Archive - 2009

A Game Of Cops And Robbers: First Look At Realtime Worlds APB

Every kid growing up as played some form of cops and robbers. Realtime Worlds has brought that to adults with its very ambitious MMO called APB. GamingShogun was treated to a behind closed doors demo of the game at this year’s Electronic Entertainment Expo (E3) and, boy, is it deep.

The demo was given to us by one of its senior producers and a community manager. We started off with a very detailed look at the character creation system (cont)
The one thing that the developers of APB wanted to drill into our minds is that APB follows a three word philosophy. Creativity, conflict, and celebrity. The creativity portion is all about the character creation system. This may be the deepest system I have ever seen beating out the City Of Heroes franchise.

We got a chance to see a female model for the first time and there is not a single thing that you cannot change or manipulate on her. The point of this much customization is that the developers want you to be able to stand out from everyone else in the game. The characters are meant to be human looking and not grotesque. this is really a system about looking good and not looking like an abomination walking down the street. Although if you try hard enough the developers did admit you can make some freakish looking folks.

Skin color changed be changed all the way down to pigment and tattoos can be layered to create full sleeves. The unique point is the system knows how to layer this so they will place correctly and not look awkward. I will wrap around say a shoulder or even correct the color so it blends with the pigment of the skin making it look real. The character creation system is so deep they even showed off a model that was created of President Obama. The model looks exactly like Mr. President.

You can create all these logos for the tattoos by hand in what APB is essentially calling their crafting system. It is a paint style program where you can get down to fine brush strokes to create your own images. Images can be created for clothes, tattoos, and even cars. Placing these images on a car for instance will once again place correctly instead of say covering up the glass on a window.

This is where celebrity comes in. With the deep customization and crafting mechanics you literally can become a car modder or clothes designer. APB developers want you to stand out in the world. Don’t feel like playing any of the actual game itself? That’s not a problem at all. You can use the crafting system to create your brand so other players will know of your celebrity status by the looks of the things you create. All these things can be put up on an in game auction house. This really gives a chance for casual yet creative players to make their mark in the game.

The final twist they had for us with creativity and celebrity was an in game midi sound editor. You can go in and create a sound file that will play to your opponents when they are killed. They used the example of someone making the Super Mario theme. Imagine having to hear that every time you die.

Last but not least there is conflict. APB was created by Dave Jones who is the creator of GTA. Needless to say the game has a very GTA feel to it but with some unique twists. APB is a player driven story based MMO with the enforcers vs the criminals. Each side has multiple factions or gangs to choose from. This is a living breathing city and it is all dynamic match making. There are no lobbies to choose from and like any world there are crimes happening.

We were shown a case where one of the gangs went in and broken into a car. when this happens the enforcer side is alerted and it matches players by skill level in up to a 4v4 death match. Whoever comes out of that death match is the winner with no death penalty and a small respawn timer. If you are a higher skill level you may be going up against 4 members of a lower rank. This is a great way of keep things balanced and fair. Enforcers have morale decisions to make on weather they decide to kill or the much harder arrest. You are even able to become a dirty cop which of course may hurt you in the long run with your standing in the city.

With the living breathing world of APB Realtime Worlds has included a VOIP service that lets you hear battles in real time. As you are walking in the world you may here gun shots and head towards the area. When you get in range you will actually here the teams talking back and forth. Total immersion with this feature. There is also Last.FM integration with the game where if a car drives by and is playing a song in your library you will hear that song. Don’t have that song in your library? Oh well that’s ok as it will just pick a similar artist. Very cool little feature.

All in all APB is shaping up to be one hell of a fun game. The rich customization really offers a level of immersion that I have not seen before and the dynamic matching is a way to make lower players feel like they belong in the world. APB is set to release in 2010 and will not follow the standard MMO subscription plans. It will be released on the 360 and PC so prepare to make a name for yourself!

Parachutes and Grappling Hooks: A Behind Closed-Doors Look at Just Cause 2


I must admit that I was not really hyped about Just Cause 2 when we arrived at the 2009 Electronic Entertainment Expo a few days ago. Its not that the game did not seem like it would be entertaining or well-done, I just had so many other games on my mind at that moment it was pushed aside. However, after seeing Just Cause 2 at the behind closed-doors presentation with Eidos I am salivating for more. (cont.)
We took our seats inside the small presentation room Eidos had setup to show off Just Cause 2 and Lead Game Designer Peter Johansson began to talk about the game. When Just Cause 2 finally did show on the screen we were treated to a stunning vista from a peak on the fictional island of Panau. At the edge of the peak was the game’s protagonist, Rico Rodriguez. After spinning the camera about a few times to show off the incredible draw-distance and scope of the island, which measures roughly 400 square miles in area, Rico jumped from the peak and began plummeting to the island below.

