|
Hands-On With Midway's
Unreal 3-Powered Hard Boiled Killer
Midway's commitment to the
next generation of game consoles is a driven one, that's for sure.
The company has figuratively put all its eggs in one basket by going
with Epic's new Unreal Engine 3 for all its future in-house developed
games, a move that's particularly risky if the games aren't more
than great-looking rehashes of current-gen titles. Still, I'll admit
to initially being skeptical about John Woo Presents: Stranglehold
from the moment I saw the immediately impressive CG trailer during
last year's E3 madness. Let me confess something deep, dark and
secretive here, folks - I have a love/hate thing for CG game trailers,
because they're gorgeously misleading. Sure, games companies pour
gallons of heart and soul into their mini-movies, churning out eyeball
melting mini-epics that get the salivary glands flowing. Nevertheless,
in the back of my brain, I'm automatically set for disappointment
when the demo build arrives or the actual game ships, when the lovely
movie stops and I'm in a room with crates to run around in order
to get to a bunch of mindless patrolling goons that need dispatching.
Therefore, the above was
on my mind after I saw the Stranglehold trailer last year and pretty
much up to E3 this year (I didn't attend), where I heard the game
was actually coming along nicely. Still I had to see for myself,
so I absolutely leapt at the chance to see the game in action and
yes, PLAY it, at Midway's press event here in New York. After seeing
and playing some of the company's other upcoming titles (I'll get
to a few of those in another preview), I headed for the room where
Stranglehold was being demoed by the game's Senior Producer, Alex
Offerman. As I walked in and sat down to face the screen, I got
a big ol' grin on my face; there was an amazing-looking Chow Yun
Fat model standing in the most realistic-looking restaurant kitchen
setting I've ever seen in a game. Score one for eye candy, as Inspector
Tequila and his staging area were looking mighty impressive indeed
in polygonal form.
As Offerman played with
the camera, pointing it down to individual floor tiles and an eye-popping
steel table that you could cut up a chicken on, I felt like my face
was going to crack as he explained how obsessed the art team was
with getting things right. Then he pulled Tequila's guns and shot
up a pillar near the table, which produced individual (and chipped)
flying tiles and a cloud of dust and particles - excellent. As I
was grinning at the minor destruction, a deft flick of an analog
stick headed Inspector T. to a set of swinging doors…
The demo proper began after
an in-engine cinematic set up an absolutely thrilling shootout inside
a restaurant. Dispatching a few gun-toting guys coming from two
different angles, Offerman ducked Tequila behind a counter as bullets
zinged by, sending chunks of wood and tile flying all over the place.
Rushing from behind his temporary cover, Tequila dove and took out
two more guys before Offerman showed off a cool move by having him
hop belly first on a rolling food cart and blast a few more baddies
using the versatile targeting system.
Although Max
Payne comparisons sprang to mind immediately, the level of interactivity
here makes Max look extremely dated. Besides, if it weren't for
John Woo, the team at Remedy (as well as a pack of other developers)
wouldn't have had much of a leg to stand on in terms of gimmicks.
Tequila automatically butt slides on tables, runs up or slides down
banisters and pulls of a bunch of equally cool moves without fumbling
with an action button. It was really eye opening to see a game where
you don't need to worry about navigating around obstacles
for fear of being hung up and shot up because your avatar is stuck
on a polygon or larger object. Offerman explained that the development
team is going for as seamless and cinematic an experience as possible.
By the way, there is an action button used for flipping tables on
their sides to act as shields, as I was quickly shown. However,
as in real life, a few well-placed enemy shots chipped away the
wooden table within seconds. While I was picking my jaw up off my
shoes, Offerman then got busy showing me a few other cool things.
As Tequila blows away foes,
he builds up a meter that when filled, lets him bust out awesome
spinning slow motion 'Tequila Time' moves, complete with Woo's patented
white doves and plenty of bodies flying all about. Sure, it's over
the top, but it absolutely works in the game's favor. Even more
interesting is that this feature was all Woo's idea; in fact, he
more or less approves every major aspect of the game so that it's
really going to feel like a true sequel to his classic action film,
Hard Boiled. Meanwhile, back at the bullet ranch, I got to
see Tequila run up a banister blasting some shotgun-toting goons,
before taking on another swarm of soon-to-be dead men. As their
bodies fell and flew, Tequila was shot at by some new henchmen across
the way on a balcony. Offerman smiled and ran Tequila up to a railing,
then leapt onto a giant wooden lantern, swinging back and forth
as he targeted and blew away the opposition… simply insane.
As he jumped off the lamp
and landed on the other side to pick up an automatic weapon, a few
more unlucky guards died under a hail of gunfire and Tequila was
guided downstairs for the stage's boss battle. That particular fight
was a bit of a tricky one, as well as visually insane, as the boss
had a rocket launcher and his two assistants had shotguns. While
taking out the hired help and applying massive bullet therapy in
the boss's general direction was the main goal, I couldn't help
but be awed by the smoke and particle effects as chunks of tiles
and columns littered the air. The level ended with a camera swooping
around the destruction, once again showing off the incredible level
of damage that the game world can sustain. Oh, in case you haven't
guessed, all this will come with a guaranteed Mature rating for
the sheer amount of shells feeding the scenery alone. It's bullet
porn at its finest and if the final game is as crazy with the firearms
and fireworks, then there will be a ton of panting action fans when
the game actually ships.
Firing up the demo once
more, Offerman handed me the controller and I pretty much flailed
away, more than surprised at how fluid the build played. Traditional
third person controls apply here with the automatic sliding on tables
and such handling surprisingly well. Offerman noted that the game
still has a lot of work left to do, from refining death animations
to tweaking elements of the controls to make things even more fluid.
One thing I noticed in both watching and playing the level was how
the camera really captures the feel of watching a film in addition
to playing a game - it isn't trapped behind Tequila or hung up on
objects in the environment as he slides and leaps across or over
them. Visually, Stranglehold is looking spectacular thus far and
if the promised outdoor levels complete with car and boat chases
are half as stunning as this demo stage, then the Unreal 3 engine
just might be Midway's secret weapon for next-gen domination.
Offerman noted that the
PS3, Xbox 360 and PC versions would all look exactly the same, as
the team is dedicated to keeping the visual fidelity similar across
all three platforms. In other words, there's no Wii version planned
at the current time. Alternatively, don't expect any portable versions
for that matter. The Stranglehold team is getting the Unreal 3 engine
down as best as possible for one of the first games using the technology,
something Namco's development team was having trouble with in the
now canceled Frame City Killer. Offerman also noted that there will
be multiplayer modes in the final version, but he wasn't at liberty
to discuss much at the time we spoke. I left the room more than
satisfied that Midway will have a smash hit on their hot little
hands when Stranglehold is finally completed.
Still, I can see some folks
wondering about Stranglehold's big picture future. What's here might
not turn out to be a surefire epic masterpiece for every gaming
taste, but fans of the run and gun genre and John Woo's bullet ballets
will be supremely smiling from ear to ear. Of course, we'll keep
a good eye on Stranglehold as it makes its merry and violent way
to release, so stay tuned for further updates as they surface.
Previewed
by Greg Wilcox for AceGamez (All Rights Reserved).
|