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Eurogamer 2011: Starhawk, TPS/RTS?

Space, the final frontier... or is it? No it’s not, according to Lightbox Interactive’s follow-up to Warhawk, a multi-player only TPS released in 2007 on PS3. The new frontier involves some kind of space gold rush, in which the very substance you’re fighting for can mutate you into some kind of boney, glowing tribal warrior. The space-western theme is very reminiscent of cult fave TV show Firefly, who’s cancellation was a tragedy equalled only by Warhawk’s unappreciative public reception. Warhawk was never the best looking game, nor the most innovative but its gameplay was both deep and incredibly well-balanced. As a gamer who prefers the single player experience to competitive online it was surprising for me to find such satisfaction in a game designed entirely to play online. Still, when Lightbox revealed that Starhawk would have a single player campaign I couldn’t help but be overjoyed. At the Eurogamer Expo in London I recently got to play the entire demo through to the end, twice, here are my thoughts.

The games intro follows Sony’s first party trend (see Resistance and infamous) of animated comic book style, it’s a very artistic and efficient way to tell a story but it’s starting to seem overused. It melds seamlessly back into gameplay, in which you are shot onto a planet’s surface in a pod to secure a source of rift energy. I found the controls familiar but there was a definite sense of ‘weightiness’ that wasn’t present in Warhawk; although it could just be that it’s been a while since my last Warhawk escapade. Within the first 30 seconds I found myself in a fire fight; shooting felt solid and enemies explode satisfyingly into a flurry of glowing rift energy balls. I believe this energy is then used to purchase the ‘build in battle’ structures, which became available after capturing my first rift source.

The build in battle system is the feature that has raised my title question. At first it feels like a gimmick, just dropping turrets into the battlefield to support you isn’t exactly innovative. However, when you start collecting new buildings it becomes clear that Lightbox is onto something and has thrown a lot of weight behind it. In fact it seems to have completely transformed the game to the point that, at times, it borders on real time strategy. Enemy drop locations are announced in advance with timers and symbols, so you can prepare strategically. The tide of battle can shift with just one construction, where enemy types are countered with various turrets or NPC vehicles/mechs/warhawks. The whole concept allows for a depth of choice rarely seen in shooter games without taking away any of the fun derived from using a giant robot to hunt down and shoot a solitary enemy soldier with a salvo of overkill.

It’s this combination of genres that has solidified Starhawk as one of my most anticipated games of 2012 and could be exactly what the somewhat crowded and stale shooter market needs to get it out of its rut. Unless you believe MW3 will bring some kind of surprising innovation, in which case I commend your optimism.

UPDATE: Added a very nice video with Dylan Jobe, President of Lightbox Interactive, describing the build in battle system. It also contains some footage of it working in MP as well as the upgrade system for structures.

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Community4991d ago
-Alpha4991d ago (Edited 4991d ago )

I really think that it's a novel idea.

They must implement it right though. From the sound of it, it is like in-game currency via kills/objectives. This makes a lot of sense, but I wonder how it works as a team dynamic and if there could be other ways to build. For example, going out and collecting minerals as a side-mission to bring in more resources/energy in addition to getting kills. This could also be a good way to create points of interests for teams to fight for.

Perhaps it should be calculated via squads/teams instead of individually? What is the extent of the freedom to build what and where? What kind of buildings were there btw?

coolbeans4991d ago

I think some of your questions will be answered in the coming months. The studio did mention something about dev diaries or vid specials explaining the dynamics of the gameplay. I personally think we'll hear something soon after the Uncharted 3 reviews are out, to fit the shift of focus to next year.

xX-StolenSoul-Xx4991d ago

I agree this idea is very unique. It would be well if we could go out and collect resources and stuff. StarHAWK!

Chaostar4991d ago (Edited 4991d ago )

Alpha

Good points, I believe that after capturing a rift it 'mines' energy for you at a certain rate. There could be multiple rifts around the map to fight over.

I only got to play the single player game so I don't have much insight on team dynamics but I can imagine how it might play out. When building certain things in single player they came with NPCs or vehicles, I would imagine these might act like spawn points for players, extending the area in which you can drop in via pod. Not sure if you will have NPC help in multiplayer but it would make for some very interesting situations.

The choice of buildings I made note of were: Rift generator (for capturing and mining rift energy), basic turret, Laser turret (shoots Starhawks in the sky), Starhawk dock (creates usable starhawk which even NPCs could hop into), Bunker (I believe this generates ammo as well as being a shelter), walls/gates.

There may be more available in the demo but some had to be collected from around the map, while necessary ones became available when needed.

