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I was seven when the Teenage Mutant Ninja Turtles animated series first aired. I’ve probably seen every episode, and for a time I could sing the theme song in my sleep. Eleven years later, Super Smash Bros. would hit the Nintendo 64 and I’d log in over 200 hours in less than a month on the Japanese import. Now, ten years later, the two have merged into the upcoming Nintendo Wii title, TMNT Smash Up. You can imagine my joy when I discovered that Smash Up would be my next project.
Very little is known about TMNT Smash Up, but I’ll cover the information we have thus far. The game is published by Ubisoft and developed by the same team who handled Super Smash Bros. Brawl last year. A few former members of Tecmo’s Team Ninja (Dead or Alive, Ninja Gaiden) development team have also joined the Brawl team to create Smash Up. Most people assume the game will play like Brawl with a fresh TMNT coat of paint. That’s certainly not a bad thing, but it should be interesting to see if the competitive Brawl community views the game as tournament worthy.
While I would love to see Bebop, Rocksteady and Krang make an appearance, early reports indicate that the game is based around the comic book and recent CG movie where the three baddies never existed. It’s still safe to say that Shredder and the Foot Clan will be on hand to throw down, as well as all four Turtles, Splinter, Casey Jones and maybe even April.
More importantly, the game will not be complete unless they sign Partners in Kryme for the soundtrack…
So yesterday I was working on finishing the map editor section of the Far Cry 2 guide. But I had a very tough time staying focused. Why? Instead of writing, I found myself completely sucked into the map editor. At first I was just going to create a simple map to illustrate how all the tools worked. But then I got side tracked by carving out ponds and streams. My stream cut across a road I had placed earlier…so I just had to build a bridge. It kept going like that for a couple of hours. I just kept adding objects and tweaking the environment until I had a pretty awesome looking map set in a jungle clearing.
Although I’ve been playing shooters for more than a decade, I’ve only dabbled with map editors in the past. Largely because they were very difficult to use, meaning it would literally take days or weeks to create anything worthwhile. But with Far Cry 2’s powerful tools, creating an awesome map is shockingly simple. Considering what I accomplished in a couple of hours, I’m very excited to see what the community can come up with in the days and weeks following the game’s release. One really exciting feature is the ability to download and edit maps created by other users. So if you upload a map and get a three-star rating, someone else could download, edit it, and upload the updated version and possibly get a five-star rating. But the editor doesn’t get full credit; the original creator’s signature remains on the map for its lifetime. This could result in the formation of a very robust map-making community, with multiple users applying input to fine tune a single map. However, one thing I am concerned about is that the map editor is so much fun to use that there might be fewer and fewer gamers playing the actual maps. But one thing is certain. There will never be a shortage of Far Cry 2 maps to choose from.
It seems that most games on the market strive to provide a great single player experience or a deep and addictive multplayer mode. It’s uncommon you find both in the same title, but I think Far Cry 2 has pulled it off. This isn’t one of those games that will only take you 8-10 hours to complete and forget. Ubisoft is boasting anywhere from 25-50 hours of gameplay in the single player “campaign” alone. And since I recently completed the game, I can say that’s a very accuracte estimate. But it doesn’t end with single player.
The multiplayer mode has 14 maps, 4 different modes, and an addictive persistence system that’ll have you playing “one more round” for hours beyond your bedtime. Most exciting of all is the amazing map editor which will practically guarantee a fresh batch of maps everytime you login. We haven’t seen this kind of free-form user-created content in console gaming before, so it will be ineresting to see how it plays out. Of course, most of the maps will be complete garbage. But the team has already addressed that by implementing a ranking system. So in theory, the best maps will rise to the top. Still, we probably won’t see the really great maps until a few weeks after release. But until then, Ubisoft’s 14 maps should keep everyone plenty busy.
Overall, the amount of quality and content Ubisoft is giving us puts most other titles to shame. After Far Cry 2 it’ll be hard to play a 10 hour game and feel like you got your money’s worth.
