E3 2010 Hands-On: Conduit 2 Multiplayer

Look, we liked the Conduit. Behind a fairly generic story, it was clear that the game was created to showcase the motion control possibilities in FPS experiences. And though it was polarizing to some, we felt that the pointer + analog stick combination was a great step forward, providing an intuitive base to build upon for future products. It did work, even if some were apprehensive to give up on the dual sticks.

Conduit 2 takes what the original game started and seems to refine it on almost every level.

High Voltage’s demo of the game at Sega’s booth featured multiplayer for 4 players. The final number will match the 12 of the first game. Because there were only 4 kiosks/players at once on the floor, the playable stage — a decimated Washington DC square — seemed a little barren, albeit large in area. To relate, I’d say the map was slightly smaller than a typical Halo map, yet with more vertical movement.

In the timed free-for-all mode I played, the match moved at a smooth, quick pace.  The developers on hand informed me of a new method of switching and customizing character classes with armor, skins, and weapon load-outs.  This emphasis on classes (and revamped tracking of character growth and awards) makes for an improved long-term experience.  The visuals especially looked improved.  The stages I played looked fresh and unique, with nary a repetitive element in sight.  The animations were smooth, but slightly robotic in design: the characters seemed to have that “sliding walk” instead of appearing as if their feet were planting on the ground.

As I noted above, the pointer & stick method of controlling FPS games is still new and still being worked out, but Conduit 2 may have resolved that dilemma already.  The pointing was responsive and quick, as High Voltage is utilizing the Motion Plus to better control how the reticule reacts while near the edges of the screen so as to limit (or remove altogether) the occasionally jumpy controls of the original.  It just felt right.  The tweaked controls made the overall experience fun and refreshing, no matter the limited amount of combatants I was playing against.  I had almost as much of an enjoyable time exploring the nooks of the fallen buildings as I did shooting (and getting murdered by) my opponents.

With solid improvements in visuals, and the inclusion of Motion Plus to make the controls more accurate, Conduit 2 looks like it’s finally coming of age as worthwhile shooter experience.

The game is due “Winter 2010”.

[Images courtesy Sega/High Voltage Studios]