GDC09: Terminator Salvation hands-on
Set two years before the movie bearing the same name, Terminator Salvation's, well, salvation from the realm of mediocre shooter-dom is in the hands of Bionic Commando dev Grin. Embedded within the film's production team from day one, sharing creations back and forth, the Swedish group hopes to set the game apart from every other third-person action game on the market by playing off the toughness and tenacity of the titular robots.
When we sat down to play the game for the first time, we found a functional shooter that didn't manage to terminate our generally low expectations of movie tie-ins.
While we were assured that the game does indeed look like the film on which it precedes in the series' canon, the wash of browns and greens which made up the first level's scenery, combined with its cover mechanic and even the look of John Connor himself, had us wondering if this really was a Terminator title or if someone had played way too much Resistance: Retribution. (It looks eerily similar at times; check out the screens.)
Grin is no stranger to the field of cover mechanics, having just finished some for the recently released Wanted: Weapons of Fate. We'd have to say that Terminator Salvation's ... isn't as good. Yes, it's easy enough to take cover, but getting out of it isn't so simple -- you can't just hold the analog stick in another direction. You also can't vault cover, at least in the version we played. You're probably asking yourself, "Why is cover so important?" Easy: it's where you'll spend most of your time playing from.
Most of the enemies we encountered were either very difficult or impossible to destroy head-on. This meant relying on our AI squad mates (we're told you can collect up to eight at a time) to draw their attention so you can sneak up behind to hit their weak spots for massive -- nah, not going there. Anyway, you can either do this using your rifle or shotgun (the two weapons we found in the demo) or ... you can just lob a grenade at them while staring them in their glowing red eyes. We're guessing grenades will be rather hard to come by in the final game.
So we ran through a level devoid of any real pacing (or environmental) ups and downs, flanking -- and being flanked by -- lots of walking and flying robots. To be truthful, it was pretty generic. Actually, make that very generic. The health system isn't, though. Rather than take the route of most genre titles and let your health restore over time or with pick-ups, you're allotted a limited amount of life for each checkpoint-delineated scenario. Survive, and it's filled back up. We can imagine this leading to some frustration later on if not handled very carefully by the designers.
Once the initial demo level had finished, we were given a chance to play one of the game's several rail-based shooter segments. This one was set at night in a different part of Los Angeles and, thankfully, looked a lot more like the Terminator future we know and love. Heck, there was even an airborne Hunter Killer to take out while riding in the back of a bulked-up pickup truck.
We found that we had to be extremely precise with our shots; the small flying drones that chased us through the first section flitted around erratically by design, but were remarkably good shots. Then the HK came on scene, at which point we were prompted to take out various bits of it (the engine, the sensors, the cannons) as in an old shoot-'em-up. We did, it crashed, and after quickly dispatching an endoskeleton driving a van, the demo was over. We tried some split-screen multiplayer, which ran smoothly but ... well, it ran smoothly.
We'll be honest -- the demo build of Terminator Salvation was about as flat as a week-old Big Gulp, and nearly as flavorful. If it weren't for the HK and endoskeletons (well, and the occasional reference to our character as "John Connor") we could have been playing any one of a hundred generic shooters. The Terminator vibe was there in the rail-based segment but even that's been done better before in Midway's 1991 Terminator 2: Judgment Day coin-op. After its Wanted game and our first go with Terminator Salvation, we're really hoping Grin's bringing its AAA game to Bionic Commando.
When we sat down to play the game for the first time, we found a functional shooter that didn't manage to terminate our generally low expectations of movie tie-ins.
While we were assured that the game does indeed look like the film on which it precedes in the series' canon, the wash of browns and greens which made up the first level's scenery, combined with its cover mechanic and even the look of John Connor himself, had us wondering if this really was a Terminator title or if someone had played way too much Resistance: Retribution. (It looks eerily similar at times; check out the screens.)
Gallery: Terminator Salvation
If it weren't for the HK and endoskeletons, we could have been playing any one of a hundred generic shooters. |
Most of the enemies we encountered were either very difficult or impossible to destroy head-on. This meant relying on our AI squad mates (we're told you can collect up to eight at a time) to draw their attention so you can sneak up behind to hit their weak spots for massive -- nah, not going there. Anyway, you can either do this using your rifle or shotgun (the two weapons we found in the demo) or ... you can just lob a grenade at them while staring them in their glowing red eyes. We're guessing grenades will be rather hard to come by in the final game.
So we ran through a level devoid of any real pacing (or environmental) ups and downs, flanking -- and being flanked by -- lots of walking and flying robots. To be truthful, it was pretty generic. Actually, make that very generic. The health system isn't, though. Rather than take the route of most genre titles and let your health restore over time or with pick-ups, you're allotted a limited amount of life for each checkpoint-delineated scenario. Survive, and it's filled back up. We can imagine this leading to some frustration later on if not handled very carefully by the designers.
