, can deflect blaster fire with ease, and use his favourite employee-management tool, the force choke) they’re effectively boss encounters, and the enemy team will have to pull together to defeat them. “Players Will be able to hop into an X-Wing or a tie fighter for in-atmosphere dogfights” At least if you do find yourself face-to-face with the dark lord of the Sith you’ll have a buddy to back you up. The game’s partner system allows you to designate a friend as your online other half, meaning you can respawn at each other’s locations. Partners also share XP and unlocks, so you’re always on equal footing, even if one of you clocks in more game time than the other. According to the developer, this will, for example, make it easier for parents to play the game with their kids. It’s a nice idea, but we’re not sure if we’re ready to introduce our mums to online voice chat just yet. Fett pack Those unlocks will be the key to customising your character, as this entry ditches the classes of the original games. Instead you’ll be able to pick the weapons and gadgets you want in your loadout, effectively building your own class and tailoring it to exactly how you want to play. There’ll be plenty of toys to choose from, including a jetpack, and a portable force field generator for keeping your squad-mates safe. Your character’s gender and overall style will be up to you too, and you’ll even be able to play alien races including Sullustans and Ishi Tibs (don’t recognise those off the top of your head? And you call yourself a fan?!). With the ability to switch between first- and third-person perspective at any time in-game, you’ll be able to admire your look even in the heat of battle though your team mates will probably prefer you concentrate on firing your blaster. And yes, it’s official, for the first time ever there will be female Stormtroopers, though whether we’ll be able to tell under those helmets is anyone’s guess. The game unfortunately won’t feature a single-player campaign, with its only solo content being a series of custom missions set on the multiplayer maps. These will also be playable in co-op, split-screen, or online. It’s understandable that the developer wouldn’t see any new stories to tell in this well-worn era of the franchise, but it seems a strange omission given that Battlefield’s single-player offerings have only grown in recent years. They’ll need to make sure there’s plenty of content in the multiplayer to make up for it. Colour us tentatively excited. DICE has the right attitude, but the studio’s got a lot to prove after the near-disaster that was Battlefield 4’s array of technical problems. We’re certainly ready for a great new Star Wars game to go with Abrams’ film. How likely is it to look as good as that amazing trailer? Hey, never tell us the odds… Galactic battlegrounds The four planets you’ll be fighting over Tatooine Thankfully there’s not a pod race or precocious child prodigy to be seen. We did spot a Jawa Sandcrawler in the distance those scavenging scamps have probably turned up to loot the bodies. Sullust This lava planet is where the Empire makes its weapons and vehicles, including the AT-ATs. It was mentioned in the films, but never seen, and DICE has been given permission to flesh it out to its own liking. Endor The Ewoks’ villages could provide good verticality to the maps; important with jetpacks on offer. You can even see some of the furry killers running around in the background in the announcement trailer. Hoth Here in the office we’re keen on the idea of riding a noble Tauntaun into battle. On chilly maps like these you may need one - in a pinch, those lovely, steaming guts are warmer than any winter coat.

Friday, November 14, 2014

The Tomorrow Children: Marxism Meets Minecraft

 INSIDE THE TOMORROW CHILDREN: Q-GAMES’ SOVIET-INFLUENCED WORLD-BUILDER
It’s easy to see how the rise of the indie developer has happened. The longer-than-anticipated lifespan of the previous generation had grown a little too long in the tooth, all while conveyor belt game development rolled onwards forever, churning out one identikit shooter after another.

Some may have lapped up each new Call Of Duty or Assassin’s Creed, but to many these multimillion selling franchises encapsulated a sense of lethargy within console development. Gamers want new ideas that’s a core truth of the industry and so PC gaming began to rise in prominence once more, forcing the likes of Sony and Microsoft to realise they needed to seriously take a look at the interesting things happening on the PC indie space. Japan-based developer Q-Games, however, has walked this path for some time, starting with its well loved PixelJunk series across the lifespan of the PS3 and culminating as have so many on PC and through Steam with Nom Nom Galaxy. With the rise of indie games comes a whole new era of interesting, original ideas and in the case of The Tomorrow Children games that are particularly difficult to describe.


