It’s fair to say that Mass Effect 2 is a pretty awesome game. So awesome, in fact, that if the ‘net could burst from an overfilling of positive reviews, this is the game that would have doomed the whole damn thing. Going into the experience I wasn’t really sure what to expect. I’d finished the first Mass Effect, and while it was a pretty good game I felt like it lacked in a few areas, not the least of which was a dry-as-dirt first quarter spent wandering the Citadel like a chimp on a banana hunt. So it goes without saying, then, that when I approached the new Mass Effect I was pretty much steeled for a dull introduction to what would eventually be revealed as a pretty good game.
I was wrong. Mass Effect 2′s intro is among the most exciting, gripping, well executed game opener’s I’ve ever seen. If it had been a CG cut scene I’d have been on the edge of my seat, but getting to actually play through that explosive, shocking–the list of adjectives could go on for days–introduction, well…had me on the edge of my seat, fiddling with thumbsticks as I desperately tried to save Commander Shepard and her crew from certain doom.
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I’ll be updating the site with impressions of what I’ve seen today, but one thing is crystal clear: motion controls are in: WAY in. Both Microsoft and Sony showed off new motion controllers, with MS by far taking the lead in a “next gen” motion control system. Sony’s by comparison is more of a “wiimote evolved” scenario, which is all well and good. I’m a fan of the wiimote, after all, so Sony’s approach feels like a natural extension of that, at least from what we’ve seen.
Beyond that, we also have the new Tony Hawk skateboard controller, which from what I saw is very impressive. Not to be forgotten, of course, is Nintendo’s own Wii motion plus, which finally brings true 1:1 control to that platform.
For me, this sudden flood of motion controllers is in many ways Nintendo’s vindication; yes, they shipped a system with less horsepower than Sony or MS, but they took a gamble with motion control that paid off so well that they have now redirected the efforts of Microsoft, Sony and the entire games industry. Love or hate the Wii, there’s no longer any way to deny it: Nintendo was right.
So we got here and got checked in, but what have we learned? That the press room is hotter than hell (games journalists don’t need air conditioning!), the show floor is eerily closed until noon and the wifi sucks so bad that I’m actually better off posting from my iPhone.
So as you might be able to tell from the relative lack of activity on the site of late, we’re pretty busy with something? What is it, you ask? Well, we’re not quite ready to spill the full set of beans yet, but it’s a game. Yes, a video game. For a console. Ah, but which console, you ask? The answer should be fairly obvious, of course, since only one console offers official support for Indie games: Xbox 360, specifically the Community Games service. More details to come later.
Beyond that, however, I have to tell you that the process to date has been incredibly educational. While we’re making excellent progress to date we’ve had a few hurdles, not the least of which was simply finding enough time in everyone’s busy schedule (all of us have lives and jobs that don’t include this process, an unfortunate by-product of the need to eat). Among some other challenges, though, are things you wouldn’t necessarily realize are as difficult as they are. For starters, defining an appropriate art style was incredibly difficult, and our very talented art crew has worked really hard to come up with a look that is both unique and interesting while still being very professional. We’ve looked to some great classic titles for reference, but we’ve also been very inspired by a lot of the hand painted “retro” stylings of upcoming titles like the A Boy and His Blob remake for the Nintendo Wii.
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