His target: some random military encampment. At a thrilling (and dangerously low) altitude the devs popped Rico’s shoot and guided him towards the base, spraying the caught unawares enemies below with machine gun fire from above. Then, Rico deftly kicked off his shoot and began what can only be described as a ‘spree of destruction’, the likes of which we have never seen. The developers pushed Rico in an etxremely deft manner all around the base unleashing hell on the enemy.

Rico’s method for unleashing this hell? His stunt parachute and grappling hook arm. The combinations of tricks and stunts one can pull off using these instruments is really bewildering. The player can shoot his grapple at a distant location, begin pulling himself towards it, then disengage the grapple and engage the ‘chute. This instantly puts the player in the air and not only gives the death from above advantage but also allows Rico to travel quickly and get a better vantage of the terrain below.

Another thing which the developers showcased was Rico’s ability to tether two objects together with the grappling hook. In another scene of the presentation, we were treated to a thrilling car chase with Rico on the roof of a beat-up SUV. The driver was a man he had just rescued in a thrilling high-rise action-fest which ended with Rico pushing both of them out the window into a free-fall. Thankfully, Rico had his chute or they both would have been a little splat soon after. Back to the car chase: so with enemy Humvees gunning down on them, Rico could do all sorts of action film-style tricks to dispatch his foes. Using the tether feature of the grapple-arm, Rico connected an enemy Humvee at the side of his vehicle to a bridge arm. This caused the enemy Humvee to come to a very quick-stop and fly backwards into the air towards the bridge arm in the opposite direction. It really felt like we were watching some 80’s Schwarzenegger movie.

Rico can even tether enemies together to prevent them from escaping a grenade he lobs their way. This gameplay element seems well-implemented and, coupled with the re-usable stunt parachute, brings a whole new element to the third-person shooter.

In order to end the violence taking place on the island of Panau, Rico must cause as much ‘chaos’ in the enemy ranks as possible. This ‘chaos’ level is how Rico decreases the enemies’ sphere of influence.

One eye-opening feature of Just Cause 2 is just how many places there are to visit (and destroy). The area of gameplay which the developers showed us was displayed on the in-game map. We could see the peak where Rico started as well as the enemy camp and bridge. Places to disrupt the enemies’ influence are displayed as icons on this map. Well the developer began zooming the map out and it became startlingly apparent just how large this sandbox-style game really is. The area os the map which filled the screen just seconds before was now just a small spot on a much larger map showing hundreds of location icons.

Just Cause 2 is set to release in 2010 on the PC, Xbox 360, and Playstation 3. I might not have been hyped at the beginning of E3, but I most-certainly am now and can’t wait to play this one.

Details from THQ’s E3 09 Media-Only W40k Space Marine Presentation


If you had a media pass at this year’s Electronic Entertainment Expo, or were just really lucky, you could stand in line to get special look at THQ’s upcoming Warhammer 40k: Space Marine. We have enjoyed THQ’s W40k offerings before, but this game represents a break with tradition in taking the series to a third-person actioner, and we were really looking-forward to seeing it up close. (cont.)
The four and a half minute presentation began with the E3 trailer and was followed up with some random video clips of the game and a question and answer session with the on-hand developers.

The most interesting things we learned during the Q&A was not from what the developer’s would say, but from what they wouldn’t! The way a person phrases a ‘no comment’ statement can say quite a bit. When asked about multiplayer modes, the developers came back by asking us to look at other THQ Warhammer products’ multiplayer features. The dev also let slip that ‘[Space Marine is] not a solo game’.

Another reporter at the presentation asked about character customization. While the developers replied by saying that has not ‘been confirmed’ at this time, we could plainly see in some of the random game clips a screen showing a level 5 sergeant and his stats which looked upgradeable to us. So, we are presuming from this that you will be able to upgrade your character(s).

When I asked about how the single-player missions would be doled out, and if it would be selectable like the Dawn of War II missions are, they responded with another ‘nothing has been confirmed’ statement. There was nothing more to glean from the way they said this but a more dynamic story would not surprise us after how succesfuly it was in DoW2.