Far Cry 2 Links:
So we made the return trip home from Montreal with minimal delays…at least until we hit Vegas on an unusual rainy day. But we’re back now and poring over our notes and assets in attempt to figure out how we’re going to approach this guide. Far Cry 2 is shaping up nicely and is easily one of the best looking games I’ve seen on the 360 or PS3. Plus it addresses many of the issues I’ve had with shooter genre. But I would stop short of calling Far Cry 2 a simple shooter. It’s so much more than that.
Not long ago I was writing a guide for a tactical shooter and determining the best path to a hilltop objective. While glancing at the in-game map I saw that there was a narrow twisting road leading up the hill; an area that was certainly packed with enemies. Instead of taking that path, I looked for other ways to reach the objective. But there were none. In one area my attempt to flank was impeded by an overturned row boat. And we all know badass military types can’t hop/climb/crawl over such contrived obstacles. So I was forced to take the narrow road up the hill and was hardly surprised when ambushed by scores of enemy troops. This sort of fixed-path design seemed really old fashioned, not unlike the maze-like games (Wolfenstein 3D, Doom, Duke Nuke Em 3D) from a decade ago. Even recent bestsellers like Call of Duty 4 suffer from this “one path in, one path out” rail-shooter style of level design.
For this reason, Far Cry 2’s open world design feels much more like a GTA game than a standard shooter. You’re capable of taking on missions at your own pace. And instead of giving you a confined maze to run and gun through, the designers have provided an entire African country to explore. When you get a mission, it’s completely up to you how to get to the objective area. Want to drive a jeep? How about piloting a river boat? Once you reach the objective, you can accomplish your goal in a number of ways, attacking from 360 degrees. You can hold back and clear out the objective area with a sniper rifle or mortar, rush in with guns blazing, set distracting wild fires with molotovs, or you can sneak in with silent weapons, carving up unsuspecting hostiles with a machete. This type of design inspires immense creativity and replayability, allowing the player to customize their tactics based on their preferred style of play, weapon availability, time of day, current weather conditions, NPC behavior, and numerous other factors.
On our last day at the studio Jason Arsenault showed me the game’s multiplayer map editor, shipping with all versions. This powerful tool allows any user to create and upload their own map by easily molding mountains, raising the water level, “painting” the terrain with vegetation, and hand placing a wide variety of structures and objects. Of course, making a well-balanced and fun map won’t be easy, so the uploaded content will be rated by the community, helping the best maps rise to the top. This is a very exciting prospect, practically ensuring a perpetual fresh batch of multiplayer maps within days of launch.
Well that’s enough for now. I need to get back to playing the game. There’s something I need to blow up. More Far Cry 2 info incoming in the days/weeks ahead.
We’ve kept busy here in Montreal over the last two days. Yesterday we got the grand tour of the Far Cry 2 team’s office space and began peppering the team with questions. Among the team members we met was Alexandre Amancio, the game’s art director. He told us about the team’s trip to Kenya last summer and even showed us some pictures he took. The photos were used as reference material, ensuring each of the game’s environments has an authentic appearance. And it really paid off. Some of the screens he showed us from the game were nearly indistinguishable from the reference photos, instantly illustrating the creativity of the artists and the power of the game’s robust Dunia engine. We also met with Kevin Shortt, the game’s story writer. I was shocked at the amount of back story written for the game. Each major (and minor) character is completely fleshed out with highly detailed biographies. They’ve even created a blog “written” by one of the game’s characters providing numerous enticing insights.