The building system is pretty simple it's just like selecting from the weapon wheel on Resistance. Hold triangle select a structure from the wheel then you get a green outline, which can be placed anywhere within a certain distance of your rift generator (assumption) with the X button. You can continue to move around when placing buildings and they follow the camera. I found i had no trouble fitting structures in small gaps and other awkward locations, even on top of enemies. The only time I found myself unable to build was when I didn't have enough rift energy, so I would guess that building in battle is pretty unrestricted.

I hope we get a multiplayer beta soon as I'm very keen to see how all this fits into competitive play with others.

smashcrashbash4990d ago

With buildings falling out of the sky it will be dangerous to venture into enemy territory. They could be waiting for the exact moment for you to enter with your mech or squad to drop a bunker on your heads. I wonder how fast they drop and if you will be able to dodge them. I can't wait to do that though. Watch my Rift generator sqush a whole group of opponents

Chaostar4990d ago

When placing buildings in the demo you get a couple of seconds of 'warning lights' displayed where pods are about to fall. My guess is that you will have time to dodge if you're quick. Oh and you CAN get squashed by your own buildings as I discovered, much to the amusement of the people watching behind me ¬_¬

smashcrashbash4990d ago

So if you laying down buildings you have to watch out too? I understand how you must have felt when that happened to you. Nothing worse then messing up big in front of people in a game. That happened to me all the time in arcades. Still it adds a sense of dangerous action to the the game. Imagine leaping out of the way a second before tons of steel comes crashing down on you head. You should get a trophy for doing that. 'Close call' or 'The Sky is falling' or 'Narrow Escape' or something. @ Raf1k1 not to worry its in Lightbox's hands. They know what they are doing.

Chaostar4990d ago

It was quite hilarious actually, all in good fun :)

To be honest I'm not sure if the building killed me or the nearby grenade that I was trying to avoid at the time. I noticed that, when I dropped the rift generator, I was near the rift but not in the centre of the 'drop zone'. When the generator came down I was pushed back automatically; so there may be a small chance I was wrong about being squashed, although it did look that way.

Raf1k14990d ago

Anyone ever play Command and Conquer: Renegade? Multiplayer was very similar to this but that game didn't do too well though that wasn't because of the multiplayer as it had quite a few issues and wasn't all that well received.

Chaostar4990d ago (Edited 4990d ago )

Yeah, I remember that, I liked how they used the same sounds from C&C. What was it, like ten years ago?

There is really no comparison to Starhawk here though, other than they're both shooters. One is a FPS/TPS based on an RTS universe and the other is a new gameplay hybrid of both genres.

Godmars2904990d ago

Think this game is missing something by not having an honest "bug" hunt. Actual monsters instead of the mutant punk zombies that are really nothing more a skin/design option that use the same exact weapons and vehicles as the "normal" units.

Chaostar4990d ago

Yeah that does feel missing from the single player but we haven't seen much of it yet. Although the enemies do feel different, depending on what weapons/vehicles they're using, the SP campaign needs an environmental 'wild card' or it risks becoming nothing more than a bunch of MP scenarios against AI with a story.

I'm thinking local wildlife mutated by rift energy that glow and explode when you shoot them, let's call them 'lambents'.

:P

Godmars2904989d ago

I just can't see a TPS/RTS lending well to boss fights. Maybe there's something like a Dune sandworm, spitting out drones and lambents as it steamrolls over a rift energy deposit, but that's about it.

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110°

After Duskbloods, FromSoftware Is Proving It Doesn't Need a Bloodborne 2

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Snookies1217h ago

No, what it needs is 3D Dot Game Heroes, or Tenchu... Anything other than yet another Souls style game. They're a one-trick pony now. As much as I love Souls games and Elden Ring. It's sad to see them fall into a one-game studio when they have other IP's they're just sitting on.

franwex1h ago

Don’t they do Armor Core also?

Machina5h ago

Not it isn't. It's a multiplayer spin-off, not a Bloodborne sequel. There's definitely demand for a proper Bloodborne sequel.

OhReginald4h ago

A miyazaki fan will be excited for any game miyazaki is in charge of creating.

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Ghost of Yotei Rated in Korea for Mature Content Including Gambling and Sexual Themes

Ghost of Yotei is rated "19+" in Korea due to sexual content, gambling, and strong violence. The game is set to launch in October for PS5.

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jznrpg6h ago

Death Stranding 2 and Ghost of Yotei in the same year is dope.

S2Killinit6h ago

Rated for mature content. Thank you 🙏

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