Vehicles and Dreadnaughts were brought up in one person’s questioning and the developers slyly responded with a ‘no comment’ and one actually verbalized ‘wink wink’. While a Space Marine actually has to die to become a Dreadnaught, thus not making it likely to be a ‘dread’ in the title, it would seem that they (or perhaps just APCs) will be in the game to some degree – perhaps simply one a supporting fire mission.

One of the issues many gamers seem to have with the E3 trailer for Space Marine is the focus on the space marine chapter known as the ‘Ultramarines’. While most of the ad material for the game also supports their being the central focus on the game, the developers stated that there has never been any confirmation on that fact and that since Space Marine is the beginning of a ‘new franchise’ we should not presume this to be true. Perhaps they are creating a new chapter for this title?

After the presentation was over, I ran into a will-remain-nameless person on the team I know. I inquired as to what game engine the game uses as many believe it to be the same as DoW2. He replied by saying it is actually not the same engine but looks similar as many of the same artists are worked on both titles.

No one would confirm a release date but the game will be coming out on the Xbox 360 and Playstation 3 (hopefully a PC version will be announced at some point). Stay-tuned as new details are released about this game which looks quite intense with some seriously-fun action.

A Behind Closed-Doors Look at SEGA’s Aliens Vs Predator from E3 09


A big highlight of the 2009 Electronic Entertainment Expo was being able to check out SEGA/Rebellion’s upcoming Aliens Vs Predator. After all, Rebellion scared the bejeezus out of us when we were younger with their first AvP title and brought a healthy dose of action to the scares with its sequel. This, their third entry into the series looks to be an extremely intense roller-coaster ride.

We hiked to SEGA’s meeting room at the convention center and checked in at the press desk. We would like to thank their Senior PR Manager, Tali Fischer, who got us all squared away and into the proper queue to see the game up-close… (cont.)
(cont.) When it was our turn to see the demo, we were led into the small, dark room where we met some of the game’s development team including Tim Jones, the head of art & design on the project, and Paul Mackman, the game’s producer.

They introduced the game and began presenting the demo which featured the colonial marines’ side of the conflict. Set thirty years after the events of Alien 3, the colonial marines have been sent to yet another United Systems’ colony where xenomorphs have taken over.

The first level we were shown was bereft of xenomorphs but did feature claustrophobic hallways and a lot of acid burns through floor and ceiling grates. It resembled the colony on LV-426 from Aliens in art design had was very richly detailed. A big focus was placed on telling us about their in-house Asura game engine and its ability to render real-time shadows. A marine throwing a flare behind a stairwell gave way to a beautiful array of light and shadow. Even the marine character’s flashlight yielded realistic, real-time shadows from the surrounding environment.

The HUD for the marine character is very spartan, leaving the player with more room to enjoy the brilliant visuals. To the lower left corner of the screen is the player’s motion detector with its constant sonar-like pinging of the area. To the bottom right is the player’s weapon info (ammo count, etc).

In another level, we were shown the marines setting up sentry turrets and locking down an area of the colony, to lick their wounds we imagine – they all looked pretty messed up. After the marine character spoke to some of his fellow brothers (and sisters) in arms, they were under siege by xenomorphs. Eventually, the xenomorphs managed to cut the power to the locked-down area and breach the perimeter. What followed was a very intense firefight with a few scattered xenomorphs. One fellow marine was even pulled up through the ceiling by one of the alien creatures to his inevitable death (or impregnation).

The xenomorphs move a lot more fluidly than in the last two entries of the series. Their design looks based on those of the creatures in Aliens (which we found to be the most appealing even over the design of the original Alien) and seeing their carapaces crawling across the walls and ceiling is very unnerving.

Eventually the marine character had to evac the locked-down area and move into one of the entrance tunnels which was under-guard by a sentry turret and a make-shift barricade. Aliens began swarming toward the marine, eventually overwhelming even the turret. Thankfully, the developers spared us a horrific death and ended the demo at that time.

One cool gameplay element we saw was that xenomorphs can jump onto the marine character and begin their ‘inner-jaw penetrating your skull in a grotesque fashion’ sequence seen in the film series. While they were still working on the control system for this, the marine character could kick the xenomorph off and onto the ground in front of him (or her) allowing the marine time to blast it with their upgraded M41 pulse rifle.

