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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.

Thursday, May 28, 2015

Overwatch: Preview

There is no deathmatch in Overwatch. Let that sink in for a moment. Here’s a first-person shooter wherein simply offing your opposite numbers for the duration of a match and then seeing at the end if your team has won or lost just won’t cut it. When you pick a hero or villain to participate in any of the game modes (of which currently two have been revealed), you’re very patently playing as part of a coordinated group. Blizzard’s aim is to drag your concerns away from your own kill/death ratio and focus them onto your co-players, to the point where the go-to game mode included in almost every multiplayer first-person shooter going is not only totally surplus to requirements, it would be actively detrimental to the game’s philosophy.


It all sounds very Team Fortress 2, doesn’t it? But, for Blizzard, pushing on from Valve’s long-running, one-of-a-kind team-based shooter and ushering in a new benchmark for the genre means throwing in the added spice of a huge roster of deeply varied characters and their intertwining abilities. Oh, and painting the whole shebang in more colour and verve than you’d find if Pixar were air-dropped in to sort out the costumes for the Rio Carnival.

“I would say there are two main things that sum up Overwatch,” says Jeff Kaplan, the game’s director. “One is the absolute focus on epic heroes that you love as characters. Heroes that have the coolest, craziest abilities that you never thought you would see in an FPS before.” You can judge for yourself over the next few pages as to whether or not Blizzard is succeeding in this regard (spoiler: it is).

“The second part,” continues Kaplan, “is an emphasis on team play. It’s not just about you going out and looking at the scoreboard to see if you’re at the top of it. We really want the focus to be: did our team win? Did we collaborate and achieve the objectives?”
“Heroes that have the coolest, craziest abilities that you never thought you’d see in an fps”
Trace’s High
The first of those two aforementioned game modes, Payload, sees attacking and defending teams battle over its titular mobile objective. Point Capture, meanwhile, is about taking or retaining critical locations across each map. These modes, as well as the maps themselves, are designed to inspire unique approaches depending on the characters each team rolls out with. In fact, when building the stages, Blizzard tests them constantly, running through them with each and every hero to ensure they contain satisfying traversal routes regardless of if you can jetpack, teleport, or, uh, gorilla-charge about.

Back to those character ability combos, though. One example of an inspired tactical approach, which Blizzard playfully dubs “the killdozer,” sees Swedish, turret-building bearded chap Torbjörn activate his Molten Core ultimate ability, encompassing him in a lava-tinted suit of protective armour. He then leaps down to quickly build a turret atop the mobile payload objective and leaps out again. With this done, the tank character Winston lobs a Shield Projector down, ensuring the turret is protected
from incoming fire by an arcing neon bubble as it travels towards its objective, obliterating any enemies it meets along the way.

Some perspective: this is a cross-character combination thrown up with just the two players acting together. With 14 characters announced so far, and more to come, each boasting four or five unique skills, there’s a startling number of ability combinations to consider, and as such a mountain of depth for you to mine.

Move Over Moba
This blending of co-operative skill combinations might sound familiar to veterans of MOBAs such as Dota 2 or League Of Legends, but Overwatch is set to follow Blizzard’s other attempts to open up traditionally hardcore genres to wider audiences. Much like Hearthstone did for the collectible card game and Heroes Of The Storm is currently doing in open beta form for the no-longer-humble MOBA, Overwatch is about taking the groundwork laid down by the likes of TF2 and opening the whole thing up like a rocket-hammer to a piñata full of other rocket-hammers. In fact, this focus on accessibility is an area which the team is constantly feeding back to itself on.

“One of the things that we learned is that we have to do a better job of educating people about team composition; that it matters. They [the players] get that it’s a team game. Now we need to do a better job of making it easy to play and communicate with your team, so that’s informed a lot of our decision making.”

Most importantly, Overwatch wants to make sure there’s a character and a combination of skills that will resonate with everyone, regardless of how good they might be at first-person shooting. “For us, it has nothing to do with player skill,” says Kaplan. “Players from all skill levels need an approachability ramp into the game. Even the hardest of the hardcore player needs some level of approachability.”

