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Showing posts with label likeness. Show all posts
Showing posts with label likeness. Show all posts

Tuesday, October 23, 2012

F1: Race Stars - Karting with Character

There are certain rules that must be respected in order for a caricature to work. It must exaggerate and distort the features of the original, while preserving the likeness of its subject. If it fails to do that, it becomes something else, something grotesque. F1 Race Stars negotiates that fine line, producing a cutesy, cuddly, and impossibly cheery take on that fairly inaccessible sport – Formula 1 – in which races are interminable and the personalities of its drivers are obscured by helmets.

But F1 Race Stars does a pretty good job of translating the mainstays of Formula 1 – the engines, the teams, the pit stops, the change in weather conditions – into elements that make perfect sense within the context of a kart racer. And ultimately, that's what F1 Race Stars is – a kart racer, but one with some notable differences.

Firstly, there’s no drifting – this is F1, you see. Unlike most kart racers, in F1 you’ll benefit from hitting that perfect racing line. It isn’t as po-faced as that might sound; you’ll still hurtle around tracks, bashing into your fellow drivers, but you'll also be slamming on the brakes too. Periodically, sections of the tracks are coated in blue, and while passing through one of these sections, you'll have opportunity to charge up your KERS (kinetic energy recovery system) by ‘pumping’ the throttle. Manage to do it three times and when you emerge back onto tarmac, you’ll be treated to a formidable speed boost. For a generation weaned on Mario Kart, it feels deeply strange to not use the breaks, and having to shed some momentum in order to take a corner perfectly. But in the year of the kart racer – LittleBigPlanet Karting and Sonic & All-Stars Racing Transformer are also out before the end of the year – being different isn’t necessarily a bad thing.

The cars may be adorable but they aren’t impervious to damage. Power-ups inflict lasting harm; parts of your car will begin loosen and rattle, and you’ll have to keep an eye out for an upcoming pit-stop. At the expense of a slight detour, your car will be as good as new and ready to compete with the best.

f1racestars20-09-2012action025usajpg

The disparity between racing teams – say, Ferrari and McLaren – is preserved by each team having their own unique power-up from the starting grid. Hamilton and Button both have the ability to swap their power-up by holding A, for instance. Meanwhile, Alonso has a ‘backward seeker bubble’. And this brings us to one of the prominent shortcomings of the game: the power-ups. Perhaps it's down to the restrictions of the F1 licence itself, but the power-ups mainly comprise of coloured bubbles endowed with different abilities. Some act like green shells, some like red shells, but regardless of their properties, they still just look like brightly-coloured bubbles, regardless of whether they imprison you or knock you off the track. They also have ridiculous names like ‘triple ricochet bubble’ and ‘smart pulse bubble’. In addition to ‘bubbles’, the remaining power-ups consist of a wide variety of boost types. And again even though they have different properties, they all feel inevitably samey. For a game that obviously prides itself at being crammed with character it’s power-ups sadly lack just that. f1racestarssplitscreen010jpg

The insipid nature of the power-ups is in stark contrast to charming level and character design, an obvious strong point. Tracks exploit the globe-trotting nature of F1 to good effect, with each course drawing on that country’s landscape and most iconic landmarks. The USA is a composite America, with Midwest tractors lazily crossing the track, arid dusty canyons, and even a giant yellow robotic T-Rex presiding over a Monster Truck show (yes, you read that correctly). If that wasn't enough, you’ll ride up walls, on courses that rudely defy gravity. Meanwhile, the German course is stitched together from a section set in the deep Black Forest, a tour of a Disney-fied Bavarian castle, and a final stretch on the hectic autobahn. The art direction is very distinctive. It won’t be to everybody’s taste; some will find the perky pastels a tad nauseating but it looks as if everything has been whittled from vinyl. The faces of the drivers have a plastic sheen, and sharp, contoured edges. They nudge and point to each other on the starting line.

In the annus mirabilis of kart racers, F1 Race Stars has its own distinctive personality, which comes from transforming and playing around with the Formula One licence; this could also be its undoing, however. Playing it safe with the licence, not taking those risks, could see it left behind on the starting grib.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

F1: Race Stars - Karting with Character

There are certain rules that must be respected in order for a caricature to work. It must exaggerate and distort the features of the original, while preserving the likeness of its subject. If it fails to do that, it becomes something else, something grotesque. F1 Race Stars negotiates that fine line, producing a cutesy, cuddly, and impossibly cheery take on that fairly inaccessible sport – Formula 1 – in which races are interminable and the personalities of its drivers are obscured by helmets.

But F1 Race Stars does a pretty good job of translating the mainstays of Formula 1 – the engines, the teams, the pit stops, the change in weather conditions – into elements that make perfect sense within the context of a kart racer. And ultimately, that's what F1 Race Stars is – a kart racer, but one with some notable differences.