Yes, being 30 years since Alien 3, the United Systems Colonial Marines have definitely upgraded their equipment. Their armor is a bit more futuristic in design and their weapons also look slightly modified. How much of this is due to the events of Aliens is unknown as is if the United Systems had covered the event up to the colonial marines, leaving them again unawares. Whatever the case, I am sure the evil Weyland-Yutani corporation will fit into the story somehow.

While no confirmed date was revealed to the GamingShogun and his intrepid crew, an early 2010 release seems probable for the PC, Xbox 360, and Playstation 3 platforms.

GamingShogun E3 09 First-Look: Dexter iPhone Game


Yesterday at E3 09 we got the chance to get an up-close look at Showtime/Marc Ecko Productions/Icarus Studios’ upcoming iPhone game based off the popular television series, Dexter. For those of you who do not know about the show, its titular character (Dexter) is a man driven to brutally kill those who he finds guilty of heinous crimes of their own. This, all while working with the local police department as their blood-spatter analyst… (cont.)
(cont.) In the iPhone game, players are tasked with not only carrying out the brutal acts that Dexter commits in the name of his own version of justice, but also on the investigations that lead to them. This adds a lot of variety to the game by giving players other things to accomplish besides killing.

For instance, a major part of the game tasks players with evidence gathering. From following a suspect to sneaking about their residence on the search for clues, Dexter will put together a picture of their guilt or innocence.

Thankfully, a lot of Dexter is voiced by the actual actors from the television series including Michael C. Hall, who plays Dexter. You may remember Hall from his role in the critically-acclaimed Six Feet Under as the homosexual funeral home owner with many inner-demons to battle. This authenticity adds a lot to the overall experience in making it seem like a part of the television series.

The Dexter iPhone game will eventually be an episodic adventure that actually follows along with the television show. For instance, in one of the game’s investigative moments, Dexter is tasked with searching a suspect’s residence for clues. This is not seen in the series episode it parallels, so now gamers and fans of the show know what happened ‘in between’ those critical events. It helps fill out the overall Dexter mythos in a way that only an engrossing game can.

Once your suspect is succesfully abducted, Dexter will proceed with interrogational techniques which would make even the toughest CIA agent flinch in discomfort. He will cut on his suspect and more while goading them into confessing their ‘sins’ (Dexter does not kill those he considers innocent). Once they do, Dexter dispatches them with a killing blow. This is accomplished by a swipe of the finger against the iPhone’s touch screen in the case of a knife or similar object but can be different patterns for varying instruments.

Dexter features very nicely-rendered 3D graphics which give many PSP games a run for their money. Controlling the Dexter character can be accomplished by using a virtual joystick on the screen or the iPhone’s accelerometer (although that method seemed to need a bit more fleshing-out.

Overall, Dexter for the iPhone looks to be a great addition for long-time fans of the series as well as people who have little knowledge of the TV show at all. The Dexter iPhone game will be released later this Summer. Current, its price point is still being determined.

GamingShogun First Look: EA Sports NHL 10 at E3 2009

On day two of E3 2009 Gaming Shogun was treated to a behind closed doors demo of EA Sports NHL 10. NHL 10 is the newest update to their very popular line of NHL games that seems to just get stronger each year.

This year NHL 10 offers several new changes to the game and really ramps up the realism of being at a sporting event… (cont)
with the arenas actually becoming a living breathing interactive atmosphere.  Long gone are the zombified crowds looking like cardboard cutouts.  The developers really drove the point home that they wanted to make it feel like you were sitting at a playoff home game.  Fans will wave towels and react to things you do on the ice both positive and negative.  One of the coolest things I saw was when one player slammed another up against the boards. One of the fans actually went into a frenzy and began banging on the glass!  I mean, come on, every hockey fan has done that at some point.

Speaking of board-play, NHL 20 has really re-energized this area of the series.  For instance, the difficulty-level has been ramped up as you can now pin someone to the boards just like a real hockey game, letting you kick pass to your team.  Intimidation tactics come into play as you can smash the opposing star making the other team want to put some hurt on you.  Oh and yes fighting is back but it is like nothing you have seen in a hockey game.  First-person fighting is here and man is it fun.  While you cant pull your opponents jersey over his head you can pummel him into the ground making him pay for that high stick he gave you on purpose.

There are tons of new refinements to the rest of the game as well.  New precision passing lets you control the speed and the direction of your passes, and there are tons of refinements to the goalie AI.  In addition to the refinements there are several new moves in the game such as batting the puck out of the air, catching a puck in the air and placing it on your stick, and leg kicks to fake shots on goal.