Once the initial demo level had finished, we were given a chance to play one of the game's several rail-based shooter segments. This one was set at night in a different part of Los Angeles and, thankfully, looked a lot more like the Terminator future we know and love. Heck, there was even an airborne Hunter Killer to take out while riding in the back of a bulked-up pickup truck.
We found that we had to be extremely precise with our shots; the small flying drones that chased us through the first section flitted around erratically by design, but were remarkably good shots. Then the HK came on scene, at which point we were prompted to take out various bits of it (the engine, the sensors, the cannons) as in an old shoot-'em-up. We did, it crashed, and after quickly dispatching an endoskeleton driving a van, the demo was over. We tried some split-screen multiplayer, which ran smoothly but ... well, it ran smoothly.
We'll be honest -- the demo build of Terminator Salvation was about as flat as a week-old Big Gulp, and nearly as flavorful. If it weren't for the HK and endoskeletons (well, and the occasional reference to our character as "John Connor") we could have been playing any one of a hundred generic shooters. The Terminator vibe was there in the rail-based segment but even that's been done better before in Midway's 1991 Terminator 2: Judgment Day coin-op. After its Wanted game and our first go with Terminator Salvation, we're really hoping Grin's bringing its AAA game to Bionic Commando.

















Reader Comments (Page 1 of 1)
Dmacleod14 @ Mar 30th 2009 8:20AM
i saw the first screen and was like "hey this game looks pretty good!"
then i saw the next one and was like.... "hey.... what happened?" i honestly hope that that is the psp version or something.... if there is a psp version. even then it wouldnt look that great for a psp game.
rov947 @ Mar 30th 2009 8:36AM
Yeah, my thoughts exactly. First one looked like Mass Effect and the second and third looked like MGS1.
mgsrocks1 @ Mar 30th 2009 8:55AM
These guys are also making Bionic Commando? Excuse me, I think I'm going to throw up...
Maverick Saturn @ Mar 30th 2009 9:03AM
"This meant relying on our AI squad mates (we're told you can collect up to eight at a time) to draw their attention so you can sneak up behind to hit their weak spots for massive-- nah, not going there."
Haha, nice one Randy :D
Saying that, I see the resemblence between them and the giant crabs, is the real time weapons switching by any chance?
Bac0nator @ Mar 30th 2009 9:17AM
da dun da da da... da dun da da da... da dun da da da...
t_m @ Mar 30th 2009 10:52AM
I worry the movie will have the same generic look. They seem to have ditched the Blue-Grey future of the movies for a generic brown dusty future. Some parts look more mad max than terminator. On the other hand parts of it look really good.
Shooting from cover is usually dull... i don't really get why its become so popular recently. Its like shooters have become rail shooters without realising it.
VaultICEE @ Mar 30th 2009 2:14PM
Remember, Terminator Salvation is only the beginning of the future. Perhaps, if they ever make another Terminator after this, they will use a different color scheme once the time span has come along.
I could be totally wrong, but thats just my prediction.
crashcarstar @ Mar 30th 2009 9:43AM
How hard is it to make a fun game where you are in the future and you have to kill scary looking ROBOTS WITH RED GLOWING EYES THAT WANT TO KILL YOU.
Maverick Saturn @ Mar 30th 2009 12:31PM
Agreed, all they had to do was look at Killzone and Crysis and merge them together :O
Moris @ Mar 30th 2009 10:12AM
I thought Capcom was making Bionic Commando >.< Guess they are just publishing it?
Ronnie @ Mar 30th 2009 10:31AM
I'm pretty sure smart AI is the last thing you want in anything related to the word Terminator ;)
Lookhappy @ Mar 30th 2009 11:01AM
meh
Hardy @ Mar 30th 2009 11:25AM
I feel bad for developers who make movie games...They're under such huge time constraints, odd budgets and ridiculous restrictions.
But it's easy money so I guess you have to sacrifice something to stay afloat eh....
Cellien @ Mar 30th 2009 1:07PM
Sounds like you contradicted yourself at the end there...
svg_gig @ Jun 9th 2009 9:28AM
Agree... Yeah, money, specially today "Financial crisis", & it's an opportunity & Lucky you! Becoming a part of Developing TR? Sweet! But so bad the gamers would of course concentrate on the game instead of the credits obviously except on the name of the whatever, example "Atari", it also became a part of TR Redemption on PS2.
Cellien @ Mar 30th 2009 1:10PM
Grin has a couple good games to its name. I just hope they can pull through on this movie licensed game. They did Bionic Commando Rearmed and the PC version of GR:AW.
VaultICEE @ Mar 30th 2009 2:15PM
Color me disappointed. I'm a huge Terminator fan and wanted to see a movie-game based on one of my favorite franchises actually go somewhere.
Ah well. May still pick it up anyways...
yojimb0 @ Mar 30th 2009 3:15PM
dang... seems like they didn't even get bale's likeness
The Dark Wayne @ Mar 30th 2009 4:59PM
that didnt look like christian bale at all!
John @ Mar 30th 2009 7:23PM
... because that's not John Connor