While running and jumping around the vast city of Hover, you come across a locked box. After a few seconds of hacking it opens to reveal a gameball. Video games are highly illegal on this world thanks to the imposing security force. You are part of a resistance movement to bring games back to the masses and with your parkour skills the multiple levels of the city are simply your playground. You grab it and run, leaping over walls, bewildered citizens jumping out of your way, through tunnels, across rooftops, through a crowded plaza. Suddenly a security camera spots you and from seemingly nowhere a hovering SecuBox is right on top of you, threatening to take away the console or imprison you. You run and the adrenaline starts pumping.
Hover: Revolt of Gamers is developed by three French amateur game designers with the studio name Fusty Game. This is the second game they've developed, with the first having unfortunately been canceled on Kickstarter. The style is similar to the ones found in the movies The Fifth Element and Star Wars: a variety of alien species living together in a multi-tiered society with the threat of a police force controlling everything. Alien languages on billboards, anti-video game propaganda, and the jumbled crowd of alien species walking about lend greatly to the atmosphere. The gameplay is a mix between Jet Grind Radio and Mirror's Edge: a fast-paced first- and third-person camera view allows you to feel in control as the action takes place. Delivering gameballs and completing missions will help you raise your stats to better your speed, jumping, and grinding, just to name a few.
This is a parkour game; it unleashes the fast-paced art of free running into an open neon-colored metropolis that's rife with sharp angles, large drops, bright lights, and a security force that wants you out of the equation. The futuristic world is a maze of pathways and, barring the obvious invisible walls, if you can see it then you can get there.
This is a parkour game; it unleashes the fast-paced art of free running into an open neon-colored metropolis that's rife with sharp angles, large drops, bright lights, and a security force that wants you out of the equation. The futuristic world is a maze of pathways and, barring the obvious invisible walls, if you can see it then you can get there.
Following a MASSIVELY successful Kickstarter that ended with over triple the amount of the original goal, they were able to not only double the initial size of the city but they brought on board Jet Grind Radio/Jet Set Radio Future composer Hideki Nakamura. If you were a fan of his work for those games then you'll feel right at home here. Also for those of you lucky enough to have an Oculus Rift handy, the game is compatible with the headset but may give you motion sickness if you're unprepared for the insane movement. Biggest of all is a planned Wii U release, however no information on this has been posted. Those who were lucky (and rich enough) to contribute majorly to the Kickstarter will get rewards along the lines of a special DJ pet, an exclusive character skin, a physical copy, and, to someone who contributed $1,500 to the campaign, will have their likeness turned into a giant statue somewhere in the game.
In your free time between missions, you can explore the city to look for the best lines to get the best speed and ways to get around. It will most certainly put your pathfinding skills to the test. Currently the alpha version only allows players to traverse a small section of the city, both online and off. You can gather gameballs, GameGirls, avoid police, and take part in a few races against NPCs, or race other plays online if you prefer. The full version will have missions that include police evasion, stealth infiltration, and a few more variations that the creators have yet to reveal. A deeper character customization will be available in the full version as well as spraypaint tagging, more playable character skins, a deeper history of the world, and an expanded soundtrack.
A modern mid-level system will have no problem playing Hover on medium graphical settings. It will take a lot of horsepower to make it run at max with 60 fps. Fusty Game took no prisoners with the depth of the game's graphics. Even my laptop that's only a few years old manages to crank out a meager 15 fps on the lowest settings. There's a lot going on that's not on-screen that the game is having to keep track of: mindless NPC pedestrians, traffic, and the security system are all present and don't fade at a distance. Expect the fps results to pan out better as they make the game more compatible with different setups.
The game is compatible with an Xbox 360 control pad and is easy to use with it's minimal button usage. While it feels more organic than the keyboard and mouse layout it loses the ability to make sharp turns and that is something that's required for traversing this city cleanly. A rewind feature is extremely useful and helps you correct mistakes if you miss a jump or find yourself stuck in some way. Currently in the alpha there is no limit to how far back you can go. The ability to scan things can bring up a text menu with some interesting tidbits on the city and its inhabitants. This can also show you the locations of important NPCs, gameballs, race starting points, holographic signs, security cameras and E-cops. It can leave the screen cluttered and is disorienting at first. Time will tell if this is corrected.
The Fusty Game team: Charles Vesic, Marine Baron, and Pierre Raffali
If you missed out on the Kickstarter, Hover will be coming to Steam via Greenlight and will be available on PC, Mac, and Linux OS's in a multitude of languages. No pricing or release date has been posted yet but its not too late to get in on the hype. If the alpha proves anything, its that even dedicated fans can make the game of their dreams. There is something awesome about just hanging out in another world, running and exploring. Hover has something that a lot of the AAA titles these days are lacking: fun.
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