Lucy and I got to see Sidhe’s latest game, Shatter, at E3 at the start of June. Unfortunately, we were pressed for time and didn’t get a good feel for it. But luckily enough, Sidhe’s offices are located in Wellington, so we traipsed on down there recently to get a closer look.
To picture Shatter, it’s best to envisage Breakout (or whatever clone you’re familiar with). You know, it’s the game with a bat/paddle that you move around at the bottom of the screen, bouncing balls upwards to destroy bricks. There’s a very good chance it’s on your mobile phone, in fact.
So take the image that’s now in your head, and now try to picture it meshed with anything from Geometry Wars and Rez, to Lumines and even Wipeout HD. The result is something that starts out like Breakout, but moves off in totally different directions after about five seconds of play time.
You’ve still got a bat and balls, but the gameplay diverges through a few key power-ups and abilities. Probably the biggest of these is the use of a controller’s triggers to affect gravity. Using either trigger, you can either pull objects towards you, or push them away. This not only allows you to suck in all the free-floating points that soon fill up the screen, but also alter the course of the ball as it’s bouncing around. For such a simple thing, it makes a lot of difference – I’ve never been a fan of the Breakout genre, partly because you had no control once the ball was doing its own thing. Now, however, it’s a lot more interactive.


Shatter
Publisher: Sidhe Interactive
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