วันจันทร์ที่ 10 สิงหาคม พ.ศ. 2552

Star Wars The Clone Wars: Republic Heroes Q&A




By Staff, GameSpotPosted Aug 3, 2009 1:38 pm PT
Assistant producer Xavier Rodriguez discusses the upcoming action adventure set in a galaxy far, far away.



The swashbuckling adventure of the Star Wars: Clone Wars animated TV series is headed to a console near you in Star Wars The Clone Wars: Republic Heroes, a new action adventure game that will let you play as either a lightsaber-wielding Jedi or a heavy-duty clone soldier. As a clone soldier, you'll be able to lay down heavy fire and toss thermal detonator grenades. As a Jedi, you'll be able to use force powers and even commandeer combat droids to ride them around the battlefield. We sat down with assistant producer Xavier Rodriguez for more details.
GameSpot: We understand that the game will offer two different sets of playable characters that essentially offer differing play experiences. First, let's cover the Jedi characters--give us an overview of the action that players will experience as a Jedi.
Xavier Rodriguez: Well from the start, we really wanted an experience where almost anyone could jump right in and start playing the game quickly. And you'll definitely see a lot of the trademark Jedi acrobatic action you'd expect from an episode of the show.
Check out the latest trailer!
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The Jedi, of course, focus on lightsaber combat with a few special moves thrown in. In addition, we've made sure to include the lightsaber throw, charge-up attacks, Force use, some acrobatic moves, and puzzle-specific Force moves.
In addition, the Jedi have the ability to "droidjack" any droid by physically jumping on any droid they can hijack. From that point, you can use one of the larger super battle droids as a mobile weapons platform against other droids, lay mines with the chameleon droid, or use each droid's special abilities to solve environmental puzzles, among many other things.
GS: We understand that we'll also be able to play as clone soldiers. What kinds of things will they be doing in the game? How will what they do be different from what a Jedi does? And how can guys in clunky body armor possibly be as interesting and cool as a Jedi who can use lightsabers and Force powers?
XR: Let's put this in perspective for a second. A Jedi goes into battle with the Force as their primary weapon. A grizzled veteran like Rex goes into battle with a couple of pistols and his wits alone. And yet, after all is said and done, they've both survived numerous battles and left a trail of droids parts behind them. And Rex does it all without the Force.
For the game, we've given Rex, Cody, and their pals plenty of firepower (think grenades, rockets, and chainguns). They have tech skills the Jedi don't have, melee attacks, and most importantly, clones fight as a well-oiled combat unit. The 501st is renowned throughout the galaxy, and it's not for their "clunky" armor.
GS: We understand that Jedi will do battle with only a single combat button. How does this work in practice? How many fancy Jedi moves will players be able to pull off?
XR: The Jedi only use their basic lightsaber attack off of one button. This is so we could include all the other moves that we mentioned above. They all have a signature move, a charging attack, several powerful jumping attacks, and as mentioned above, Force use, lightsaber throw, and the droidjack, which is different for every droid.
GS: What sort of foes will players face throughout the game? How will these encounters be different when played as clone soldiers rather than Jedi?
XR: We've got a variety of droids in the game that we've pulled from different sources. Some will be familiar, such as the super battle droids and droideka, while others we've created specifically for the game, such as the sabotage and chameleon droids. We've included some larger foes, such as the vulture droid and octuptarra for you to test your mettle against. On top of all this, expect some of the classic Clone Wars villains (as well as some new ones) to give the Republic Forces a hard time.

