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    Pure preview

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    Number of posts : 501
    Age : 37
    Personalized field : Favourite games
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    Registration date : 2008-02-16

    Pure preview Empty Pure preview

    Post by Admin Tue Mar 11, 2008 2:18 am

    February 22, 2008 - By
    the time the lads at Climax Racing had finished developing the latest
    MotoGP and ATV Offroad Fury games, they were sick and tired of creating
    simulations; they wanted to do something different. After being
    purchased by what's now Disney Interactive in 2006, the British company
    changed its name to Black Rock Studio and decided to focus on making a
    racing game that combined elements of realism with over-the-top antics.

    That's all according to Jason Avent, director of Black Rock's latest project, Pure.
    We caught up with Avent at GDC this week to take our first look at this
    off-road ATV racing game in action. Running on three hours' sleep and
    what we can only imagine were copious amounts of coffee, Avent showed
    us what sets Pure apart from Black rock's previous off-road efforts.

    We saw the game running on an Xbox 360, and despite its polish it was
    clearly still a pre-alpha game with months of development ahead. The
    game is about 14 months along and the graphics are estimated to be
    about 80 percent complete.

    "There's still a hell of a lot to do," Avent said.

    With that said, what we saw of Pure was impressive: long draw
    distances, detailed vegetation, realistic-looking particle effects and
    physics, etc. Black Rock's internally developed engine is capable of
    drawing between 100,000 and 200,000 blades of grass every frame, which
    sounds like a lot but we didn't have time to count.

    That's because we were too busy watching Pure riders perform ridiculous
    tricks in mid-air while leaping hundreds of virtual feet over cliffs,
    mining cabins and the odd body of water. Pure is based on a system that
    rewards you for taking chances, grabbing air and building up your
    ability to do more of the same though a trick meter.

    There are three trick levels, mapped to three of the controller's face
    buttons. On the Xbox 360, for example, the lowest-level tricks are
    performed by pressing A, and the X and Y-button tricks gradually open
    up as you continue to perform tricks and combos – you can see your
    progress at a glance on a heads-up-display in the lower right-hand
    corner of the screen.

    As you race, you'll be balancing your trick meter with your turbo
    meter. Boosting makes you go faster, which makes your tricks crazier,
    which builds your trick meter faster. But boosting on its own also
    depletes your trick meter (as does crashing), so you'll need to make
    sure you land your tricks or you'll find you've not only wasted a boost
    but caused your trick meter to drop as well.

    There are multiple modes of play in Pure, but Black Rock wasn't ready
    to share those with us just yet. The goal of the mode we saw was to
    simply win the race, but the game was also constantly tracking the
    points earned by pulling off tricks, too. The result was an extreme
    sports game with sim tendencies, all wrapped up in an arcade-style
    racing package.

    "Everything is exaggerated reality, except for the stuff that really matters," Avent said.

    We watched both male and female riders perform insane mile-high tricks
    on two stages: Montana and Italy. The former showed off the game's
    dirt-flinging graphics and the latter showcased its ability to create
    panoramic vistas. After hitting the turbo to launch high above the
    track, we watched riders land tricks like Christ airs, tweak airs, and
    signature moves (accessed by filling the trick meter entirely) like the
    rockstar and lazygirl.

    In the latter, a female character turned backward on her ATV, lay down
    with her head coyly in one hand and kicked up her heel, all while
    sailing over a cavernous cliff as racers zoomed below. Land a trick
    just right and it can take you to a secret route. Land it even better,
    and you can jump entire sections of the track.

    There's still a lot we don't know about Pure, including how it plays.
    It looked good on screen, despite some slowdown and stuttering here and
    there, but since we didn't have our hands on the controls, we can't say
    whether Pure will jump to the highest heights or crumple into a smoking
    heap once it hits its release date.

    We do know the game will support 16-player online multiplayer (but no
    local multiplayer) and that it will use a licensed soundtrack that the
    company is holding out on choosing until the last possible minute to
    keep it current.

    As far as racer and vehicle licensing goes, Black Rock still isn't
    ready to talk about what may or may not be included. The ATVs we saw
    had no logos or brand names on them, and there were no ads or sponsor
    names to be seen. We're not sure if that means the game is going solo
    or if it means licensing deals are still being hammered out.

    According to Avent, Pure still has five months of development time to
    go and is scheduled for a Fall release. Maybe then he can get some
    sleep.

      Current date/time is Mon May 13, 2024 7:20 am