![]() The part that's not in the game yet is that evil NPCs will supposedly send slaves to go mine the resources in that crater, and you can take photos to expose that injustice to the public. Random events and your interaction with them will have a real impact on the storyĪncel shows off a cool piece of tech that can deform planet surfaces with asteroid craters in real-time. I can't help but worry that we'll be flying to a couple handcrafted hubs on each planet, and then exploring nature to find a few procedural goodies on an otherwise uninteresting surface. Beyond Good and Evil 2's focus on a smaller set of planets could help, but it didn't for Andromeda even when they got rid of the idea of mapping entire surfaces. They had to scale back what was released, which was still disappointing to some. Mass Effect: Andromeda was originally going to work similarly, according to a Kotaku report, with more, larger, procedural planets. These two claims are almost identical to statements from Hello Games before the release of No Man's Sky. We know there are things, but we don’t know exactly where they are, we don’t know exactly what it is,” he said of the procedural generation. “Even us, we don’t know exactly what’s on this planet. When No Man's Sky sold this idea, I and many other people were disappointed to find out that 'things to do' meant the planets were littered with the same stations and pods over and over again, hidden among different-looking plants and color palettes.Ī Ubisoft blog post last week was filled with quotes from Ancel that sounded hauntingly familiar: "When you see the sunset, it’s not just colors, it’s the real sun going into this position," he said of the sky viewed from a planet's surface. Good god, how many times have we heard this one before? Every time a large-scale procedural game is pitched, we hear all about how the world will be alive and full of stuff to do. The worlds won't be empty, they will be full of things to do Those games aren't exactly the best company to be in when you're comparing promises-the former was an overhyped bore, and the latter is taking a long time, and a lot of public funding, to coalesce. The amount of times Ancel says they "want" something to work a certain way, before describing a feature straight out of No Man's Sky or Star Citizen is alarming. In-engine demo footage has now been publically released (embedded below), and seeing how little of an actual game Ubisoft has to show us really tipped me over the edge from being cautiously optimistic to just plain skeptical. A lot of it is just ideas and promises right now-and they're promises we've heard before. Worse though, that admission exposes that very little of what's been revealed about Beyond Good and Evil 2 so far has actually been executed. In an interview with creator Michel Ancel, he said he considered the game to be at "day one of development," which is not encouraging for a sequel that's already had its share of false starts. But it's not there yet.No gameplay was shown at E3, only a behind-closed-doors tech demo showing off some of what its engine can do. It could definitely become something amazing. ![]() And that's all fine-Beyond Good and Evil 2 is a long way off. But I see little of what that grand scale means, and what detail I am shown still feels like it needs lots of time. It's an impressive idea for a showcase, starting small, in a single temple, and expanding further outwards, to the city, to the planet, to the galaxy beyond. Ubisoft's final trick is to open the map screen-zooming out more to show the scale of System 3 and the many stars and planets within it. This is about managing expectations, after all. That might seem like a pedantic point, but the guy sat next to me literally gasped during this sequence, and, while it's still an impressive sight, it's not magic. Mostly seamlessly, at least-the jump into hyperspace does lower the texture quality and detail of the city quite noticeably. The demo ends with the dev jumping in a ship, hitting hyperspace and seamlessly flying their pirate out of the planet's atmosphere and towards their mothership. One dev hops in a spaceship to go and dogfight with police, while another grabs a hoverbike to give us a quick tour. A shop can be visited for new clothes and equipment. A police station, for instance, could be holding a fellow pirate for you to free. Using the scanner we can check distant landmarks, and are given suggestions as to what might (eventually) happen in them. Still we get another hint of the freedom Ubisoft hopes to offer in the final game. We only see a small slice of the city, and while the scale seems impressive, the visual detail leaves something to be desired. With the scientists thoroughly defeated, the devs head out of the temple and into the city of Ganesha proper.
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