To say that Sweden-based developer SimBin is kind of good at creating simulation racers would be akin to saying that Shigeru Miyamoto has marginally influenced the direction of video games. Racing, quite frankly, is SimBin's forte. With almost as many accolades as Mario Andretti has championship wins, SimBin has truly mastered the PC as their platform of choice on which to create realistic racing simulations.
That's all well and good, but how will such a thorough level of authenticity transfer over to the Xbox 360, a device with fixed hardware and eight buttons of input? SimBin's answer comes in the form of RACE Pro, a simulation racer developed specifically for the Xbox 360, and one we took for a test drive at a recent Atari press event.
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For example, Edward Carnby, the game's protagonist, now runs by default (rather than when the A button is held). Walking is accomplished by gently pushing the analog stick (what a revolutionary idea). Many other changes, including a better -- and manually controlled -- camera and improved driving controls, improve the game substantially according to Eurogamer. Exactly which PS3 improvements will make it into the 360 version remains unclear, but we'll happily take anything that can improve Alone in the Dark's more annoying aspects.
Source - Alone in the Dark demo
Source - Wall-E demo
Case in point, this video covers a sequence early in Alone in the Dark in which the game prompts you to break a car window so that you can open the door and steal it. The only problem is that the game's inventive yet wonky control scheme makes breaking that itty-bitty window about as difficult as taking down a Big Daddy.
Out of curiosity, how many of you out there are trudging through Alone in the Dark despite its faults?
This week in Points>Life we tackle the return of Alone in the Dark. From developer Eden Games and publisher Atari, Alone in the Dark is a strange game to judge. What it does well, it does very well but major technical issues could halt your desire to progress through the survival-horror classic's revamp. Either way bad game design has never been an issue for achievement fiends and this week we uncover three secret achievements in the game.
Due to Canada Day celebrations Points>Life is hitting today rather than Tuesday. Expect Points>Life next week at its regular time.
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Now set on the proper course, the producer of publisher Atari's Deer Hunter Tournament rose to his feet and continued to creep quietly forward. His high-caliber rifle, gripped in gloved fists, was equipped with a thermal scope.
A tracking system, and a scope capable of reading heat temperatures? Yes, Bambi appeared to be doomed -- so long as Donnie was able to claim him faster than legions of other eager hunters.
If you're cunning, though, the role of middle-backseat passenger can be used to harness the strengths of both your fellow rear passengers for your own good. Forge a temporary alliance during one turn so that you and one passenger crush the other against his door. Then, on an opposite turn, revoke the ceasefire and cause much harm to your former ally.
Namco Bandai's Smash Court Tennis 3 makes similar use of its middle position against its two primary competitors, SEGA's Virtua Tennis 3 and 2K Sports's Top Spin 3. "You've got Virtua Tennis at the arcade end of the spectrum, and you've got Top Spin at the Simulation end," explained Smash Court Tennis 3 producer David Geudelekian during a recent preview event. "Smash Court Tennis very intelligently tows the middle ground. You can jump right into the game and [within] 30 seconds, you can play an arcade-style match: lots of powerups, sensitive aim. But there's also a really deep experience if you want more of a simulation."
It's really a refreshing idea, and one we'd like to see implemented in more games. The interview is a worthwhile read. We suggest you check it out. Oh, and just so you know Polloni isn't merely spewing hot air, check out Joystiq's (very positive) impressions of the game.