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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.

Monday, April 13, 2015

The Rise Of Cyberpunk

As we look forward to another entry in the long-running Deus Ex series with this month’s cover story , it’s only right that we look back at the roots of cyberpunk and the profound influence the genre has had on pop-ular culture especially on games. Cyberpunk concepts are now so rooted in the modern understanding of science fiction, it might be hard to imagine a time when the word wasn’t part of the lexicon. Take a look back at where all those dystopian futures got their start.


What Is Cyberpunk?
Speculative fiction had any number of compelling visions of the future long before cyberpunk came on the scene. From the utopian dream of Gene Roddenberry’s  Star Trek  to the military imaginings of Robert A. Heinlein’s Starship Troopers , creative voices had no shortage of ideas regarding humanity’s future. However, the advent of computers and the rise of corporate culture in the ‘70s and ‘80s worked together to foster a bleak new fictional backdrop.

Cyberpunk is a broad-reaching genre often defined by exceptions rather than rules, but a few major tenets show up again and again. Cyberpunk envisions a high-technology future, but that technology has rarely led to an improvement in the quality of life for humanity. Instead, giant corporate entities (often called mega-corporations) have come to dominate the social and political landscape, dictating the way people live. Giant cities house an overwhelmed and destitute lower class, while the few rich and powerful hide behind the protection of their monolithic companies. Artificial intelligence runs rampant, often altering the very nature of how people live and work.

While some cyberpunk reaches out into outer space, it’s rare that the genre leaps into interstellar voyages. Instead, the genre has a grounded near-future setting on Earth or its nearby planets and moon. These grim urban locales lend themselves well to noire overtones, and it’s not unusual to find allusions to private detectives in long trench coats and beautiful women who aren’t what they seem. Protagonists are rarely cut-and-dried do-gooders. The “punk” moniker comes from predominantly anti-heroes in the lead role counterculture loners put upon by the system and forced to take action.

Cyberpunk is pessimistic and dark, and its themes tend to run toward cautionary tales, as if to say: This might be where we’re headed if society doesn’t change course.

Where Did It Come From?
There’s no clear line in the sand about the earliest appearance of cyberpunk, but it’s hard to chart the genre’s origins without mentioning novelist Philip K. Dick. The visionary author explored issues of A.I., corporate governance, and social decay throughout his career, and inspired countless creators with his surreal stories.

Not coincidentally, it was the adaptation of one of Dick’s short stories that led to one of the most foundational visualizations of cyberpunk fiction. Ridley Scott’s  Blade Runner built on the foundation established in Dick’s Do Androids Dream of Electric Sheep? . The movie starred Harrison Ford as a man out of time, wandering through a neon-soaked city that housed androids who might be people. 

While dozens of authors tried their hand at the emerging field, William Gibson’s  Neuromancer  became the de facto standard. Its hacker star and dystopian vision of virtual reality world called “the Matrix” helped further define the genre. Many of its ideas, along with Neal Stephenson’s  Snow Crash , served as inspiration for one of cyberpunk’s most popular offshoots in later years: the Wachowskis’ The Matrix film series.

The Early Adventures
By the late 1980s and early 1990s, game creators were eager to tap into the potential for riffing on cyberpunk settings and themes, and in the years since we’ve seen dozens of games that flirt with the genre.

Some of the earliest interactive explorations of cyberpunk came from the tabletop RPG world. Ready to move on from the wizards and dragons that dominated early Dungeons & Dragons games, titles like Cyberpunk 2020 and Shadowrun tapped into the opportunity to control a character in a dystopian future.

With its focus on storytelling, puzzle solving, and exploration, the adventure game was a great avenue to capitalize on cyberpunk’s potential. While lesser known in the United States, 1988’s Snatcher drew heavily on story conceits introduced in  Blade Runner  and the foundational anime,  Akira. The mostly first-person adventure had players investigating a plot wherein real people had been kidnapped and replaced by A.I. bioroids. Beyond its role as an early innovator in game storytelling, Snatcher was also written and directed by Hideo Kojima of Metal Gear fame.

