PS3 exclusive Starhawk announced

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joshuaboy

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The guns have fallen silent in 2007's Warhawk. Not long ago it was a continual cycle of Battlefield-style multiplayer tangles between troops, tanks and futuro-planes. Now, due to our cruel PSN-enforced absence, the Eucadian and Chernovian armies have little to do but share the occasional cigarette, take a football into the no man's land that lies between CTF points and begin to wonder whether they're not so different after all.

In a distant time and far away place, however, new trouble is brewing deep in space. Sequel Starhawk is about to provide a fresh battle in a new universe – a full price game that brings a coherent solo campaign into the mix alongside a fascinating, almost RTS-styled, approach to base-building.

Oh, and aerial combat with Hawks that look like Panzer Dragoon, Transformers and a Peregrine Falcon freaked out and had crazy babies. (Itself a rather uncomfortable experience for what is, let's not forget, an endangered species).

Starhawk takes place on the edge of space – a frontier where a sprawl of moons and planets have a magic blue substance called Rift Energy sloshing around their insides. Something of a Gold Rush has built up around this energy, and many and varied unshaven space-types are laying claim to the Rift Geysers that litter the area. If you've got the Eyes of the Starhawk, you may well notice that this is a game that's very much crossed into full-on Firefly, Borderlands and Bravestarr territory.

Far from being a simple blue splodgey source of renewable power, however, Rift Energy has the power to turn men mad, melt their face, elongate their bones and inflict a somewhat sinister fashion sense.

Those overly exposed to Rift Energy, then, have formed roving Outcast warbands – devoted to seeking out geysers, worshipping them and massacring their former workmates and loved-ones.

It's down to the solo game's hero, Emmett Graves, to travel from space system to space system and geyser to geyser – fending off the Outcasts and securing the energy so his fellow colonists can convert them to filthy lucre.

He can do this because Emmett is the only man alive to have been infected by the Rift with his mind intact. Though it did leave him with a manky right hand and the ability to suck Rift Energy into a handy backpack.

As he runs around various arenas pulling off satisfying and meaty violence on Outcasts (sniping, chucking grenades, machine-gunning and occasionally resorting to actual bodily harm), Rift Energy leeches out of his fallen foes and into his own body.

So far so generic, but the way this energy can be used is genuinely fascinating. It's a gameplay tool well-used in both the single-player campaign and the franchise's familiar online skirmishes.

Starhawk's levels aren't comprised of linear sequences of Outcasts hiding behind explosive crates. They're large circular arenas in which Graves must fight off waves of enemies being beamed into the environment, while he busies himself with various objectives across the map.

From the top-down each mission essentially looks like a Venn Diagram of hurt, with various hotspots of enemy activity appearing and converging to capture geysers and destroy your structures.

Using Graves' stockpiled Rift Energy you can call down defences from an orbiting ship – causing buildings to rain down from the sky, slam into the ground and hastily construct themselves. In essence Starhawk presents a third-person hero with an RTS toolset to fend off his foes. This is essentially the game that EA should have made for Command and Conquer five years ago.

You can pull all manner of neat stuff down from the heavens. Communication towers that provide AI controlled allies to fight your cause, walls that hem the tide of enemy assaults, turrets that safeguard particular areas... And as the warfare escalates then 4x4-harbouring Garages and Hawk platforms will inevitably be required.

Missions generally begin with Graves infiltrating a troublespot on his lonesome, and end with him swooping through the skies in missile-toting mechanical bird, above a map littered with AI-warfare and an RTS base of his own design.

The multiplayer aspect utilises a similarly impressive system, where the 'kill to build and build to kill' ethos rings especially true. Every player can hover a green blueprint over a patch of their team's end of the map, and quickly bring down base-building essentials.

