60 Second Preview of…
Zero-G Marines at E3 2001
The Specs
This first person shooter takes place entirely in zero-G environments,
in and around a series of space stations. The game is striving for
a more realistic feel, so you're fighting other marines rather than
aliens and you're contending with things like intertia. When you're
floating in space, your powered suit uses little jets and intertial
dampeners (which can be toggled if you want to slide around more).
When you're indoors, you have magnetic boots to keep your feet on
the ground. Outside the station, there are space motorcycles and
small shuttles to cover longer distances quickly. In combat, you
can have up to four squad mates who can be commanded with a menu
and configurable hotkeys.
The Speculation
Mark's Comments: There were a few of things about
this first person shooter that intrigued me. First, it's got a bit
of that Tribes/Starship Troopers/Warhammer powered suit thing going
for it. Just as some women have a thing for a guy in a uniform,
I have a thing for a guy in suit that will let him blast through
steel walls. Next, Zero G is set in a big space station not
one of those tiny Russian Mir stations that breaks down more often
than a Yugo on a transcontinental roadtrip, but a big space station
just the right size for lots of fighting and manly violence. Finally,
it models some realistic physics. Maybe the most interesting touch
is that the game will model recoil, so your marine will hurtle backwards
if he shoots while in the air. Could be wacky. Could be cool. Beyond
that, I can't say that I saw much in the game that grabbed me. Of
course I'm the guy who thought Starseige would rule and Tribes would
be some minor mod-like game that only a few people would play.
Tom's Comments: The technology doesn't look particularly
dazzling and the zero-G concept is dumbed down so that you can't
spin. Up is always up and down is always down. So much for zero-G
a la Descent. But Zero-G Marines does look like it'll have one thing
missing from a lot of recent shooters: a sense of place. Each level
is a self-contained space station. You fly around the outside, then
you land and walk around inside it. In Zero-G Marines, it's all
there in one great big chunk with no loading screens cutting it
apart. At a time when so many good first person shooters are just
linked corridors (Half-Life, No One Lives Forever, nearly any map
in Quake III), Zero-G Marines looks like the equivalent of a first
person shooter playground instead of another linear maze.
|
Publisher:
|
Strategy First
|
|
Developer:
|
Strategy First
|
|
Genre:
|
First person shooter
|
|
Release Date:
|
TBD
|
Back
to 60 Second Previews
May 22, 2001
|