
Here comes a bit of an opinionated editorial on the keynote which just finished up. After LiveBlogging that whole thing, I really want to get my thoughts out on the content of the conference, instead of just giving you the content itself. If you have yet to hear the news, check out the LiveBlog itself.
Rock Band
Although we did not get a real good look-see at this title, we did watch Peter Moore and friends play through a full song and it’s looking pretty good. Nothing about this title is really surprising, but seeing it in action really reassured me that a title of this calibre could work, and work well. The Karaoke seems to work surprisingly well with the rest of the instruments, and jamming with three of your buddies on this title looks just as fun as it sounds. Overall, I was happy with what I saw of Rock Band, and there were no disappointments for me.
Assassin’s Creed
I was shocked in both a good way and a bad way when I saw the live gameplay of this highly anticipated title. First off, the scale of the playable and rendered space is mindblowing, and knowing that I can visit all that I can see is always a great feeling. This is especially so when the objects in the distance are as detailed as they are with Assassin’s Creed. The Graphics are looking incredible as well, and I really have no doubt that this title will end up being one of the most beautiful pieces of console software this year.
Now onto the stuff which worried me. For a game that is supposed to be quite close to finished, there are some physics and fighting elements are really bothering me. If you have seen the keynote, you may have noticed the hay issue at the beginning of the gameplay demo. When the player dove down off of a huge building straight into a wheelbarrow of soft hay, the character simply disappeared into the lump. That’s right, there was no hay displacement to speak of, and At’lair really did just disappear into the stack. Later in the mission, the player was seen on a roof attacking someone who should have fallen off to hit the ground. Instead, the enemy dropped off the ledge and stayed laying on top of the air. When I saw the defeated foe sustained in mid air during their demonstration, I was honestly scared. That was the only time (other than the animation of pushing a guard off) in the demo that someone was knocked off of a building, and it just didn’t work. Uh-oh. Another thing which bothered me took place during the big fight scene near the end of the gameplay showing. We witnessed the player hurling an enemy into what looked like a wooden fixture, and seeing the logs collapse and fall onto the guard, they quickly all fell flat as he lay near them. One last thing I saw was in the chase scene. While the chase dynamics look amazing, I did see alot of the same falling animations every time the player knocked a civilian out of the way. Parkour in the game, however, looks fantastic.
Now I realise that these a just a few kinks that Ubisoft has time to work out, but it seemed like alot to see in just a short gamplay demo. As a gamer who is anxiously awaiting this title, I have complete confidence that all of these glitches will be fixed by release. Even if some of them are visible when the game ships, I don’t believe it will be enough to drag this game down from greatness.
Continue reading ‘E3 2007: Thoughts on Microsoft’s Keynote’