Fatal Inertia Preview
Ludicrous speed, go!
In Fatal Inertia, the first game from Japanese publisher Koei's new Canadian development studio, you drive futuristic hovering race vehicles at ridiculous speeds and fire weapons to impede the progress of your opponents.
In simple terms, this means that Fatal Inertia is going to be dogged from the outset by the basic assumption that it's just another WipEout clone. All the ingredients are there, after all; even the visual style of the game owes a certain something to WipEout's Designers Republic-influenced graphic design.
However, a few races around Fatal Inertia's varied environments reveals that there's a far closer parallel to be drawn than WipEout. In fact, in many regards, the game departs dramatically from the WipEout formula - especially in terms of its tracks, which are criss-crossed with shortcuts, obstacles and so on, a far cry from WipEout's carefully crafted smooth-walled tunnels.
As such, the parallel we ended up drawing after about half an hour with the game wasn't with WipEout. Instead, it was with Mario Kart - a game which the development team profess to be huge fans of, and one to which Fatal Inertia may well be a surprisingly solid next-gen homage.
They've Gone To Plaid

You can tell it's the future, because everything glows purple and blue. That's what the future will be like, so you'd better start appreciating purple.
The Mario Kart comparison holds pretty true for the bulk of Fatal Inertia's design decisions. The game may be futuristic and gritty, rather than bright and cartoonish, but Koei's intentions are clearly in line with Nintendo's despite this - the game is meant to be simple to pick up and play for anyone, but full of advanced techniques that will take a while to master.
From what we've seen, Fatal Inertia makes a damned good stab at achieving exactly this. The basic controls for your vehicle are incredibly intuitive for anyone who has played a racing game before, and feel responsive and enjoyable. The stages you race around are intricate in their layout, but it's rare to get lost (we only managed this a couple of times on one of the more open stages), and once you grasp the fact that your craft has solid up and down flight controls as well as standard steering, zooming around the tracks is pretty straightforward and enjoyable.
However, there are tricks and subtleties to it - partially in terms of the various shortcuts, which call upon players to work out the most favourable routes as they play, but also in terms of the handling itself. Introducing up and down as concepts alongside left and right makes a significant change to the handling we're all used to from the likes of F-Zero and WipEout. The beginner won't even notice it, but after a few races we had picked up the fact that pressing close to the ground gives a speed boost traded off against increased risk of pranging your nose against a rock, while careful adjustments to your height can let you whiz through track sections that looked impassable otherwise.

The developer has clearly chosen frame-rate and draw distance over exceptionally pretty graphics - although we do rather fancy the water effects.
Weapons, too, start out simple and get more complex as you play with them. Unlike most combat racing games, weapons in Fatal Inertia are designed to screw around with the physics of your opponent and impede their progress, rather than simply destroying them. When you start playing, just firing weapons at will works fine; but as you progress, you'll need to think more carefully about what each weapon actually does.
The most common weapons in the games are all, essentially, magnets. One type fires out a shower of powerful, heavy magnets, which attach to an enemy craft and proceed to weigh down the vehicle realistically - so, for example, if you hit his left wing, his handling will drag heavily to the left. It's more subtle than a shotgun, but no less lethal when applied properly.
Even traditional weapons get a magnetic makeover - the rocket launcher no longer blows things up, but rather attaches itself to an enemy vehicle and then fires a powerful rocket boost. Get one of those stuck to an enemy off-centre, and it'll almost certainly send them into a spin and then promptly into a rock-face. A secondary fire mode, however, actually attaches the rocket to your own tail - granting you a powerful but tricky to master boost.
It's clear, then, that a fairly solid physics model is the second string to Fatal Inertia's bow, along with the Mario Kart style "easy to pick up, hard to master" approach. This mostly manifests itself in the behaviour of your craft - they pick up locational damage as you whiz around, too, which can result in a lot of F-Zero style retirements if you're bumping and grinding your way along too many cliff faces. However, there are also some nods to track physics, especially in the form of boulders, stalactites, and so on which roll around or break off convincingly if disturbed by passing craft, causing hazards for others.
My brains are going into my feet!
The other major string in this bow, if the analogy stretches quite that far, is that Fatal Inertia offers a level of customisation to its vehicles which will appeal greatly to anyone of a tinkering mindset. Each of the initial craft fits a basic racing archetype (fast but hard to handle, slow but heavily armoured, and so on), but as you progress through the race tournaments that make up the single-player game, you'll unlock a huge variety of bits and pieces to customise your vehicle.
This customisation isn't just about tweaking the stats of the craft, though - the team has been careful to include a huge range of visual changes that can be made to each vehicle, ensuring that you'll be able to create a fairly unique look to bring online and race against others. The game supports eight players online, the same number that it throws onto the track in each single player race. Actually, that's a point of minor concern; we'd rather hoped for F-Zero-style races with dozens of opponents, and the smaller number being thrown around by Fatal Inertia could lead to some races where you don't see much of the other players.

Being plastered with heavy magnets will weigh you down and drag you into the ground. Do a barrel roll to shake 'em off.
Graphically, this Unreal 3 engine-based game isn't going to be winning any awards; the art direction isn't terribly inspired, and the graphics themselves are sitting right in the middle of Average Country by the standards of other next-gen titles. However, Koei appears to have focused its efforts on framerate rather than fancy effects, which is probably the right decision for this sort of game. The build we played seemed silky smooth even in busy parts of the track; if the final build can keep up this framerate consistently, a lot of criticism of the visuals will be forgiven.
Perhaps more importantly, the game does offer plenty of variety in its tracks. Six major areas make up the game's content - each with a unique type of terrain, ranging from an icy Arctic shoreline to a rocky Grand Canyon style area riddled with huge caves. Within each area, there are eight or nine courses, and several of them are somewhat specialised - such as Havoc courses, which boast far more weapon pads than normal, or Navigator courses, which focus on racing over combat and require a deft hand on the analogue stick.