This inclusiveness spreads outward into the visual design of the characters, too. You don’t have to look hard to espy heroes from minority backgrounds and ethnicities you’ve not seen represented in gaming’s triple-A halls before.The game’s array of body sizes and shapes plants sticky explosives to the backsides of your tired, stereotypically white beefcake shooter protagonists.

Zen At Work
According to Kaplan there is no one approach when it comes to putting these characters together; ideas can spring from concept art, narrative writing, or a gameplay idea too good to not chase down.

“We have people like Arnold [Tsang, Overwatch’s lead concept artist] he draws some of the characters and it just blows us away. Sometimes he’ll draw a character and we will just say, ‘That has to be a hero. We don’t know what it’s going to do yet, but we’ll figure it out.’”

Take Tracer. The teleporting tearaway with spiky hair and a cockney cheek to her was the first character in the roster to be developed. “It all started with Tracer,” Kaplan reminisces. “She started off [as] a hero with a short-range teleport, that was the core design concept. Recall [an ability allowing her to travel back in time to restore health, ammo and position] came later, and Pulse Bomb [a time-delayed sticky explosive with a high-damage blast radius] came later still. And then the fact that she was Tracer, this time travelling former RAF pilot who’d gotten caught in a chronal rift. And then came Arnold’s beautiful character design.”

With Zenyatta, Overwatch’s debuffing-focused character, the whole foundation of his design sprung from a minor scribble in an initial internal design doc.

“Zenyatta was actually designed by [lead system designer] Scott Mercer; he was one of the guys who designed a ton of the Raid encounters on World Of Warcraft. And in his design doc he sort of mentioned in, like, a footnote: ‘Oh yeah, by the way, he’s a cybernetic monk.’ And then Arnold and Chris Metzen [Blizzard’s senior vice president] just really latched onto that concept and created who I think is one of our strongest heroes.”

The story of the game takes place about 30 years in the future, after a robotic rebellion has almost caused the collapse of humanity. To combat the rise of the Omnix robot race, the world’s best fighters banded together to form the peacekeeping Overwatch organisation of the game’s title. After their robotic foes were successfully defeated and time passed, however, the ties that bound them together began to fray...

Winston
The moon is inhabited by intelligent gorillas. No, really. Winston was a part of the Horizon Lunar Colony’s genetically-modified gorilla population, intended to test how shacking up in space for longer periods of time affected living habits. It all got a bit, uh, hairy, though, when the other gorillas staged an uprising, killing all the scientists, including Winston’s namesake mentor. He escaped and joined Overwatch.

Mccree
While trafficking arms on the wrong side of the law, Jesse McCree was captured by Overwatch as part of a sting. Seeing how useful he and his Peacekeeper revolver could be in a scrap, they gave him a choice: either kick his heels in prison, or join up with their shadowy Blackwatch covert arm. When Blackwatch turned bad, a reformed McCree took off by himself to become a gun-for-hire.

 ???
This mysterious cyborg ninja has so far only appeared in promotional artwork no-one knows his (or her?) name yet. Kaplan teases, “We’ve tried to do a good job at dropping some hints of things to look forward to. We were very deliberate in the fact that there were a couple of heroes there that we’ve never really talked about. We leave those out there as something for everybody to think about”.

Mercy
After losing her parents to war, brilliant surgeon Angela Ziegler became an advocate for world peace. While she came to loggerheads with Overwatch’s leaders due to their occasionally violent approach, Angela eventually developed her Valkyrie swift-response suit. When the organisation disbanded, she left to help those affected by crises around the globe, but still steps into her suit when she needs to.

Reinhardt
Encased in his Crusader armour, Reinhardt Wilhelm became known as a staunch and vocal champion for good. Adopting a code of honour similar to that of a knight of old, Reinhardt holds valour, justice and courage in the highest esteem. After being forced to retire, and then watch as the heroic force he once held dear capitulated, Reinhardt, now aged 61, has donned his armour again to defend the innocent.

