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Hovering and ‘rocketing’ are two entirely different control schemes in Dark Void, which together grant tremendous freedom to outmanoeuvre and generally emasculate the enemy.
But it’s a steep learning curve when taken all at once, the only thing separating one scheme from the other being the gap between face buttons. Several games spring to mind, none of which control quite as well, or better capture the thrill of flying without wings. Superman Returns?
“It wasn’t particularly outstanding, was it?” laughs Gray. “No, Superman Returns did not come up. But there’s a bunch of games that did. Crimson, obviously, for the aerial combat, but also Ace Combat – brilliant series. The experience from Tribes, actually, going from the ground-based interiors to the air, seamlessly and at will. Then the epic boss battles of Devil May Cry. In a lot of games, you do your quick-time event and the world stops; here, if you’re on a UFO, that thing still flies. We liked that about Shadow Of The Colossus, though we’re not going too crazy. We’re not into fur.”
You can say that again. As Dark Void rockets towards an alpha stage at which only basic features are in place, the texture so far is very much Halo-tinged steel. There’s little of the random clutter that made Crimson Skies as attractive down below as it was up above.
“The mere foundations are going in at the moment – I wouldn’t even mention polish,” says Gray. The action within each mission is themed around its objectives and its position within the story, some taking place entirely indoors, some under more natural canopies, others in the open air.
“But you can fly anywhere if you’re awesome,” he says. Dark Void clearly has some climbing to do if it’s to reach its intended heights, though as far as can be judged from such early code, it’s trajectory is sound. It is, Gray confirms, a game that knows what it wants.
“Sometimes, when we play a Japanese game experience, we’re at a disadvantage of them being exclusively Japanese in their aesthetic, and the narrative style that completely suffers the cultural transition. When you think about a game’s personality, what you’re really talking about is that the game and its universe really know what they are. Halo has it, Half-Life has it, even though Gordon Freeman is pretty one-dimensional. Even Gears. Even a bad game is served by knowing what it wants rather than being schizophrenic.”
DC, Marvel, Dark Horse, Image y muchas otras editoriales. ... Microsoft announced that Capcom's Marvel v Capcom 2 is the best selling Xbox Live Arcade
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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*
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!
Really? Sounds kind of bland I thought, just had the overly-optimistic EDGE preview treatment is all.
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.
Yawn.