Firstly, there’s no drifting – this is F1, you see. Unlike most kart racers, in F1 you’ll benefit from hitting that perfect racing line. It isn’t as po-faced as that might sound; you’ll still hurtle around tracks, bashing into your fellow drivers, but you'll also be slamming on the brakes too. Periodically, sections of the tracks are coated in blue, and while passing through one of these sections, you'll have opportunity to charge up your KERS (kinetic energy recovery system) by ‘pumping’ the throttle. Manage to do it three times and when you emerge back onto tarmac, you’ll be treated to a formidable speed boost. For a generation weaned on Mario Kart, it feels deeply strange to not use the breaks, and having to shed some momentum in order to take a corner perfectly. But in the year of the kart racer – LittleBigPlanet Karting and Sonic & All-Stars Racing Transformer are also out before the end of the year – being different isn’t necessarily a bad thing.

The cars may be adorable but they aren’t impervious to damage. Power-ups inflict lasting harm; parts of your car will begin loosen and rattle, and you’ll have to keep an eye out for an upcoming pit-stop. At the expense of a slight detour, your car will be as good as new and ready to compete with the best.

f1racestars20-09-2012action025usajpg

The disparity between racing teams – say, Ferrari and McLaren – is preserved by each team have their own power-up from the starting grid. Hamilton and Button both have the ability to swap their power-up by holding A, for instance. Meanwhile, Alonso has a ‘backward seeker bubble’. And this brings us to one of the prominent shortcomings of the game: the power-ups. Perhaps it's down to the restrictions of the F1 licence itself, but the power-ups mainly comprise of coloured bubbles endowed with different abilities. Some act like green shells, some like red shells, but regardless of their properties, they still just look like brightly-coloured bubbles, regardless of whether they imprison you or knock you off the track. They also have ridiculous names like ‘triple ricochet bubble’ and ‘smart pulse bubble’. In addition to ‘bubbles’, the remaining power-ups consist of a wide variety of boost types. And again even though they have different properties, they all feel inevitably samey. For a game that obviously prides itself at being crammed with character it’s power-ups sadly lack just that. f1racestarssplitscreen010jpg

The insipid nature of the power-ups is in stark contrast to charming level and character design, an obvious strong point. Tracks exploit the globe-trotting nature of F1 to good effect, with each course drawing on that country’s landscape and most iconic landmarks. The USA is a composite America, with Midwest tractors lazily crossing the track, arid and dusty canyons, and even a giant yellow robotic T-Rex presiding over a Monster Truck show (yes, you read that correctly). If that wasn't enough, you’ll ride up walls, on courses that rudely defy gravity. Meanwhile, the German course is stitched together from a section set in the deep Black Forest, a tour of a Disney-fied Bavarian castle, and a final stretch on the hectic autobahn. The art direction is very distinctive. It won’t be to everybody’s taste; some will find the perky pastels a tad nauseating but it looks as if everything has been whittled from vinyl. The faces of the drivers have a plastic sheen, and sharp, contoured edges. They nudge and point to each other on the starting line.

In the annus mirabilis of kart racers, F1 Race Stars has its own distinctive personality, which comes from transforming and playing around with the Formula One licence; this could also be its undoing, however. Playing it safe with the licence, not taking those risks, could see it left behind on the starting grib.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Friday, July 27, 2012

Bond Actors Reprising Roles in 007 Legends

Activision has announced that several original Bond voice actors will reprise their roles in upcoming Bond game 007 Legends. Daniel Craig will once again provide his voice and likeness as James Bond, and he’ll be joined by Richard Kiel reprising his role as Jaws from Moonraker and Michael Lonsdale once again playing Hugo Drax.

In addition, Naomie Harris and Rory Kinnear will voice their characters from upcoming Bond film Skyfall, with Harris playing Eve and Kinnear playing MI6 chief of staff Bill Tanner. Beyond the game’s voice cast, Bruce Feirstein -- writer of The World Is Not Enough, Tomorrow Never Dies and GoldenEye -- wrote 007 Legends’ script, while composer David Arnold (Die Another Day, Tomorrow Never Dies) contributed to the soundtrack.

007 Legends tells the story of six different Bond films, letting you play through six missions that cover five classic films as well as the upcoming Skyfall. Activision has confirmed two of the classic Bond films included so far: Moonraker and On Her Majesty’s Secret Service.

007 Legends will launch on PlayStation 3 and Xbox 360 this fall, around the same time that Skyfall will hit theaters. For an extended look at the 23rd Bond film, check out our Skyfall set visit from earlier this year.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com