Gaming
To Infinity, and Beyond: 'Dark Void'
Published Sunday, Oct 25 2009, 06:00 GMT | By Andrew Laughlin

In the game, players will take on the role of "regular guy" Will Grey. After his dishonourable discharge from the air force, Grey travels to Nassau in the Bahamas to set up a cargo-running business. However, on a routine flight through the infamous Bermuda Triangle, he is somehow teleported to a strange alternate world called The Void. In this parallel universe, an alien race called the Watchers have enslaved the remaining humans, known as Survivors, in their iron grasp.

To combat this formidable threat, save the day and also return to Earth, Grey must get some serious kit. After hooking up with the Survivors early on in the story, he is introduced to inventor Nikola Tesla - one of the early pioneers in the development of electricity - who hooks Grey up for battle, incorporating the game's signature feature, the jetpack.
"Tesla is literally the man behind the machines," said Gray. "He makes Will's guns, his gear, and the all-important jetpack. Tesla is integral in the Survivors' struggle against the Watchers, and Will's fight to escape the Void."

"For Dark Void, some of our fiction has definitive non-fiction roots, so it was even more important for us to fully investigate the realm of existing media," say Gray. "More than that, though, we weren't just trying to retell stories other people had already told; we put our own fiction out there, added real people and events, and suddenly, a mishmash of ideas began to take shape. A jetpack was added, and the Dark Void we know today was born. We think the end result is characters that are really easy to connect with and environments that are as functional and interesting as they are visually distinctive."
Despite the cavernous space of The Void, the game will not take on an open-world structure but rather be "a 500kph rollercoaster". It was, however, still important for the team to create the feeling of space, especially as the game will offer an intriguing balance of third-person action mixed with flight simulation. Gray says the first challenge was to create something "cool and unique", but then it was a matter of helping the player to enjoy the experience in the best way possible.

He adds: "Well, jetpacks are always cool, right? But there's no shortage of games that tack on a jetpack like it was some shallow sidearm. The real challenge is in designing gameplay that makes real use of it. We decided early on that we had to make the jetpack the central character - it is literally essential in Will's success and the success of the resistance. And yet, we're not a flight game, so we had to figure out how to make a jetpack make sense in an on-foot action/shooter. I think that is the stumbling block for most - how do make a game with a jetpack that's not a flight game? I think we've figured it out."
Gray pointed out that the "average shooter fan" is used to working in two dimensions - forward, back, left, and right - but not up and down. However, the jetpack brings a third dimension into play, enabling "genre-changing" 360-degree combat. This means that fights can not only be waged along the ground, but also up walls, inside cylinders or wherever there is a surface to be climbed. In turn, the oft-used shooter cover system can also be given a new vertical dimension.

Alongside the hover combat, players can also spread their jets and take flight. As the Watchers are a pretty advanced race, they have some nifty aircraft which can be a pest to anyone taking a leisurely jetpack ride. Therefore, Airtight has enabled the player to skyjack the jets by landing on their wings and then performing a quick-time sequence.
"Skyjacking allows Will to attach to an enemy aircraft, take out the pilot, and then jack his ride mid-flight," Gray explains. "Different aircraft have different strengths, so players can choose which vehicle will work best in a situation, or they can always just go vehicle-less."
The game was originally slated for release last month, but publisher Capcom opted to shift it to January 2010 in order to avoid the ferocious competition in the closing 2009 market (Call Of Duty: Modern Warfare 2, anyone?). Along with freeing up more time to "play test the heck" out of the game, the delay also enabled the team to introduce a new hover-up function for the jetpack. Previously, the hover mode was only a gradual descent, but now players will be able to gain altitude without actually shifting to full flight.

Adding to the package is a score penned by Battlestar Galactica composer and avid gamer Bear McCreary. Recorded with the 63-piece Hollywood Studio Symphony, Gray says that the game "wouldn't be the same kind of experience without Bear's sublimely skilful compositions and carefully orchestrated moments". Alongside extra items and side challenges to boost replayability of the single-player campaign, Gray strongly hinted that downloadable content will be launched shortly after the game's release, and that a playable demo will be available soon.
"There's plenty of the world to explore, so I don't expect players will be able to find all there is to find in a single playthrough," he says. "As for DLC, we're not officially announcing anything at this time; but Dark Void is a top-tier AAA title and Capcom is known for supporting its top-tier AAA titles after ship with DLC. Take from that what you will. We haven't announced a demo yet, but stay tuned. Something could be on the horizon."
Dark Void will be released in the UK for PS3, PC and Xbox 360 on January 15, 2010.
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