Some of the tighter cave systems pose a tricky challenge from a racing perspective, and balance out the combat-heavy sections nicely.
As a first game from a new studio, Fatal Inertia is looking rather promising. Although it's being launched into a genre which is full of competition from very highly regarded franchises such as F-Zero and WipEout, there's not actually been much action on the high-speed racing front in the past couple of years.
Above all, the team's intriguing decision to look to Mario Kart for its inspiration could well pay off nicely by bringing MK's unrivalled gameplay mechanics to a setting that's arguably more palatable for many Xbox owners. That all depends, of course, on Fatal Inertia's ability to live up to the promise we saw in a fairly solid preview build; a question we'll tackle in more depth closer to the launch of the game.
Fatal Inertia is out on Xbox 360 in September, with a PS3 version to follow later on. There's a demo of the game on Xbox Live Marketplace right now for 360 owners.
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Comments (54) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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awful framerate too, another victim of UE3. Koei cant seem to run the game right on the engine.
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Bad framerate, tearing, crappy controls, sub-par graphics... bring on Wipeout Pulse and HD instead
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This has already been reviewed in Xbox World 360 and got pretty pilloried. Wonder which build they had.
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I agree- please compare it to the demo and let us know if it has improved
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If the demo is so different from the release version, they need to get a new demo out quick! I wouldn't even give this a look in now, even with good reviews . . .
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Peej
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Repeat: these games need 60fps or they need to go in the bin.
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Althoug the old game "ballistic" was kind of cool because you were driving "hover-bikes" that had no upper speed limit except for the obstacles in the tube-tracks.
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If there is a massive disparity between the two (which seems likely – as even the most benighted rube can tell the difference between silky smooth and a staccato slideshow) then it begs the question as to why it was released at all?
I think if the disparity is true, another demo should be readied which has to automatically download for anyone trying to play the old one (with an explanation before it sets off).
And pull the old one off immediately.
I thought some kind of mind bending drug’s had been surreptitiously administered pre-demo when I read “The developer has clearly chosen frame-rate and draw distance over exceptionally pretty graphics - although we do rather fancy the water effects.”
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Your too generous Darren.
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The tracks in the demo are also crap. They're incredibly short and badly designed compared to the tracks I played, which were generally much longer and full of shortcuts and alternate routes. I can only assume that the team created a tiny, claustrophobic track to try and keep the demo download size down, but it really doesn't show the game off terribly well.
Crap demo, in other words. I'm not saying Fatal Inertia is going to be a game of the year - from what I saw, though, it's a solid and reasonably enjoyable effort, whereas this demo is just a steaming pile.
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Demos are meant to be selling tools and this one seems to have the opposite impact.
Same with Forza... Crap demo, great game.
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must hurt a lot when they fuck up so badly releasing an old build with big issues.
same with heavenly sword + tearing issues etc. =[
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I feel sorry for the guys who have been working on this as I just think its going to get a really bad reception unless they can radically change what turns out to be the finished product.
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i too was hoping for a Quantum Redshift 2. In fact give us Quantum Redshift 2!
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Me too
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Still reckon it will be pwned by WipEout HD. Especially for the price...
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Demos are a strange beast. Often as not the dev won't get to choose what goes in. That descision is often made by the publisher.
Also, its worth bearing in mind that a demo is almost always created before the game is actually finished. In light of that it is surely to be expected that some aspects may still be a bit ropey. I totally agree that a demo is a marketing tool, but it differs fundamentally from a normal advert in that it is hands on.
A coffee advert doesn't actually depend on the coffee tasting nice at the time the advert is made, it just has to taste nice by the time it turns up on the shop shelves. Most ad campaigns that are ran in the months before a product hits the shelves don't actually depend on the product itself being in any way complete.
Now car sales rooms will allow customers to test drive vehicles, which is essentially a demo, except they wouldn't dream of letting anyone do that until the car production process was actually complete. Imagine sending out a potential customer in a car that was still awaiting final tweaks. "It drove like shite and gobbled up fuel" says Mr/Ms test driver. "Well too right" says car manufacturer, "it wasn't finished".
Sooo, the point I am getting to. There are a few devs who have in recent times started releasing demos after the final product has actually been completed and released. I for one think this is a great thing for several reasons.
1. The main reason (with my dev hat on) is that it allows the dev team to wortk on the product instead of pouring manhours into making a demo. Schedules rarely include demo building from the sttart, so those manhours have to come from somewhere. Either they come from the pool assigned to making the actual product, or they come from the teams personal lives. Neither is acceptable in my book.
2. The second reason (most important if I was wearing my gamer hat) is that the demo is far more likely to represent the actual game if it is created after the development of that game has been completed. So we as gamers get a fair representation of the game we are thinking of buying, which works in our favour as we don't dismiss some gem of gaming fun just because a poor demo misrepresented the title to us.
We get very hung up on demos coming out way in advance of the title release date. I understand this - I get enthusiastic about certain games and I want titbits as much as the next gamer. But its not like we can actually act on the demo until the game is released, not if we accept that the purpose of the demo is to promote the game to us and secure a sale (rather than just giving us some gaming time for free, which is nice but not really why the demo in question was created).
Anyway, various ramblings from me about demos end here.
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At the PS3-version there are a lot of innovations...