Graphics have also been enhanced and look really crisp.  New facial animations show emotions on the players faces when they get crunched into the boards or doing celebrations after scoring.  Putting this game on a big screen may make someone think this is a game on TV if they just came into the room.  Sounds is factored into the new interactive arenas and everything you would hear at a hockey game is there.

The developers assured us that online leagues will be back as well as be a pro, dynasty mode, and tons of new stuff to be announced soon.  There is a reason why the NHL franchise has won nineteen sports game of the year awards over the past two years and NHL 10 really shows that it has legs to keep going.  Check out NHL 10 later this year as it launches for the Xbox 360 and Playstation 3 consoles.

GamingShogun Previews Sega’s Alpha Protocol at E3 2009

The fine folks at Sega were nice enough to give us a preview of their upcoming spy shooter, Alpha Protocol at E3 2009. I hesitate to generalize or limit this game by calling it just a shooter because it’s so much more. Before, and even during missions, your actions and interactions with other characters determine how you progress through the game.

The player is based at one of a number of safe houses all over the world. At these safehouses, the player can purchase new weapons, select new missions, even view trophies from previous missions. One interesting feature is a dossier set on all main characters the player meets in game, including notes on techniques to deal effectively with the character… (CONT)
A player can choose either a stealth or commando skillset for each mission.  Prior and during missions, the player will encounter and interact with other characters.  The player is then presented with a choice on how to deal with this character (friendly, diplomatic, honest, evasive, aggressive, etc…), and these choices and the player’s actions in the mission will affect the player’s reputation with that character.  Rub that character the wrong way too often, and they will be less helpful, or downright hostile, changing the course of the game.  The devs we spoke to really hyped the reputation system, and replayability.  Make different choices and experience an entirely different gameplay experience.

In missions, the player can select from four classes of weapons (pistols, submachine guns, shotguns, and assault rifles), and they can all be extensively modified/customized. Each weapon will have four different upgrade slots  for the player to make use of. The amount of customization is really incredible, not only to your weapons but also to the rest of your equipment and appearance.

The developers also stated that the player will gain numerous perks as he gains experience and levels.  These perks are automatically selected based on the skills the players in-game decisions/actions.  We asked how far player can expect to level in the game and were told that if a player does all missions and maximizes experience, he would reach level 20 or so.  As players level, they gain points to put in any of the 9 different skill attributes (small guns, martial arts, etc…).  To maximize every skill would require approximately 200 levels of points, which, with a soft-cap of 20, will never happen.  Therefore the player has to be very particular where skill points are placed. This also makes it fun for players to go back through and play the game, multiple times, from different character types and actions. In fact, the developers mentioned the classic and brilliant PC title ‘Deus-Ex’ as one of their inspirations for Alpha Protocol.

While Alpha Protocol is not the most ground-breaking title we have seen in terms of visuals, it is very attractive and has a crisp style. This is somewhat refreshing as opposed to many titles out there using all manner of filters and overlays to ‘enhance’ their looks. Movement and game play seems typical, though we were not able to get a hands on demo to confirm.  Sega is shooting for a Fall 2009 release date on all platforms.  Visit Sega’s Alpha Protocol site for more info!

First Look At EA Sports FIFA 10 At E3 2009

It always amazes me people that people think that there is not a huge fan base for soccer in North America. Well today at the second day of E3 2009 I was treated to a behind closed doors demo of EA Sports FIFA 10.

At the start of the demo the facts were laid out. Soccer is starting to pick up quite a momentum in the states. The title was number one in Europe but followed by a strong United States showing in the number two spot (cont)
The FIFA team’s main focus in FIFA 10 was to go to the community and open their ears because after all who knows this game better then its rabid fans around the globe.  Let me tell you from the short demo that I saw they really listened.

FIFA 10 offers not only some polish in the form of new updated graphics but complete overhauls of a lot of the gameplay mechanics.  I saw both the 360 version and the PS3 versions and both were beautiful.  I would have to give the edge in graphics to the 360 version as it just seemed a bit fresher then the PS3.  I was unable to see if any changes were done to the sound engine as the room was pretty noisey with other games but I was assured by the developers that the stadiums once again come alive with chants and ambient noises.

