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McLaren
08-11-2006, 04:19 PM
http://www.thegamefeed.com/news-d1a40276bf57587533d2ffab1eb7cfec.html
No doubt one of the hottest games releasing with the PS3 on launch day is from the makers of the Dynaysty Warriors series. But I’m not talking about a game placed in ancient feudal times, I’m talking about the 22nd century with Fatal Inertia. Every once in a while KOEI decides to lift the curtain on this title a little bit higher. Last time it was about their ship classes. Today is the day we learn about the weapons of Fatal Inertia.

There are eight weapons in total that can be picked up during a race. Instead of simply blowing up your opponents, the weapons in this futuristic racer has you disabling or hindering your opponents. Others of course give you the added boost. Here’s a rundown of the weapons you’ll be using in this anticipated PS3 title straight fro KOEI’s release.

Magnet
Magnets are the archetypal weapon of the Fatal Inertia racing circuit. Shoot them towards your rivals and watch as the magnetic properties of the other ships attracts them like a homing beacon. These magnets are oversized, adding weight that adversely affects actors such as speed, handling, balance and drag, making it that much harder for rival pilots to steer their ships.

Stick a magnet on the right wing of a vehicle and watch it veer off to the right, stick one on its tail and watch the extra rear-end weight force the nose upwards. Based on real-life physical properties, the magnets will affect the performance of vehicles in exactly the way the player would expect.

Most weapons, including the magnets, can either be shot forwards at an enemy or dropped (backwards) to affect enemies trailing close behind. Dropping a weapon at the right time can effectively throw a pursuer off your tail and can be the difference between victory and defeat.

Cluster Bomb
A cluster bomb is equipped with proximity sensors that detonate when any metal object (including weapons and vehicles) is detected close by. Each cluster bomb is comprised of 10 magnets that fly out towards enemies upon detonation. This storm of magnets, if used properly, can be a devastatingly effective force against other vehicles. As the cluster itself does not have any magnetic properties (they fly in a straight line), the player will have to aim with precision in order to get the bomb close enough to the enemy.

The Cluster Bomb can also be dropped on the ground, where it will remain as an obstacle until detonated. Any ship getting too close will trigger the proximity sensor and be hit with a barrage of magnets.

Rocket
Rockets are essentially magnets with rocket boosters strapped to them. When attached to an enemy vehicle, the booster ignites, exerting a huge force at the point where it’s attached. The hit player must try to compensate to avoid careering into canyon walls or spiraling off a cliff.

Force Shield
The Force Shield temporarily protects your ship from all enemy attacks and also deactivates weapons attached to your ships. It also lessens the effect of bumping into objects or walls.

All damage suffered by the vehicles during a race will be accurately reflected both visually and in performance, with the ship-control dynamics constantly changing depending on the condition of your ship. For example, clipping a wall too hard (such as when traveling at top speed) may cause a wing to break off outright, forcing you to fly with a reduced horizontal balance for the remainder of the race. Accumulating too much damage will cause the ship to explode, eliminating the driver from the remainder of the race.

Smoke Screen
Release a dense cloud of smoke from your tail, obscuring vision for those immediately behind. Time it right, such as just before a sharp turn, and send your rivals crashing blindly into the wall!

Time Dilator
The time dilator slows the speed of time down to a crawl… for everyone except you. Take advantage of the momentary shift of time to blow past other vehicles in front of you. An extremely rare weapon, the time dilator can change the entire flow of a
race in one shot, allowing a vehicle trailing far behind to suddenly leap to the front of the pack. Good players will also be able to use the time director to evade enemy fire in mid-air, or to make a slick avoidance maneuver as columns of rock are about to rain down from above.

Force Blade
The force blast creates a powerful wave of energy immediately behind your own ship, which has a three-pronged effect:
• Knock away rivals that are on your tail.
• Provide a momentary burst of speed to your own ship.
• Alter the course of any weapons flying towards you and knock off weapons attached to your ship.

EMP (Electro-magnetic Pulse)
The EMP sends out a pulse that temporary incapacitates all other electronic devices within the immediate vicinity.
• Incapacitate the hovering capabilities of other ships. No longer able to hover, the ships will drop to the earth until their systems come back online.
• The EMP also disengages all weapons (such as magnets) in the vicinity.

Weapon Pads
Players can pick up weapons by flying over any of the weapon pads that are scattered throughout the course. Any of the eight weapons will be randomly assigned to the player.
out of all these weapons, the ones that got me all giddy are the Force Blade and Cluster Bomb

Insane Metal
08-11-2006, 04:48 PM
Very cool !! I wanna play this game !

Fredag
08-11-2006, 05:35 PM
Time Dilator and EMP gets my votes for most annoying weapons. But I will use them with a smile... :D