“It’s a brand new genre, so until it settles it will be difficult for people to describe,” says Q-Games founder Dylan Cuthbert. “Perhaps it can be described as a social action 3D platformer? Of course that doesn't do it justice as it has hints of tower defence, Minecraft and Animal Crossing, too. I think the easiest way to describe it is as a ‘parody Marxism simulator’.” Of course, that doesn't really help all that much either, but it at least manages to set the tone for what we might be able to expect from Q-Games’ latest. The Minecraft influence is probably the easiest to tackle here; much like Mojang’s smash hit, The Tomorrow Children will revolve quite heavily on resource collection. You play a clone of one of the last remaining people in the world; it’s your duty to head out into the blank, vacant space coined simply “the void”, defeat beasts known as the Izverg (literally Russian for monster or fiend), collect materials and ultimately build improvements to your local town alongside the assistance of others. And that’s the real selling point of the game: your town is only one of many, with multiple towns all running parallel to one another as part of a persistent world. It’s possible, if you so wish, to grab a train at the station to another town and interact with its inhabitants there. It’s a freedom that feels natural, but one that is built on a core drive for teamwork. Explaining the design process of how this interesting blend of games came together, Cuthbert says: “We didn’t think ‘Oh, we like X so let’s put bits of that in. And, we like Y too, so let’s put that in as well.’ Instead, the gameplay all developed naturally to the new hybrid kind of gameplay it uses. It’s only after the fact when describing it to people that it’s easier to use prior games as examples to describe small parts of The Tomorrow Children. If you look at it as a whole though it is none of those games and is entirely its own ‘thing’.”

But the multiplayer experience is even trickier to explain; at once asynchronous and synchronous, the game allows you to witness the ghostly apparitions of other players as they explore, collect and craft not unlike the way Demon’s Souls periodically spawns the spectral renditions of other players in the very same area, a sort of glimpse into a parallel universe. Despite that, the actions of another player will affect the games of everyone in it. Dig a hole in the world and that hole will be dug for all players; a feature that Q-Games hopes will breed a sense of community and collaboration. “Actually, it’s a sandbox and you can decide for yourself whether to take part in teamwork or just do your own thing,” claims Cuthbert. “Of course the system and ‘laws’ of the world encourage teamwork, but you can be subversive too if that gives you kicks just watch out for retribution!” That retribution he speaks of refers to the in-game police, an NPC force that will hand out tools to players for particular roles ensuring the roles they need more of is suitably 65k fulfilled as well as capturing and confining any would be ne'er do wells. Choose to act asadetractor and players could repeatedly vote you down, turning your aura much darker and eventually summoning the wrath of the police force. “Teamwork and collaborative play is always something we’ve encouraged in our games,” adds Cuthbert, “going back to PixelJunk Monsters with its awesome two-player mode. I’m not sure what draws me to it but I definitely like to put it in my games if I can. The Tomorrow Children has given us the biggest chance possible to explore these ideas.”

With regards to its persistent world Cuthbert claims it’s “closer to Destiny’s shared world”, adding that you are the resident of a single town, with each location acting as home to 50-100 players. Your town's prosperity relies on every available work hand, of course, even if you can bribe the Administrators to allow you to move. “Everything in a particular town is shared among the residents,” says Cuthbert, “and of course you are all digging in the same islands too. The multiplayer experience feels like a more substantial form of the ghostly apparitions you see in Dark Souls. Demon’s Souls and Dark Souls paved the way for this kind of asynchronous real time action game and there are some very clever ideas in those games as a result of that.”

THE INDIE SCENE
The rise of the indie developer has enabled a large range of gaming experiences that as of even fi ve years ago we may never have experienced on games consoles. Though indie games are increasing in popularity thanks to their varied themes and gameplay styles, there’s still a stigma attached to smaller digital games as somehow being impossible to combat the ‘proper’ retail games. “I think exploring ideas and concepts freely only increases the appeal of games,” says Dylan Cuthbert of the supposed lower appeal of indie games. “It adds all the bells and whistles and gives gamers things that are fresh and different. Not everyone has to like every single game, so more choice lets people like the games that they personally gravitate to and gives them more individual freedom to enjoy games for what they are.”

