APB Private Demo

APB Private Demo

  This morning, Mel and I had the pleasure of attending a private showing of EA and Realtime Worlds’ new game APB, short for All Points Bulletin. J. Moreland (Lead Designer) and Dave Jones (Creative Director) of Realtime Worlds showed off the the server-based sandbox game and talked about how the development of the project was based around three key factors: Creativity, Conflict, and Celebrity.

  The first of these factors that was demonstrated to us was that of creativity. We were first shown the character customization features of the game and were told about and shown just how easy it is to create a character that is unique and attractive. Weight and muscle are added correctly onto the models and the players can choose to easily create a vixen or a muscle man if they so choose. Character models, thankfully, are not stretched and the full facial manipulation of the high quality models was really quite remarkable to watch. Bone structure changes based on how a character is customized and Moreland once again reassured us that it is easy to make attractive characters stating that players have to work to make unattractive characters. Scaling tools have been streamlined and even hair geometry can be fully manipulated. Faction and gender are the only permanent aspects of character customization.

  Following the character customization demo, we were shown the game’s full symbol designer, “mini-photoshop” as described by Jones. This acts as the first step of the crafting system in the game and crafting relies on player skill and artistic talent. The player can scale symbols to any size and can use them for everything from a badge to a car decal. In fact, Moreland mentioned, a symbol could be on the side of a building, or even as a tattoo on a character that takes on the character’s skin color underneath. Adapting symbols to look realistic is very important to the team. 

  At this point, the designers mentioned that it was the PC version of the game being demoed for us and that currently, APB is on track for early 2010 release on PC only. When, I asked if there would be an Xbox 360 version as previously mentioned, they confirmed for us that’s not the case. They need to see how the games does on PC before looking into bringing it to 360. However, they were able to tell us that a closed beta of the game would start in August and that an open beta later on. 

  We were then shown a good base range of clothing built in for the game and were told that players can change the layering of the clothing; there are no limitations. Texturing, materials, accessories, and every little aspect of the clothing can be customized and when a symbol is placed on the clothing, it will take on the clothing’s material texture. We then saw a quick screen of the auction system built in so id people wish to be “fashion designers” for other players, they can profit from it in-game. An awesome Obama character model was then shown and we were assured that it was creating using only the tools that were just demonstrated for us. Finally, Moreland confirmed full randomization so players wishing for a quick play start immediately off the bat don’t want to wait.

  The “conflict” aspect of the game was then detailed. They confirmed there is no over-arching story in APB. Everything is about creation and the stories of the characters you create. You have to choose to be a member of the enforcement or the criminal side. Story is all about player experience. Everyone you are up against in the game is a real-player whether you are playing single-player or multiplayer. If a character is caught doing something bad in the game, an all points bullet is set out and a match begins. People can steal cars and things for hours and never be caught but the anticipation of knowing you may soon be caught helps to build tension in the game. The game is fully online and the devs confirmed that 100 players will play together at one time.

   Finally, the “celebrity” aspect of the game was detailed and the dvs showed what was easily the coolest revelation about the game to date. In APB, the devs have included a music studio similar to the Atari tracking system music programs so the player can personalize their own “death tune” that people would be able to hear. They demonstrated creating the Super Mario Bros. 3 theme on the music studio, playing a match and then when the player who created the Mario song killed another player, the Mario song played through the killed player’s speakers. AWESOME. Music can also be projected from your iPod or MP3 player through Real FM.

   Overall, the game looked absolutely fantastic. The game’s graphics weren’t mind-blowing but really, due to the immense nature of the game, that is a small price to pay. There are so many things that EA and Realtime Worlds are doing right with APB and I can’t wait to finally get my hands-on the game and its revolutionary creative features come the August closed beta.

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APB Private Demo10.0102

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