Shattered Horizon
Z-Axis granted.
It's odd. I feel like I shouldn't be enjoying the Shattered Horizon beta as much as I am. The reason for that is the game is based on one of those kind of ideas that shouldn't really work. The idea is this: astronaut deathmatch.
It's the kind of slight-silly concept that usually lands games in a load of trouble. In this case it could have been because there aren't not many good models for 3D deathmatch, or because it needs to be bang on with the solid, accessible interface if it's not going to stumble into the dangerzone of experimental design. Or it could have encountered difficulties because of players struggling to get their head around that "no floor" idea.
All that said, it does seem suspiciously like the Futuremark game studio (the game-making spin-off from the benchmarking people) does actually have the technical know-how to pull it off. Shattered Horizon is intuitively playable and immediately comprehensible (at least to anyone with shooter experience). I was spawned and zooming about within seconds. As much as I expected to flounder with the 3D space, it was entirely straightforward. I even topped a couple of scoreboards in the afternoon. Not only that but the astronautiness of it is actually kind of engaging, at least for a big old space geek like me.
Shattered Horizon is set in the near future, where privately funded companies have begun military operations against each other in orbit. A huge explosion has put a large amount of moon rock (the titular shattered horizon) into space, and this orbital flotsam now plays host to a guerrilla war between space-suited mercenaries and miners. (And how auspicious is it that I write this preview just minutes before a rocket is being fired into the surface of the moon so that scientists can look for water, with stated intention of returning to the moon. I mean, seriously, life imitating games, or what?)

I really wanted to make a joke about "Z-Axis Versus Allies", but it didn't work.
This, in other words, is the perfect excuse for team-based deathmatch across a series of objective-based game modes.
It's the level design that I've enjoyed most. The subject matter is reflected perfectly in the art-style: a realistic take on what might happen if the moon exploded. If that makes sense. Free of the normal axis of up and down, the levels are genuine 3D affairs - laboratories built into a swathes of asteroids, for example, or an extended and reconstructed ISS, which has been hit by a meteorite - complete with docked future-shuttle and giant cargo containers spinning helplessly in space. Futuremark seems intent to make it as true to real space as is possible. Clearly it can't implement totally realistic physics without having players fly off into space at the slightest whiff of gunfire, but it can model beautiful space rocks, and epic, realistic space structures, all based on the kind of junk we actually put up there for science and stuff.
Regarding those physics: you move around with consistent inertia, but you can't accelerate indefinitely. While you use normal FPS controls to move around, with forward propelling you in whichever direction you happen to be facing, you're also able to bind a key or mouse button to "rotate", allowing you to move into whatever alignment you fancy at the flick of a wrist. Since there's no up or down, it doesn't really matter. What matters is that you shoot the enemy astronauts as accurately as possible. This is the other bit where space isn't realistic: you don't go spinning away to burn up in the atmosphere when you get shot, at least not until you're dead. Also, you can hear the enemy weapons as well as your own, which is a bit of a shame, given the beautifully appropriate spacey atmospherics that wrap up the rest of the experience.
The gunplay is a little bit unusual, of course, because you're floating and moving with continuous inertia, which you have to carefully adjust to stop, or to "land" on an asteroid or other surface. The HUD also tracks the trajectories of enemies for a few seconds when they disappear behind cover, which gives you ample opportunity to plot intercepts with less agile opponents. There are also some special projectiles, such as a smoke bomb thing, an EMP blast, and a concussion bomb that can put an end to enemies instantly by bouncing them into deep space. "Bye!"
Even better than shooting is the close-range attack in which you rip open an enemy's space suit, killing him instantly. I've always been too hamfisted to pull that off myself, but I've watched my corpse spin off into the cold night a few times now, and I intend to reap that same pain on someone else, rather soon.
Otherwise the game structure is typical of multiplayer combat games. It's a 32-player affair on dedicated servers. The modes include "Battle" in which the teams struggle to dominate the map via control points, which is fairly typical of this kind of FPS. Then there's "Assault", which gives the point-capturing a turn-based spin. The two teams take turns in attacking and defending, and the points can't be uncaptured once lost to the opposition. This means it's possible to draw if the attacks fail to take the points. Then there's classic deathmatch based purely on kills, as featured in such games for time immemorial.

