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Fatal Inertia Preview

Xbox 360 PlayStation 3 Preview by Rob Fahey

28 August, 2007

Page 1 of 2. Page 2 ->

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

'Fatal Inertia' Screenshot 1

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.

'Fatal Inertia' Screenshot 2

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.

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Comments: 1-50 of 54 in total | next 50 »

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Daymare
28/08/07 @ 06:59
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How's the demo, anyone? Worth downloading?
souljah
28/08/07 @ 07:00
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Ohhh, looks promising.
woodnotes
28/08/07 @ 07:12
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Eh the demo is dreadful - a complete laughing joke across every gaming forum in the land.
Kryon
28/08/07 @ 07:16
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Lol so let me get this straight, the PS3 is now getting 360 ports of PS3 exclusive launch titles. PS3lol.
Daymare
28/08/07 @ 07:20
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Ah, ty woodnotes
captainrentboy
28/08/07 @ 07:26
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Wasn't the demo awful though? The negative comments were flying everywhere on the Xbox forums, so much so infact that I didn't even bother downloading it.
Scimarad
28/08/07 @ 07:26
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The demo was bloody awful!
Dizzy
28/08/07 @ 07:30
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Demo was crap.. looks like the full game might be better. Lets hope so.
Fernando
28/08/07 @ 07:34
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avoid like the plague, PS3 owners arent missing a thing

awful framerate too, another victim of UE3. Koei cant seem to run the game right on the engine.
Edited 1 times, most recently on 28/08/07 @ 08:35
Beano
28/08/07 @ 07:38
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Tried the 360 demo ... it was simply terrible!!

Bad framerate, tearing, crappy controls, sub-par graphics... bring on Wipeout Pulse and HD instead :)
manuel_garcia
28/08/07 @ 07:47
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I have to agree with the majority of the commentors on this one for once, the demo was shockingly bad in almost every way.
Shinji [mod]
28/08/07 @ 07:54
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I confess that I haven't seen the demo - downloading it now so I can have a shot at it and see how it compares to the build I played. I certainly didn't notice any framerate problems or tearing in that, so it's possible that this is just another example of a demo being thrown together from code that's far, far too early.
DaM
28/08/07 @ 08:07
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I found the demo practically unplayable. Having said that, the vast majority of demos, from PS1 days on have put me off the game. Why do they bother?!
Max_Powers
28/08/07 @ 08:08
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I have to agree with everyone here: the demo was bloody awful. I can't see how this game can ever be any good.
Caimbeul
28/08/07 @ 08:11
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The Demo was absolute Shite! - deleted it after two laps.
Eighthours
28/08/07 @ 08:15
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Yeah Shinji, it'd be good if you could give us some kind of comparison between the build you played and the demo.

This has already been reviewed in Xbox World 360 and got pretty pilloried. Wonder which build they had.
bluebird
28/08/07 @ 08:26
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It is interesting to read that it is silky smooth now, as the demo framerate and response was too slow to make the game control well. It might turn this game around, although one of the things that makes Wipeout work for me is that sense of weight and interaction with the track. One to watch.
Beano
28/08/07 @ 08:33
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"Yeah Shinji, it'd be good if you could give us some kind of comparison between the build you played and the demo."

I agree- please compare it to the demo and let us know if it has improved ;)
The_Pope
28/08/07 @ 08:36
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The demo was DIRE. This style of game actually even pre-dates Wipeout. This implementation, though pretty, really reveals that we all played this 10+ years ago. I hate to think of the dozens of guys that spend months making this game, because nobody will buy it.
Shinji [mod]
28/08/07 @ 08:37
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My 360 is sucking it down as we speak - I'll get back to you! Certainly the build I played didn't deserve this level of hate over the framerate though; I was quite taken with how smooth it was, whereas it sounds like the demo is bloody painful.
hamstand
28/08/07 @ 08:42
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demo was a sack of dogballs in every respect. absolutely no redeeming qualities whatsoever.
Edited 1 times, most recently on 28/08/07 @ 09:42
Kami
28/08/07 @ 08:45
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"Stop this thing, I order you, STOOOOOOOOOOOOOOOOOOOOOOOOOOOOOP!"
AcidSnake
28/08/07 @ 08:46
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You left out "secure all animals in the zoo"...
Greebo
28/08/07 @ 08:46
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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 . . .
pjmaybe
28/08/07 @ 08:51
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I can't believe anything positive was said about this. It's abortionate.