Play as a mighty Jedi or a well-armored clone.
GS: We understand that in addition to combat, the game will have various puzzle elements. Tell us about these. Will there be more to solving puzzles than looking for the red keycard to open the red door? Give us an example.
XR: The clones are proficient at hacking the various control panels throughout the game. Much like R2-D2 was needed to open the various locks in the movies, we've given the player the ability to try their hands at this. The Jedi have a wide variety of puzzle-solving to do. There are puzzles that can only be solved with judicious use of the Force, boss battles that will take a bit of thinking, and environmental obstacles that can only be bypassed by using the droidjack ability in clever ways.
GS: We understand that the game is being developed with more or less full access to the art assets used for the original TV series. What does this access let you do with the game?
XR: From the beginning, we really wanted to accurately capture the look and atmosphere from the show, so we got our hands on the actual models from Lucas Animation, recorded with the same voice actors, and worked in tandem with the producers of the show. I think the end result is a game that really looks and feels more like the source material than any Star Wars game before it, especially when you get a look at the cutscenes.
GS: We also understand that the game's story is being penned by actual writers of the show. What can you tell us about the events in the game and how they tie together with the TV series?
XR: This story for Republic Heroes picks up where the last three episodes of season one left off. We join the Jedi during the resolution of the occupation of Ryloth. Mace Windu, Anakin, and Ahsoka have just broken a blockade set by the Techno Union, and they've managed to capture Dooku's henchman, Wat Tambor. As we reveal in the game, though, the battle is far from over. The Separatists have decided to make an example out of Ryloth, and even though they've lost the biggest battle, a battle droid isn't programmed to surrender. Players start out as Anakin and Ahsoka, but as the story progresses, you'll be able to take on the roles of over eight Jedi knights and 10 clone troopers in a race against the Separatist army. The clock is ticking as the Jedi, the Separatists, and Cad Bane (the recently showcased bounty hunter from the season finale) chase down a doomsday weapon. Along the way, we'll see familiar faces, such as Count Dooku and Assaj Ventress, and a few characters that you'll meet for the first time.
GS: It's pretty incredible that the team is shooting for a simultaneous October 6 release on six different game platforms (Xbox 360, PlayStation 3, PC, Wii, PSP, and DS). Tell us about how you've been able to plan for six different game versions? What about some of the significant differences across platforms--how did the team account for things like controlling the game with a Wii Remote as opposed to a traditional Xbox 360 controller?
XR: Actually it's seven platforms as we're releasing [the] PS2 in North America! Producing Republic Heroes has definitely been a herculean task, and it's all about maintaining excellent communication between the different departments. One would think because we're all under one roof, it's easier, but with this title alone, we're managing communication across six development studios [and] quality assurance teams around the world. We have people in Singapore, Australia, New Zealand, the US, Canada, and Europe. We've got lots of people working on different plans simultaneously, and you've got to keep an eye on it all. When it comes to large tasks like that, getting a handle on the Wii Remote design was pretty easy. The Wii Remote naturally acts like a lightsaber, as well as a pointer for the clone rifle. So no problems there.

These droids are no match for the clones.
GS: Finally, is there anything else you'd like to add about the game?
XR: I think, overall, we really succeeded in translating the animated show feel to the game, and I'm really excited to see how the public reacts. We've definitely seen a positive reaction from people when we show them the game and especially when we let them play it. I think for our older audience...they haven't really been paying a lot of attention to the show and so they don't feel this recent round of Star Wars is for them. I would say give the show (and the game!) a chance to win you over. There's a reason that the animated show is the highest ranked and watched show on the Cartoon Network right now.
GS: Thank you for your time!

Tekken 6 Updated Hands-on


By Alex Sassoon Coby, GameSpot UKPosted Aug 7, 2009 8:44 am PT

The venerable fighting franchise is coming back home, so we picked up a pad and got to beating some cute animals.