Torbjörn
Weapons engineer Torbjorn Lindholm was often described by peers as paranoid for his deep distrust of intelligent robots. Overwatch looked to him and his weapons systems when said bots turned on their human masters. He and his creations proved essential to maintaining peace, but many of them fell into the wrong hands. Now he travels the world determined to prevent them from harming the innocent.

Tracer
After an experimental Overwatch flight program went wrong, former RAF pilot Lena Oxton, call sign Tracer, was left decoupled from time, disappearing uncontrollably for hours and days at a clip. She was saved by gorilla-in-arms Winston, who invented a clever device that keeps her anchored to the present and as a lovely bonus, allows her to manipulate the time-stream as she joins the good fight.

It can’t be a coincidence, right? That this studio, which once upon a time earned its keep putting together The Lost Vikings and Amiga ports, is now one of the few development behemoths in the world with nary a blemish on its back-catalogue. As Blizzard dances through action-RPGs by way of MOBAs and MMOs, however, it doesn’t explicitly look for a gaming hole that needs filling. The truth, according to 13-year studio veteran and game director Jeff Kaplan, is much more palatable.

“I would say the conscious effort is not [that] we want to tackle as many new genres as possible,” he says. “Rather than analysing the market and asking what are popular genres, or where do we see a big opportunity in terms of capturing market share… That’s just not how we work. The way that we’ve enjoyed success in the past is, as a company, we’re super passionate about a certain game type and just want to make a game in that genre. That’s what happened with World Of Warcraft, that’s exactly what happened with Heroes Of The Storm, Hearthstone and Overwatch. It was because we had a passion for other games that we loved, that led us to venture out into those genres.”

The path to Overwatch was not so smooth, however. It was born from the ashes of Blizzard’s attempt to craft another MMO in the wake of World Of Warcraft. But “it just wasn’t coming together as a game,” reflects Kaplan, who spent five years of his life working on this ill-fated project. Titan, as the mysterious MMO was called internally, inspired the team with “high expectations for what we wanted to do.” But the welcome burden of Warcraft’s incredible success proved too great.

“In a post-World Of Warcraft world, how do we make another great MMO? We let the expectations overwhelm us and overwhelm the project. At a certain point you just realise things aren’t coming together.” Even after so much time and money had been spent on Titan, they knew they had to pull the plug. That type of leadership, being able to kill something when you just know it’s not working, rather than forcing it out of the door, has sort of defined Blizzard over the years.”
“In a post-world of warcraft world, how do we make another Great mmo? the expectations overwhelmed us ” 
What remains of Titan in Overwatch, though? Aside from the fact that it was to be set in a similar sci-fi world, Kaplan tactfully dodges this direct question, revealing instead how the development squad actively looked to all of the other teams and projects in the studio’s 4,000 person strong army of talent.

MMO Woe
“There’s definitely influence from Titan in the game… but when you have a broad reach of games behind you, you tend to pull from all of them in some ways. A lot of our environmental and world design influence comes from World Of Warcraft. The bright colours, you know nothing’s dark and dreary. We definitely look at the previous experience on other projects as a strength that we can leverage,” he adds. “We should be talking to each other and learning from mistakes so we don’t repeat them.”

Two successes in Blizzard’s back catalogue immediately spring to mind: Hearthstone’s free-to-play experiment coming good, and Diablo III’s console edition on PS4 and Xbox One. We put both of these before Kaplan, and ask if Overwatch will learn from them.

“We’re still working out the entire business model,” he says. “And as part of that, we’ll be looking into other platforms. Obviously we want our games to reach as many people as possible. You want to engage the community [on] any level that you can. But right now the only platform that we’ve announced is PC.”

You can read as much between the lines there as us. One thing we do know for sure: whatever it’s released on, Overwatch looks ready to follow in the footsteps of its raft of illustrious predecessors. Roll on the autumn beta…

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Item Reviewed: Overwatch: Preview Description: Rating: 5 Reviewed By: Unknown