|
Preview:
Aqua Nox
|
One
of the most welcome surprises at E3 2001 was the varied
representation of game design houses and publishers that werent
affiliated with the "big boys." Fishtank Interactive, for
example, offered conventioneers a cozy booth in Kentia where gamers
and buyers and the idle curious could lounge, eat gummi sharks, and
play the latest titles to be distributed by this small but
well-organized and well-run company. Fellow GamesFirst! schlub Matt
Blackburn and I took advantage of the mellow atmosphere and spoke with
Massive Developments Wolfgang Walk, one of the developers of
Fishtanks flagship title, "Aqua Nox," an action/adventure
FPS that offers players the unique look and feel of a turbo-charged
submarine mission.
In a
clamshell, "AN" offers players several missions to choose
from, customizable craft, amazing camera control, a complex,
elliptical story, and gameplay that simulates actions and reactions
affected by water physics. Gamers play the game as Emerald "Dead
Eye" Flint, a sort of futuristic rogue corsair who gets wrapped
up in some pretty dangerous water sports.
Because
all the action in "AN" takes place underwater, the game
possesses a truly unfamiliar look. The landscape is dark and murky,
occasionally broken with thin, milky threads of light that penetrate
the surface above and illuminate the watery realm below. In addition,
what players see on the PC screen is actually a rendering of sonar
images of a post-apocalyptic undersea world, so there is very real
sense that players proceed through the game quite blind to the world
outside their crafts hull. Fortunately, the excellent interface
gives submariners access to several cool navigational devices, like
compasses and digital topographical maps. All in all, the visuals are
very atmospheric and contribute to the alternating sensations of
chaotic freedom and creepy claustrophobia players experience while
they maneuver Dead Eyes deep-sea craft through canyons, crevasses,
seaweed, and wrack. The fluidity of the controls and camera in
"AN" is so convincing that gamers may find themselves
frequently disoriented, but this confusion definitely supplements the
look and story of the game.
By the
time Herr Walk finished his demo, Matt and I both wanted to spend a
little more time with "AN." Mr. Walk told us to wait for the
games official release in Fall 01. He also advised us to look
forward to multiplayer deep-sea action for "AN" at that time
as well. In the meantime, Matt declared hed hone his underwater
search-and-destroy skills in the tub. A dyed-in-the-wool landlubber, Ill
just wait for the game.
Greg
Matthews |
|
|
|| News Pipe ||
(Scroll for latest news.) |
|
|
|
|
|
|
Questions? Suggestions? Comments?
Contact us at:
editors@gamesfirst.com |
|