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Sharky Extreme : February 9, 2012





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Initially, one can't help but draw comparisons to Shogo: MAD, Monolith's flagship game for 1998. Both titles find players controlling giant, 6-story tall mechs throughout the streets of a futuristic megapolis; Both are seemingly heavily influenced by anime, Japanese cartoons that, more often than not, feature said mechanized robots and urban jungles; And both christened the launch of new 3D engines for their respective developers. Apart from that, however, the similarities are few and far between.

Slave Zero is a third person game, and, unlike most of the competition, will not implement any first person camera modes in the final build. "The entire game is designed with the 3rd person perspective in mind", says Producer Matt Powers, "The game play, animations and controls are all tuned to our 3rd person viewpoint". Third person games have always allowed players more control over their surroundings through a wider field of vision, an increased awareness of one's character and the ability to detect a rear attack. Going with a third person perspective is a move which no doubt lends itself to the amount of interactivity Accolade will be pumping into Slave Zero.

"We are really trying to create an interactive environment where the player feels like a 60-foot tall robot", explains Powers, "Most people created sand castles or cities out of building blocks when they were young. The fun part was smashing them - playing the part of a giant crashing through the helpless city. Slave Zero recreates that same excitement. We are creating an interactive environment where the player can do what they expect a giant robot to be able to do. Pick up people and throw them, crush buildings, all the while battling it out with many other giant robots -climbing buildings, leaping across rooftops, climbing freeway overpasses - it is all in there".

Powered by the Ecstasy engine, Slave Zero's environment appears to be solid and well represented, not like Tomb Raider's cardboard walls, tiled textures and paper thin surroundings. Even at the early stage during which we saw the game, camera flaws, clipping problems and object cracking were completely addressed by the Ecstasy engine (either that, or Accolade did a stand up job of hiding them from our prying eyes).






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