PAX Prime 2012: PAX Day One In Pictures

I survived day one of my first PAX and all I have to show for it are some game previews, impressions, interviews, and a handful of photos. And I had a great time!

Some friends warned me that given the size of PAX and the tininess of the Washington State Conventions Center, Friday might be a little bit of a challenge to a first-timer, but I have to say the healthy amount of attendees were well behaved, at no point did I get smacked in the face with a replica sword, and the mood was pretty enthusiastic (spoilers: people like games).

After the jump, I've got a brief rundown of my first day along with photos from the show floor but check back throughout the weekend for full posts about the games and panels

TIME OUT! with Super TIME Force Trailer! from Capy! on Vimeo.

First, I got some hands-on time with IGF winner Super Time Force, the side-scrolling, time-rewinding shooter from Capy (Superbrothers: Sword & Sworcery, Critter Crunch). While I'll of course, have a longer piece up soon, it was great to finally get a chance to mess around with Capy's title. Highlight: ramming a dinosaur to death with a riot shield, promptly getting killed by another dino, rewinding time and avenging myself of said dino.

Speaking of dinos, I was a little less enthusiastic about the humans vs. dinosaurs FPS Primal Carnage, but to be fair I only gave it about 10 to 15 minutes of my time. Set in what looked like the ruins of a Jurassic Park-type environment, me and the three other players on the dinosaur side of the team spent our time hunting down and trying to kill some well-armed humans. I never really got the knack for controlling the big guy, though, and never once stumbled on any of the opposing players on the map. Let's chalk this one up to a game that might just need a second look at some point.

And since I've tried to split my time between some of the smaller titles out on the floor as well as the big-budgeted, AAA hits, I had lengthy conversation with the teams behind Hitman: Absolution along with some hands-on play time with IO interactive's stealth action game in the Chinatown demo level they've been showing throughout convention season. My main takeaway from my time with the game: feedback is key and the average player will have a little bit of a learning curve discovering how best to apply their assassin's skills to the environment.

I also spoke to Seattle-based indi dev U4iA about their free-to-play FPS Offensive Combat, and my impression is that they've been thinking a lot about how to make an impact in the F2P FPS space and some of those ideas are really pretty clever.

Double Dragon: Neon is as straightforward as they come, but that's almost kind of the point, isn't it? The remake/homage/spoof looks great and controls a lot like games from that era, but I'm wondering how the humor will land for some gamers.

Oh, and I messed around with Shank developer Klei's Mark of the Ninja and that game is dooooooooope (hope I spelled that right). What I mean to say is, even in the initial level I played, their stylized stealth action side scroller has a lot of systems to learn and very coherent, clear ways of communicating them to the player.

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