You could, say, block off an access route to your flag with a few walls – then upgrade one so it becomes a gate that will only accept your side's traffic. Alternatively, with a little more juice, you could bring down a garage – complete with a 4x4 for you and your buddies to take on a flag-cap run. This will then allow other team-mates to purchase vehicles from it with hard-fought rift energy.

It's a great system; essentially a streamlined and third person grandson of the all-too-often forgotten Battlezone remake that was released on the PC way back in 1998.

At the moment, however, it also needs a little tweaking – every game should end with colossal bouts between Hawks either stomping around like grumpy robots or careening through the skies, but it's easy enough for a griefer to build a maze of walls instead to fill up a team's building quota (of 16) and deny others the fun stuff.

Buildings can, of course, be demolished – but developers Lightbox still have a job on their hands to ensure StarHawk's constantly changing playing field is also a constantly level one.

Despite the addition of single-player, it's clear that multiplayer still rules the roost – with the developers desperate to throw in every attributable community and gameplay function they can imagine.

Good moderation, great match-making, clans, leaderboards, tournaments, android phone apps that talk directly to what's happening in the game world... It's clear that Sony would dearly love, and perhaps expect, Starhawk to go supernova.

The game's hero and rather contrived back-story don't entirely convince yet but there's little doubt that the game's systems work well – and that when you play with the right people, the multiplayer is even more of a hoot than last time round.

What's more, with a 2012 release date planned, we still have ample time to start a polite letter writing campaign pleading for the DLC to be set on earth, called TerraHawk and have a collection of eighties string puppets as playable characters. And, indeed, time for Sony to get around to turning PSN back on...

Starhawk is due to be released 2012 on PlayStation 3.
 
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ss_preview_18425Starhawk1.jpg.jpg

ss_preview_18426Starhawk2.jpg.jpg

..............
 
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lol @ everybody making a big deal about this

Prototype 2's main character is black too

http://ps3.ign.com/articles/116/1168094p1.html

Starhawk: The Reveal of a Bold New Frontier
Sony's latest exclusive is a potentially risky endeavor.

Within seconds of the starting the Starhawk reveal video I'm blown away. Not just by the game itself, but by how much risk Sony is taking with it. Abandoned is the art style and universe of the Warhawk franchise Starhawk is building on. Instead, Starhawk is going in a decidedly Western direction. On top of that, Sony's giving this PlayStation 3 exclusive title – one the company is hoping to develop into a new franchise – to Lightbox Interactive, an unproven studio based in Austin, Texas. Add to this its unorthodox lead character and its new focus on single player, and the chance for disaster or outright rejection by fans looks about as likely as people digging it as much as I did.

Starhawk is a third-person shooter, set in a universe where humans are exploring and colonizing the stars. Many people, and more specifically miners, are searching for a powerful substance called Rift Energy. You play as Emmet Graves, an ex-miner who's been tainted by Rift Energy but lived to tell the tale. Now he's on a quest to take out an evil group of humans who've been mutated by Rift Energy and collectively refer to themselves as the Outcasts. At his disposal are an array of heavy weapons, structures he can call down from the sky to erect defenses, as well as powerful airships called Hawks.

Watch our Starhawk Video Preview

Warhawk never had that well-developed of a universe, but it definitely had a style that hinted at influences from the World War II era. Starhawk does away with all of this, though, taking the franchise in a direction that mixes future technology and space travel with a cowboy vibe. The lead character, Emmett Graves, embodies this perfectly. He's dressed like a desperado and looks equally ready to pilot a Hawk as he does to tie down a bull. But along with this, he's got metal parts protruding from his back, technology that keeps him alive despite his encounter with a toxic substance called Rift Energy. It's an odd juxtaposition that looks really good together, but I'm curious how it'll sit with fans of the older games. With the exception of the occasional hit like Red Dead Redemption or Gun, Western titles and cowboys aren't exactly the most popular things nowadays.

