MAGAZINE

Capcom’s Dark Horse

Edge Staff's picture

By Edge Staff

March 5, 2009

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Bearing much in common with Epic’s series, Dark Void also bucks the trend for cussing, head-stomping sports-stars-cum-space-marines in action games.

What’s more, it finds a small opening between that and another towering cliché, the Parkour-loving platformer. Inspired instead by boyhood fantasies like The Rocketeer and Back To The Future, its course, which also neatly dissects the east/west divide, is no accident.

“In the western style, and certainly in the thirdperson realm, your character is more like an avatar,” says Gray. “So Master Chief’s this guy you can pretty easily slide into. But there’s an educational process that everyone understands with Dark Void.”

Will is a well-defined character, he continues, with a backstory and personality expressed through every cutscene and interaction. “He’s more the lens into this fantastical world. There are other primary actors but the player’s always in the driving seat.”

Still, Inafune was quoted recently as saying that Will himself ‘needed work’, Gray conceding that: “What we’ve shown so far still isn’t hitting the mark.” The feedback was invaluable, though, focusing more on reflecting character through action than, say, giving the hero more lines.

“Subtleties like Will kicking a fallen enemy exoskeleton as he walks by,” says Gray, “little things that convey more than just mugging for the camera. The alien environments come later, we’re told, changing to mirror his incredible abilities.

“It gets crazy,” says Gray, though Inafune’s advice still rings in his ears. “’Don’t rush it’, he said, ‘you’ll get to the cool stuff soon enough’,” he recalls. “’Take your time to build up Will and enter him into this world. Play with the expectation’. That was revelatory; we just wanted to pick up the jetpack and go.”

So the game you’ll see on the box is delivered gradually, first as Gears Of War-style run-and-gun, then as PilotWings-style hover, and finally as the complete Rocketeer package full of daredevil corkscrews, kamikaze bombing runs and last-ditch 180s. Fleshing each of these out to several hours apiece has challenged Airtight, each game type having to stand on its own merits.

“We don’t want to bait and switch,” says Gray. “We need every aspect to be as competent and pleasurable as possible. But the Airtight guys have the Crimson pedigree and my first job as a designer was on the X-Wing Vs Tie Fighter series, which is all about the fun of flying. It’s not Falcon 4.0, anyway.

That’s our goal: to have enough realism not to feel like complete rubbish, but enough else to give people what they want: stunts, guns and tricks. OK, so a few weird people want to fly from airport to airport; we can’t help them, sadly.”

Alaska18's picture

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BritishCracker's picture

I think capcoms attempt to make a decent game has gone down the drain!
the ONLY game they made that i personally like was SFIV........

Capcom should just sticked to beat'em up games!

This game just sounds like another Dead Space but without the awesome-ness!

i agree with SJ's comment & i add *Yawwwwnnn*

anythingbutlove's picture

I'm really anticipating this game. The only thing that concerns me is that Dark Void, reportedly, doesn't have any online multi-player component. The flying mechanic in Dark Void also holds potential if it is cleverly implemented on the Wii. Assuming Capcom eventually decides to make a Wii version.

Only the lack of online play causes me concern. Other than that, looks good. 2009 is shaping up nicely for the house or Ryu.
Shoryuken!

SaintJude's picture

Really? Sounds kind of bland I thought, just had the overly-optimistic EDGE preview treatment is all.

anythingbutlove's picture

The flying element is demontrated here in the the third video. Also, scroll down to the fourth video to see what I believe is called "vertical cover":
http://monstervine.com/multiplatform/dark-void-gameplay-videos/

Shana Bryant is the Associate Producer who is providing updates in her blog here:
http://www.capcom-unity.com/dark_void/blog

Morgan Gray another producer gives a nice overview here:
http://www.giantbomb.com/news/how-to-navigate-a-dark-void/853/

Bottom line. Obviously, it all boils down to fun and how responsive the controls are.
A multi-player element would just complete the package for me and some users in the
Dark Void forum are expressing similar sentiments. I guess If they don't add online
multi-player then they should at least support some sort of network co-op mode.

Based on how well RE:5 is expected to sell + SFIV + SF:hdr Capcom, I would imagine,
is gonna rake in enough money that they don't really have to rush Dark Void out the door.
Why not polish the game and add some multi-player component to what already seems to
be a solid foundation?

Shana T. Bryant add multi-player to Dark Void! I am talking to you woman to woman.

SaintJude's picture

Yawn.