Today Gaetan Richard (one of the producers) showed us the game’s multiplayer component, and I was quite impressed…something that doesn’t happen too often given the glut of multiplayer shooters. The multiplayer maps benefit from the game’s dynamic weather and time system. So if you want to play a specific map at noon with a slight wind, no problem. Or perhaps you want to tackle the same map at night during a rain storm? If a match runs long, you’ll even notice the sun moving across the sky, casting dynamic shadows. So it’s possible to begin a match at dusk and end at night. Customizing the weather and time of day gives each map variant a completely different look and feel. But more importantly, it can impact tactics. For example, when playing at night, it’s best to use weapons that emit no muzzle flash to remain stealthy. Or if the sun is setting you can use it to your advantage by keeping it to your back; your enemies will have a tough time seeing you through the sun’s glare! Oh, and the multiplayer mode features a persistence system with plenty of achievable ranks and worthwhile rewards, ensuring that addictive “one more round” sensation we’ve become accustomed to.
Writing the guide for this enormously complex game is going to be a huge task. But we’re putting together some very exciting assets that are absolutely essential to get the most out of the game.
Last week we took a look at EA’s impressive cafeteria at the Redwood Shores campus. Now we’re off to Canada to see what kind of culinary options our friends at Ubisoft have.
Where: Ubisoft Montreal, Quebec
Why I was there: My work on the Rainbow Six Vegas guide required a quick trip to Ubisoft to log some multiplayer hours and conduct a thorough Q&A session with the developers. Soon after arriving I met a few key team members, including my contact, Luc Duchaine; it’s always nice to finally meet the people you’ve been e-mailing forever. Luc gave me a quick tour of the office and then showed off some of the game’s innovative features, including a brief demo where he imported his face into the game with the yet-to-be-released Xbox Live Vision camera. After a few hours of morning gameplay, the hunger pangs began to set in. Luc was too busy to grab lunch with me, but he made sure I knew where to go…and more importantly, how to get back in the office.
The Facility: Ubisoft has no official cafeteria per se, but there is a small restaurant (Café Vienne) located on the building’s first floor; enter the building and turn left, opposite of Ubi’s reception desk. Café Vienne is a chain of quaint little eateries found throughout Montreal. Sporting red brick walls, a wooden floor, and a large windows overlooking Boulevard St-Laurent, Ubisoft’s Café Vienne has a cozy and relaxing atmosphere with plenty of small tables ideal for solo diners. On my visit, the staff was friendly and very accommodating…even though I didn’t speak a word of French.
The Food: Café Vienne serves a variety of gourmet coffees as well as fresh sandwiches and salads. While all the salads in the deli case looked great, I really felt like a sandwich. So I ordered a roast beef panini served on toasted ciabata. The roast beef was sliced as I ordered, and not pre-proportioned (or weighed) like in some chain delis; something I always appreciate. Overall, it was a good sandwich served with fresh lettuce and tomatoes. Just enough to whet my appetite before resuming my frag-filled afternoon.
Alternatives: There are more than a dozen of diverse restaurants surrounding Ubisoft, all within walking distance, making it easy for employees to get out of the office without wandering too far away from their desk. My time at Ubi was limited so I didn’t get much time to explore the local eateries on my visit, but recommendations are easy to come by; just ask anyone and they’ll be more than happy to point you in the right direction.
On my last evening in the city I came down with a severe craving for Mexican food; a common affliction for this native Californian. While wandering the streets near my hotel I came across a restaurant called 3 Amigos…yeah, like the movie. It’s a charming little restaurant on St. Catherine Street (between Guy and St. Mathieu) with some of the most memorable and kitschy décor I’ve seen outside the Madison Bear Garden. Despite my low expectations, the food wasn’t bad. Sure, it wasn’t the most authentic Mexican food I’ve ever had (a tostada salad with carrots and cucumbers?) but it’s probably about the best you can do in the entire city…and maybe all of Canada. Plus, the place is a big hit with the locals, as indicated by the youthful crowd and numerous awards hanging on the walls. So if you’re ever in Montreal and require a quick fix of chips, salsa, and a margarita, head on over to 3 Amigos. They’ll take good care of you.
Next week: Microsoft