The most important thing that Tekken fans need to know about Tekken 6 is that it is, indubitably, Tekken. Everything that made all the previous games such great fun has made it through to Tekken 6 intact, and the game is looking as good as you'd expect for the franchise's long-awaited full next-gen debut.
Alex Sassoon Coby gives you a guided tour to the latest Tekken 6 console gameplay.
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The character roster is nothing short of ridiculous, with 40 characters playable in the standard Arcade and Versus modes, many of whom have new outfits alongside more traditional ones. Among this mind-bending roster are six all-new characters--four that were introduced when the first Tekken 6 machines hit Japanese arcades in late 2007 and two more that came in when the Bloodline Rebellion expansion on which the console release is based arrived in late 2008.
Of these, the most fun by a stretch is Alisa Bosconovitch, the latest robotic character to enter the fray. She has a bewildering array of moves, many of which seem to involve her growing wings, losing limbs, or--in at least two cases that we found--actually losing her head.
She has a charge-up attack that results in her firing her forearms in a devastating rocket attack. As with all such moves in Tekken, it's generally easy enough to dodge but can be pulled off with some aplomb when you really want to ram home your superiority against a showboating or incompetent opponent--or just someone who elects to play as Eddy or Christie.
Another useful trick Alyssa has up her sleeve--in this case, literally--is a pair of chainsaws that can be extended from her arms at will, opening up a new set of moves, which include swipes and throws. She doesn't play very much like any other character in the series, which makes her something of a handful to deal with at first, but overall, she doesn't seem overpowered. As with many characters, she's particularly weak when changing stances, which makes up for the added power of her chainsaw-based attacks. This can be compensated for through the use of a couple of offensive combos that end with a switch to the new stance, but these are sufficiently hard to pull off--like other stance-dancing combos from the likes of Lei, Marshall Law, and others--that, again, this doesn't look likely to cause a problem.
Lars Alexandersson--an illegitimate son of Heihachi and a Swedish officer in Tekken Force--also made his debut in Bloodline Rebellion, and he's still looking good in the console port. He plays in a much more orthodox manner, as we reported back when it first hit arcades, and will provide another quiver to the bow of those who enjoy fighting with the Jin/Kazuya family of characters, though he's not wildly different.
Other loved characters and alternates return as expected--Roger Jr. is still absurd, Panda makes an appearance being as belligerent as ever, and some of the current roster return with impressive costume changes. The level of detail on Devil Jin was particularly impressive, with his seriously blinged-up gauntlets a sight to behold. Lili, who made her debut in Tekken 5: Dark Resurrection, is also looking great as her hair and clothes flutter as she twirls about.
Tekken 6 is shaping up to be, well, Tekken 6--it doesn't do anything revolutionary, but it's a good-looking step forward in terms of variety and sheer silliness. The console version is looking better than when we first saw it, and hopefully, come the end of the year, it will be able to sit alongside its arcade cousin with nary a hint of embarrassment. Keep it tuned to GameSpot over the coming months for more on the game. We should get our long-awaited first look at the game's impressive and possibly revolutionary online features very soon.
As well as getting to play the game, we got to sit down recently this month with the game's director, Katsuhiro Harada, who answered a few of our questions. When asked about the length of time it has taken for the game to make it to home consoles--with some speculation that the first-ever appearance of the series on a non-Sony platform was to blame--Harada-san explained that they were actually pleased with the speed of conversion, given the updates made to the arcade version of Tekken 6 in the form of Bloodline Rebellion and the amount of work required to bring the game as a whole up to the standards they wanted for the full home-console release. He also pointed out that Tekken 5--which was on consoles in the US mere months after its Japanese arcade release--was the exception rather than the rule, with previous Tekken games taking in excess of a year to make the transition.
Questioned on potential downloadable content, Harada-san reaffirmed his belief that you should ship a game when it is finished, with everything in the box. Namco has no plans for DLC at the moment, as everything it wanted in the game is in the game already. He also said that any future DLC, be it new costumes or other minor updates, would be free, with there being no plans for any charged-for upgrades or expansions.

How is this fair, exactly?
Harada-san also revealed that he and the team are interested in potentially bringing in characters from other studios' games into the franchise, rather than bringing in characters from an entirely different area of entertainment as was done with Darth Vader and Yoda for Soul Calibur IV, but he did emphasise that despite the fact that no such discussions were currently underway, he liked the idea in principle.
For more on the game, keep it tuned to GameSpot as we move toward Tekken 6's release later in the year.