Going to the toilet in space is actually more stressful than dying.
It's a beta, of course, and that means it's currently burdened by normal beta issues such as occasional glitches, dodgy connections, and the odd mechanical bug, but I've nevertheless been revelling in swooping through the vacuum and watching my enemies (and occasionally myself) going spinning off into space. And they do spin off into space rather wonderfully. When the graphics settings are cranked up it's astonishingly crisp and detailed.
Looking forward, it's clear that this is a game that will, despite being rather accessible, end up appealing to a fairly specific crowd. Astronaut deathmatch is esoteric - there's no escaping it. It's probably going to require extensive building on what we've so far seen in the beta to really capture a significant audience. It's fairly austere in its presentation, and probably needs some more craziness to keep people's attention. Nevertheless, assuming Futuremark can sustain its developmental momentum, this will be one shooter that should be able to reach a stable orbit around the homeworld of gaming interest. Oof, that metaphor was a bit laboured. I'd better go and watch the moon-bombing.
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Comments (11) Latest comment 2 years ago
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Shattered Horizon looks pretty and not even THAT demanding on hardware as one may think knowing Futuremark for 3DMarks, server browser is functional and simple, controls can be learnt and used to in an hour or so (though mostly not controls but 3-axis movement and aiming), network code is good and stable.
The problem is there're no really interesting new features for me in the game as an MP shooter - it's all pretty standard and polished, but seen in many other games - just without space and real 3D. No complex mission system like in Quake Wars, no immense number of modes, maps and community members as in Halo 3 (it's a beta, but I believe it won't be in final either), no ArmA 1/2's scale and hardcore realism, no Gears of War 2's hyperviolent coop Horde, no AVP2's 3 entirely different classes-species, no Counter Strike's accessibility and rapid rounds, and so on.
IMO Shattered Horizon will appeal to certain players who'll really dig into 3-dimensional combat and space levels. There won't be many of them, because others like me will go play games listed above (and some more), but those who stay will stay with SH till the end.
P.S. It's good to see at least attempts to do something new in the genre nowadays, so I wish Futuremark and Shattered Horizon all the luck and profitable release.
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I agree with the notion that fully 3D movements are not enough of an innovation, and should be complemented with something else, as well. Some sort of weapons that take advantage of this novel element would be a good start. Still, I'm highly interested in this.
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SOLD!
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lol, I also though of Lutz after reading the tag line.
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The suit is one of the great things about Shattered Horizon. It really does play like you're inside a fragile suit, with the HUD curving along your visor, EMP grenades disabling everything on screen, etc. You feel like you're truly enclosed from the environment and any hit can be fatal. And that's odd, because the suit isn't all that fragile: it soaks up a fair amount of bullets. Obviously to make it a little more accessible for the average FPS gamer.
Some of the other interesting features are the way your suit generates friend-or-foe signals. A player will only be picked up when they're in line of sight - AND - are using their thrusters. Someone can be in your line of sight and yet still be practically invicible, because they've gone dark and are approaching on pure inertia. Great fun for teambased games, because it means the defending team has less of an overwhelming advantage.
That advantage stems from the way the guns work. As expected you can't actually hit shit when flying around, there's too much movement and recoil to cope. Even sniping while flying is practically impossible. This means defenders ordinarily have a major advantage, because they can pick sneaky sniper spots and tether themselves to objects to take you out easily.
It's also a sweet twist on multiplayer FPS gameplay, because you need to think things through more carefully before engaging the enemy. Rushing in guns blazing will be a guaranteed death, because you'll be hard-pressed to hit anything outside of a 10m radius without tethering yourself to an object (and most combat in SH is fairly long-ranged, 60+ meters). And of course, there's wide open space all around every map, so there's plenty of opportunity to sneak around and catch enemies by surprise. More-so than in practically any other shooter, especially due to the way suit signatures are tracked by the HUD.
It may not be realistic, but it feels like it could be and it plays really well. A lot better than I expected really, and it's certainly the most enjoyable multiplayer shooter in quite a while. Heck, I'm just waiting for pre-orders to open up so I can get mine in