|
|
Oh
my god! I am a forty foot tall robot!" Or perhaps I
should write "a forty foot tall Gear" for true
aficionados. Either way, this is the impression
most people have when they first start playing
Activision's recently released Heavy Gear 2 demo.
It is also one of the initial signs the digital
caretakers of the time-honored universe are doing
things right this time. The original, as fans
readily point out, was deeply flawed. In terms of
scale, there was nothing to compare the Gears to
except, well, other Gears, which is rather
pointless. In the sequel, the scale is perfect, and
civilians and foot soldiers help accord the
impression that players are nothing less than
huge.
The
second encouraging sign is the robust hardware-only
graphics engine, which solicits further comments
that start with the phrase, "Oh my god!" Graphics
programmers are certainly doing their job when
gamers discuss the elegance of small details.
AVault writer Chris Harding gushed, "The
environment is one of the best features of the
demo. The trees look and feel like trees. There are
large pines, and the shadows that fall from them
are beautiful." In the original, even the
all-important modeling failed to compete with
MechWarrior: Mercenaries' 3Dfx standard, so
graphically it lagged behind the times.
After
the disappointing first game, expectations were
restrained at best, but the demo has surprised
people. The Heavy Gear universe, with its pen and
paper-based credentials, is incredibly rich and was
an excellent choice for Activision once it lost the
Battletech license, but the designers failed to
capture its essence with the first game. There were
not enough Gears, their Gear configurations were
second-rate and the multiplayer component was
vastly inferior to competing products. Imagine a
giant robot battle arena with no tactical details,
such as hills and trees, to hide behind. Add to
this poorly written code that needed serious
patching, and you had a game that did not measure
up to the MechWarrior offerings. Heavy Gear 2,
though, arrives in full regalia. There are close to
50 Gears and an arsenal of almost 80 weapons. In
addition, the customization scheme is very close to
the pen and paper-based game and permits fantastic
variety in design.
For
the unwashed, Gears are best described by
comparisons. Mechs are brutes that run, stroll and
detonate things; Gears are faster, more agile and
have more abilities. In fact, they bear more
similarities to the robots in Shogo than to Mechs.
For instance, instead of having a built-in mounted
arsenal, a Gear can pick up weapons and shoot them
like a person -- this includes guns dropped by
other Gears and hand-to-hand weapons such as
Vibroblades and Vibroaxes. To be fair, the weapons
were one of the highlights of the first game, and
the sequel continues its fine tradition. The
implementation of the Gauss rifle is the best in
any game, the zoom features are well-done and the
range effect is perfect. Continuing with
comparisons, Gears can also crouch, lean and move
at greater speeds than Mechs. According to producer
Dave Georgeson, the intention is to capture the
movement and pace of anime while maintaining a
realistic-looking simulator.
The
slight nod to anime also means the series is
heavily story-driven, and the sequel promises to
exceed the narrative standard set by the original.
Four years after the conclusion of the first game,
the civil war that began in Heavy Gear is still
raging, and a cataclysmic event alerts the North
and South governments that Earth is preparing to
invade. The event will not be revealed until the
game ships, and it promises to be shattering.
Pursuant to survival, the two governments sign a
hasty cease fire and prepare to face a common
enemy. They also hurriedly assemble an elite team
of the best Gear pilots and launch an assault on
another planet; the resulting mayhem delays the
Earth invasion. Players suit up in the role of the
commander of the elite team, the 1st Strike Recon
Black Talons squad. Says Georgeson, "The story line
of Heavy Gear 2 is very much an integral part of
the Heavy Gear universe. We're making some real
pivotal changes in the course of the paper-based
game while remaining extremely loyal to it in every
way."
The
style of gameplay, though, is the most essential
element. Georgeson describes Heavy Gear 2 as being
a fast action game that stresses strategy and
maneuvering as much as reflexes. He says the focus
of the design is about 60 percent on multiplayer
and 40 percent on solo missions. "The team
absolutely loves multiplayer and would spend all
its time on that if allowed, but the fact is most
people still play the single-player experience," he
explains. As indicated in the demo, the single
player-missions promise to be intense and the final
version will include, among other assignments,
acting as a diversionary force while a recon team
sneaks into a fortress, raiding a starport to steal
a vehicle, quickly attacking and capturing a space
station to prevent an alarm from sounding,
retreating through an urban center while being
pursued by an entire army and rescuing rebels from
Earth attacks.
The
design team, though, firmly believes the core
audience wants the multiplayer to rock and is
devoting considerable resources to fine-tuning it.
According to Frank Evers, vice-president of
productions for the action-simulation division at
Activision, the demo has spawned more multiplayer
games than any previous Activision title. The
original was notable for its dynamic Internet
campaign, but the sequel aims to surpass that with
a host of options. Says Georgeson, "You can
challenge people to one-on-one duels in special
duelist arenas, fight in an every-man-for-himself
deathmatch, play a team strategic game in which
teams protect and attack bases, and fight in
Capture the Flag and Steal the Beacon games. In STB
mode there is a beacon that must be picked up and
held for a cumulative amount of time. Everyone
tries to kill whoever has the beacon and real
mayhem ensues."
[
page
1
]
[
page
2
]
|
|
|