Peej
Valver
28/08/07 @ 08:51
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The demo was a shambolic stinking dog poo of a thing. I resented the seconds of my life lost I spent trying it - I can never get them back! Amazed that the preview is actually quite favourable. I *want* a decent Wipeout style racing game, so I'm still hoping this can make a turnaround and be fun. But I'm sceptical!
bloodflowers
28/08/07 @ 09:09
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Yeah - demo on marketplace has very choppy visuals, it managed 30fps "sometimes", but more usually not. High speed racing games need 60fps, if it's not pushing that, it's not worth looking at. I'd be very surprised if it's been radically improved since the demo build...

Repeat: these games need 60fps or they need to go in the bin.
Snooz
28/08/07 @ 09:52
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These hovercraft games look like the simplest games to make just add futuristic design and make a dodgy controlsystem and no one could say handling is unrealistic in any way.

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.
Snooz
28/08/07 @ 09:52
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double post
Edited 1 times, most recently on 28/08/07 @ 10:53
President Weasel
28/08/07 @ 10:07
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Spaceballs? Oh sh*t, there goes the neighbourhood!
BadBoyBonner
28/08/07 @ 10:13
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The demo was like an assault on the eyeballs.

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.”
Darren
28/08/07 @ 10:21
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Yep, the demo was ghastly... an erratic framerate complete with loads of last-gen popup, texture draw-in issues and v-sync tearing complimented by terrible controls and an overall blandness to the entire thing. Has 4/10 written all over it.
BadBoyBonner
28/08/07 @ 10:22
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I wouldn't have given it 4/10 if it had been an XBL release.

Your too generous Darren.


Lukus
28/08/07 @ 10:37
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After the terrible demo, this preview is a pleasant surprise as I'd hoped the game would be good. You've gotta wonder why the decision was made to release such a shoddy demo.
McGeeza
28/08/07 @ 10:38
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...the first (and probably last) game from Japanese publisher Koei's new Canadian development studio...
Scimarad
28/08/07 @ 11:23
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So, Shinji, how does it compare?
thebuzzard
28/08/07 @ 12:08
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I tried the demo on 360 and it was terrible, dodgy framerate for fairly unexciting graphics and gameplay.
MaxiSleep
28/08/07 @ 12:09
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Demo sucks on every level it is possible to suck.
Shinji [mod]
28/08/07 @ 12:17
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Okay - that demo is pretty bloody abysmal. I'm guessing the code I played was a much later build, because it had better framerate, much less ugly popping in the textures, and significantly better handling (although that might be partially down to the fact that I selected heavier, more controllable vehicles, whereas there's no vehicle select in the demo).

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.
Scimarad
28/08/07 @ 12:52
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Good news!
speedjack
28/08/07 @ 12:52
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Which begs the question... why release such a sub-standard reflection of your games worth ?

Demos are meant to be selling tools and this one seems to have the opposite impact.

Same with Forza... Crap demo, great game.
allen
28/08/07 @ 12:54
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hopefully devs will get used to releasing demos soon.

must hurt a lot when they fuck up so badly releasing an old build with big issues.
same with heavenly sword + tearing issues etc. =[
glaeken
28/08/07 @ 13:04
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The track in the demo was aweful but in truth I did not see much promise in the underlying game even given the crap track. It did just not feel fun.

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.
Nikanoru
28/08/07 @ 14:03
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One can only hope it'll be anywhere near as good as Episode 1 Racer on the N64... I played that game to death.
patchbox360
28/08/07 @ 14:47
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nah, someone is fibbing
citizenHUNTER
28/08/07 @ 15:20
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The demo was horrendous quite frankly, and I skimmed through the preview and the comments above but no one mentioned the most obvious parallel, that forgotten Xbox gem Quantum Redshift. This game on a next gen console looks bloody rubbish compared to Quantum Redshift, and that game played pretty damn well too. I only had issues with the visual design and the ship designs, but it was a solid, smooth, ridiculously fast and intense futuristic racer, this game seems to be a bit pap by comparison, though if they released a better demo I might give it a go since things seem to have improved with time as they usually do. I hope the demo was just rushed and the final game is much better.
RexRunti
28/08/07 @ 15:36
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@citizenHunter

i too was hoping for a Quantum Redshift 2. In fact give us Quantum Redshift 2!
Der_tolle_Emil
28/08/07 @ 16:16
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Good to hear that the full game is indeed much better than the demo. I thought the demo was horrible but I am a bit interested in this game, so not everything lost then.
lambtron
28/08/07 @ 18:43
#49
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"i had to look twice at the gfx on the homepage for this preview... "

Me too :D
convercide
28/08/07 @ 19:24
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I can't breathe in this thing.

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