Friday, July 18, 2008

IGN: The Conduit Preview

IGN: The Conduit Preview:"After explaining that all the voice work in the 15-minute E3 2008 demo of The Conduit is placeholder, the action begins and any remaining fears we have are washed away. We can tell right from the get-go that High Voltage has nailed it, just as we could tell from the start that Ubisoft's over-hyped first-person shooter Red Steel totally missed the mark. You can see it in the way the reticule moves smoothly around the screen and you can see it when Corso makes a sharp turn and the screen flows quickly and fluidly to the right. The clunky, mechanical control that you endure in so many console-based first-person shooters is absent from The Conduit. Rather, it simulates the spectacular responsiveness found in Medal of Honor Heroes 2, a game that we celebrated almost entirely for its definable control setup.

And really, The Conduit takes customized controls to the next level for a number of important reasons. Yes, it does feature the ability to fully adjust your turn speeds and dead zones (the invisible bounding box that separates aiming from turning). It also features customizable cursor sensitivity, camera look angles, auto centering, and turning while the cursor is offscreen. You can even adjust your character's run speed (For the record, we felt that the present maximum run speed should be the new starting point and High Voltage agreed, so expect that change to be introduced in future builds). The game already boasts a number of extra control options over Heroes 2, but what really makes The Conduit's approach extra special is that you can make all of these adjustments in real-time. As you're moving through an atmospheric Washington D.C. that has been invaded by alien forces, you can bring up a graphic overlay that let's you customize all of the aforementioned attributes, and if you make changes, they will be reflected on-the-fly."