Another adventure game, Rise of the Dragon (1990) barely disguised its emulation of  Blade Runner’s main character Agent Deckard and urban setting. William “Blade” Hunter is a police officer turned private investigator making his way through futuristic Los Angeles on a hunt for the killer of the mayor’s daughter. By 1994, Burn Cycle added full-motion video into the adventure/puzzle experience, and told the story of a hacker inflicted with a virus that will destroy his brain if he doesn’t find a cure within two hours.

One of the most fondly remembered adventure games rooted in cyberpunk themes arrived in 1995 with the release of I Have No Mouth, and I Must Scream. Based on the Harlan Ellison short story of the same name, the story involved a malevolent artificial intelligence that wipes out all of humanity except for five individuals. Players choose between the five distinct characters, and confront the deadly computer in bewildering psychodramas. Through exploring oppressive and mature topics of insanity and the nature of existence, the title stands apart as an early PC classic.

Branching Out
Beyond a number of adventure games, other genres explored  cyberpunk throughout the 1990s. While stretching the boundaries of the genre, the cinematic platformer Flashback (1992) included corrupt cops, memory transfers, and corrupt manipulation by the powerful, and its 2D rotoscoped visuals mixed shadowy backgrounds into alien worlds. Syndicate (1993) embraced the urban landscape from a real-time tactical view, putting the player in command of a team of cyborg soldiers taking part in a shadow war against rival corporations. And the magic-meets-tech world of Shadowrun finally transitioned from tabletop to digital screen with two console releases. The SNES and Genesis Shadowrun games were completely different, but both managed to aptly relay the fascinating fiction of ork deckers and elven street samurai fighting it out on the futuristic streets of Seattle.

As first-person shooters rose to prominence in the mid to late ‘90s, several cyberpunk releases provided something different than shooting demons or Nazis. System Shock (1994) blended puzzle solving with enemy confrontations. Set in 2072, players controls a hacker trying to halt the efforts of an A.I. called SHODAN, who has taken over a massive space  station. The pioneering game had a follow-up in 1999 with System Shock 2, which once again explored issues of A.I. gone out of control, this time aboard a starship in 2114. Deus Ex (2000) introduced a profound level of personal choice, stealth, and role-playing elements into a first-person shooting framework. The widely praised game embraced its cyberpunk roots in its exploration of humanity’s interaction with technology in a grim and uncertain future.

Still Gaining Steam
The popularity of cyberpunk seems to ebb and rise as the years pass, and one need only wait a short time between entries before witnessing a revival. Recently, Deus Ex: Human Revolution (2011) revived the long-dormant franchise with aplomb. The excellent PC and mobile adventure game Gemini Rue (2011) feels both futuristic and nostalgic. The action game Remember Me (2013) explores fundamentally cyberpunk themes of personal identity and memory. Watch Dogs (2014) posits a pre-cyberpunk world, where computerized monitoring and tech are beginning to control society, and Transistor (2014) draws heavily on cyberpunk visuals and themes to tell its story of a futuristic city being pulled into ruin.

As we head into the future, there’s no shortage of options to be excited about. Satellite Reign aims to be a spiritual  successor to the classic Syndicate games, lending a modern gameplay edge to tactical urban play. Harebrained Schemes’ success in reviving Shadowrun is leading to a new title set in Hong Kong. The creators of The Witcher games at CD-Projekt RED are steering toward a release of Cyberpunk 2077 in the coming years. Our cover story this month, Deus Ex: Mankind Divided takes the next step for the vaunted series.

While one of the only constants for cyberpunk fans is arguing over what is or isn’t part of the definition, there’s no arguing that the genre is alive and well in video games. If anything, the recent resurgence of cyberpunk storytelling may be the most concentrated we’ve seen since the genre’s inception. All signs indicate a bright future for dark futures, and that’s good news for game players.

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Item Reviewed: The Rise Of Cyberpunk Description: Rating: 5 Reviewed By: Unknown