FIFA 10 offers complete overhauls to the defending and goalkeeping mechanics.  Players can get much more physical with their positioning and tackling is much more fluid depending on the players skill level.  Goalkeepers will not seem like robots waiting for a ball to come at them.  If someone comes to into their yard it may result in the keep charging out to save his team from getting scored on.  referees have been given some refinements and are now a little less touchy with calls or cards. Still no handball calls folks as the developers say it is not possible to do but you wont see red every time you go in for a tackle.

The shooting system has been given  some love as players felt like the ball was floating way too much or striking the crossbar too often.  Shooting from what I saw seems a lot more natural now showed the shots to be much more logical.

The big new feature in FIFA 10 is the first ever use of 360 degree dribbling.  This is HUGE to fans of the series as it finally feels like the magnet at the end of your foot is gone.  Coupled in with new skill moves players can dribble smoothly in any direction and even bounce the ball from foot to foot.  For those that know the game this raises the bar to a whole new level as defenders have to be on their game.

Other new features in FIFA 10 are an all new practice mode available from the lobby  and an overhaul to the manager mode.  Trade deadlines will be in full effect and depending on the player can result in a bidding war between clubs.  Transfers are in real time now and are updated week by week.  You also have more control over player development and how to manage your squad.

The final thing we talked about with the developers was the online community itself.  FIFA as a franchise is known to have a huge community even dwarfing Madden in my opinion.  With the launch of the beta version of the new EA Sports website i was assured that FIFA 10 will be strongly linked to the website with many great things still hidden behind the curtain.

FIFA 10 was the sports title of the show for me.  I may be a little bit biased but it really comes down to the complete overhaul that the developers did and the steps they took to actually listen to the community.  We look foreword to more announcements in the next few months on FIFA 10 as it is set to be released this fall for the Xbox 360 and Playstation 3 consoles.

GamingShogun Previews Parabellum, a Free2Play Title From GamersFirst

GamingShogun got a quick moment this morning to preview GamersFirst’s Parabellum. The title is a multiple play on words, with 9 mm parabellum ammunition being one of the most common caliburs, but also part of a phrase in Latin ‘Si vis pacem, para bellum’ which means ‘If you wish for peace, prepare for war.’

Parabellum is an online, first person shooter, akin to Counterstrike. Player avatars are highly customizable, and the instance-based missions seem engaging. Parabellum, like other titles from GamersFirst, is a Free2Play game. There is no cost to either download or play the basic game, however, certain customizations and weapons must be purchased… (Cont)

The developer we spoke with claimed that, on release, Parabellum will only have about 10% of their final intended content.  This means gamers can expect regular updates, items, and maps. 

Parabellum just entered closed beta, and the devs are shooting for an August 09 release date.  Check out the official Parabellum site for more info!

First Look At Bethesda’s Brink from E3 2009

GamingShogun met with Bethesda on the first day of E3 2009 to preview their upcoming water-wasteland title: Brink. Brink is being developed by Splash Damage (makers of Return to Castle Wolfenstein).

Set about 40 years in the future, global warming has caused the oceans to rise, flooding most of the surface. The last refuge for humanity is the Ark, a floating city which originally built and designed as a social engineering project… (Cont.)

Movement within the world of Brink has a new feature.  In addition to the standard controls, Brink introduces S.M.A.R.T. movement.  S.M.A.R.T. stands for Smooth Movement Around Random Terrain.  Simply point your character in the direction you want to go, hold the S.M.A.R.T. button, and your character will take the ‘smartest’ route towards that point.  Sometimes this means walking around obstacles, sometimes it means jumping a ledge, grabbing a bar, and swinging up a level.  Without a hands-on demo, it’s hard to tell whether this feature will be a novelty, or will dominate how you move through the game. When engaged it is very reminiscent of Mirror’s Edge movement system (only automatic).

There are two main playable factions in Brink:  refugees, and the security forces attempting to maintain order for the social elite living on The Ark.  Characters are highly customizable, allowing each player to make a truly unique avatar.  One truly unique feature is the ability for gamers to take their single-player mission character and continue their campaign in multiplayer mode.  Need help on a mission?  Call a friend!

The preview highlighted a mission to Container City (picture a shanty town made of lego stacked cargo containers).  The developers showed us how selecting different objectives mid-mission can help guide your team through the action.  If an engineer is needed, but there are no engineer NPCs in the mission, the player can change classes on the fly to fill whatever role is needed.

Action seems intense, and the storyline engaging!  Stay tuned or visit Splash Damage’s Brink site for more info!