These visions of other players only adds to the desolate tone The Tomorrow Children manages to impart. Barren landscapes aren't quite so uncommon in videogames but it's rare to see it represented with such style as The Tomorrow Children, however. The void is more than just a gameplay element, it's a very particular look for the game, too. “Our aesthetic is late Sixties/early Seventies European (think of Kubrick’s 2001).

The look isn't so much “barren” as it is minimalistic and avant garde by design. However, on top of this, if we filled out the world with what we want, that wouldn't leave the player any choice to fill it out how they want. Ultimately, the world is a sandbox.” It’s key to the game that its community of players affects the way it is shaped, claims Cuthbert, and that ties into the developer’s hopes for the game, Q-Games is planning on supporting it long after its release in 2015, and will
be driven not only by the features that are requested but by the ways people are playing, too. None of this really helps to explain quite how The Tomorrow Children fulfils its moniker of ‘Marxismsimulator’, however.

“Very early on we wanted to bring in a Czech Republic feel to the game,” says Cuthbert of the unique, Soviet art style, “they have a rich history of puppetry and stop motion animation andI amabig Svankmejer fan. Svankmejer’s look is a little more extreme so we didn’t really want to go as far as that. But we wanted to bring a look that is cute and accessible, yet a bit creepy and “alien” at the same time. We sent our artists to Prague to study in traditional doll-making and to see a fewof the plays, and that helped enormously. Eventually all that tied in and helped us create the Soviet/East European feel of the world, which then also drove the gameplay and ideas. I always find the best games emerge fromlayered processes like this.”

Once the aesthetic was established, the drive to create gameplay mechanics that fit the tone quickly fell in place. NPCs of your town can supply missions and by adopting your role and working towards the greater good you’ll earn yourself ration coupons as payment. With this, you’ll be able to purchase a number of goods, but it’ll also be used for travelling to different locations and, even more tantalising, purchases through the black market. Here the social economy of Marxism really shines through, as you’ll gain access to items otherwise not available as well as missions that work against the state. But then there’s no ignoring the Izverg threat, either; let them run rampant and the beasts especially the tougher, boss like ones could destroy your town. It’s at these points that you’ll need truly group together with the local players, because without the help you could end without a home to return to. It’s these social elements that Q-Games wanted to pin down and fine tune early on, and built up from that. It is a game built upon the idea of social economics, and somehow manages to make that compelling.

In many ways it’s one of the first examples of a truly next-gen idea, not only in its drive for better, more impressive visuals but for previously unconsidered concepts. The Tomorrow Children is being created in tandem with Sony’s Japan Studio and will release exclusively for PS4; but what drew Q-Games into working on Sony’s latest console? “The sheer power under the hood,” states Cuthbert very matter-of-factly. “Of course there are more powerful (and more expensive) video cards for the PC, but squeezing the power is much harder. And that’s why you are seeing new graphics advances in console games and not so much on the PC. This has always been the case historically.” Q-Games has long had a relationship with Sony, so to have The Tomorrow Children release exclusively on PS4 isn’t a surprise to anyone, but Cuthbert has a lot of praise for how “hands off” Sony has been with the game. “From the beginning Sony’s encouraged us to use our collective imaginations and harness the power of the PS4 to bring The Tomorrow Children to life. Since it’s a new platform and we’re working with fairly complex lighting technology, that freedom gave us time to fully explore what we could do to make the game something special.”

Cuthbert teases that there are a good number of features and elements of The Tomorrow Children yet to unveil, but the foundations that are here are strong enough to already give a sense that Q-Games could well be working on its most important title yet. Unveiled at gamescom this year, it was certainly one of Sony’s hottest announcements and hopefully the trend will only continue. But with it so reliant on a collaborative effort, should Cuthbert be worried that The Tomorrow Children is a little too niche to appeal to the audience it needs? “Going by the response so far I have no worries whatsoever,” he says. “I think gamers were waiting for something different from the same ‘year after year’ franchise sequels. However, I don’t worry about that anyway I would prefer to have a niche product that people really love (like PixelJunk Monsters or Eden) than create something that doesn't have a ‘niche’ feeling. Of course the best situation is to create something that feels niche but is actually generally popular too, and I think The Tomorrow Children could hit that spot.

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Item Reviewed: The Tomorrow Children: Marxism Meets Minecraft Description: Rating: 5 Reviewed By: Unknown