Graves is also interesting as a character because, in the realm of gaming, he's unique in one major way: he's black. I'm told it wasn't a conscious decision, but Emmett Graves represents a woefully tiny set of black protagonists in games. Add to this his character being tainted by Rift Energy (he survives with careful implants, usually it just mutates you into monsters known as Outcasts), and there's potential for themes about stigma and persecution potentially tossed into Starhawk. Personally, I think that sounds great and I think he's a great looking character, but I'm curious how fans will react when they're placed in the shoes of a minority. Will Graves speak to them? Will they even have the maturity to contemplate this instead of just spewing forth the typical vitriol of an Internet gaming message board?

With its new lead character, the next big leap Lightbox Interactive decided to take with Starhawk was to make single player as big a focus as the multiplayer. Unlike the PS3 Warhawk, which was an online multiplayer-only title, Starhawk is attempting to build a franchise with characters and a universe we can fall in love with for years to come. This is Emmett's story, and we're going to play an hours-long campaign that tells about his struggle to help the miners fight off the Outcast threat. The tricky part is going to be making it interesting.

The one stage I played put Emmett against waves of attacking Outcasts, and it played a lot like a tower defense game (albeit one with badass Hawks and buildings raining from the sky), but I'm curious how they'll make the campaign interesting in the long run. A bunch of levels that boil down to "kill base X" or "defend position Y" aren't going to make for very compelling scenarios that tell a heartfelt story, yet that seems to be exactly what Lightbox wants to do.

Besides a campaign, the hook of Starhawk's gameplay that really sets it apart from what's come before in the series is its "Build and Battle" design. This silly slogan betrays what's actually a pretty ambitious idea, though – namely letting players build structures almost anywhere on the battlefield. Both multiplayer and single player allow players to call down structures from the sky, granting them access to everything from turrets to walls to depots that can deploy jeeps and Hawks. The battlefield is yours to manipulate and shape, and the hope is that this will radically alter the way each level is played. Say, for instance, I create a choke point with my resources, while you play the same level and just focus on building vehicles depots. In the end, we'll probably both beat the level, but our experiences will have been pretty different, suiting our individual styles of play.

The danger in this is how to handle building in multiplayer. When I played a few matches of capture the flag, each side was only allowed to build 16 structures. It sounds like a lot, but when there's no ability to recall or demolish a structure you no longer need, you can run into problems. On one level, we didn't even have any Hawk depots, leaving us unable to executefast aerial assaults. I'm told that this is something they're working on, but it's a complicated problem to overcome. Allowing anyone on the team to demolish buildings could mean a player could just blow up structures to be a jerk, but clearly the current system doesn't work either. It's tough to say how this system will ultimately function, but it's a potentially volatile situation when you're putting so much power in the hands of a team of uncoordinated online players.

I might sound down on Starhawk, but I assure you I'm not – it looks really cool for how early in development it is. Not all the decisions the developers made seem risky, either, such as the ability for the titular Hawks to transform between being jets and mechs. Yup, the Hawks are now akin to Transformers, and it isn't uncommon to see players soar through the air, transform midway, and come crashing onto the ground guns blazing.

Several parts of Starhawk are points of possible contention or significant design challenges, but after playing it and participating in the reveal event I'm a believer. Lightbox Interactive may not have shipped a game as a team, but it's composed of people who've worked on Twisted Metal, War of the Monsters and the last Warhawk title. More than that, the studio is bold, passionate and not afraid to try something that could bite them in the ass. They say everything's bigger in Texas, and apparently that applies to ambition,too.
 
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[video=youtube;0hSAes_IRTY]http://www.youtube.com/watch?v=0hSAes_IRTY&feature=player_embedded[/video]

Video...shit look DOPE

Build-A-Battle system looks sick
 
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DaFifthElement;2558680 said:
[video=youtube;0hSAes_IRTY]http://www.youtube.com/watch?v=0hSAes_IRTY&feature=player_embedded[/video]

Video...shit look DOPE

Build-A-Battle system looks sick

looks dope
 
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