Hardware News
Breed DX9 Screenshots
February 28, 2003 - Joe "OuTkAsT-1" Topolnisky
More goodies from HomeLAN this evening. They have kicked up four new screenshots showing off some of the DirectX9 eyecandy in Brat Designs' upcoming first person shooter, Breed. Hit the image below for the some lovin':

Chrome Shots
February 28, 2003 - Joe "OuTkAsT-1" Topolnisky
XGR.com managed to snage some new screenshots from Strategy First's upcoming first person shooter, Chrome. Head over for a look!

Men of Valor: Vietnam Interviews
February 28, 2003 - Joe "OuTkAsT-1" Topolnisky
Both HomeLAN and GameSpot have tossed up interviews with 2015's John Whitmore regarding their upcoming Action title, Men of Valor: Vietnam. Topics include drivable vehicles, multiplayer modes and more! Here's a bit from HomeLAN's interview:
HomeLAN - What multiplayer options will the game have?
John Whitmore - We'll have a full suite of multiplayer game types, from objective based missions portraying actual encounters of the war to more free-form deathmatch and capture the flag game styles. Also, we will feature a cooperative mode where friends can join together to play through the entire single player campaign.
Tropico 2: Pirate Cove Q&A
February 28, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has tossed up an interview with Bill Spieth, the lead designer behind Frog City's upcoming strategy title, Tropico 2: Pirate Cove. They chat about everything from why Frog City is developing the sequel to the games engine. Here's a taste:
HomeLAN - As in the original Tropico, Tropico 2 features playing a character that some might describe as a villain. Would you say that's one of the main themes in the Tropico series?
Bill Spieth - Not really. I think that Tropico I and 2 treat the island ruler in two different ways.
In Tropico, and in its expansion pack Paradise Isle, you could choose a variety of roles for your ruler. It was possible to be a villain, but it was also possible to be a fair elections type of ruler who tried to create a very happy island. Some of these roles had more support in the game than others, and in many ways, it was tougher to be successful as a villainous dictator.
In Tropico 2, the role of the leader is clearly set: you are always a villain. Instead of providing options at this level, weve placed the options at the level of island strategy and tactics. So the question is not whether you are good or bad (you are always bad). The question is HOW to be bad successfully. There are many alternatives.
Condition Zero Screenies
February 28, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has thrown up some new screenshots from Ritual Entertainment's upcoming first person shooter, Counter-Strike: Condition Zero. Check them out!

Sweeney on 64-bit CPU's
February 27, 2003 - Joe "OuTkAsT-1" Topolnisky
Thanks to Evil Avatar for this tidbit. Epic Games' Tim Sweeney has made a post on slashdot's boards, commenting on 64-bit CPU's and their place in todays market. Here's just a clipping:
Regarding this "far off" application compatibility, we've been running the 64-bit SuSE Linux distribution on Hammer for over 3 months. We're going to ship the 64-bit version of UT2003 at or before the consumer Athlon64 launch. And our next-generation engine won't just support 64-bit, but will basically REQUIRE it on the content-authoring side.
We tell Intel this all the time, begging and pleading for a cost-effective 64-bit desktop solution. Intel should be listening to customers and taking the leadership role on the 64-bit desktop transition, not making these ridiculous "end of the decade" statements to the press.
If the aim of this PR strategy is to protect the non-existant market for $4000 Itaniums from the soon-to-be massive market for cost-effective desktop 64-bit, it will fail very quickly.
Remedy Interview
February 27, 2003 - Joe "OuTkAsT-1" Topolnisky
Beyond3D has Remedy Entertainment's Markus Maki in the hot seat this evening, answering questions regarding 'the biz', graphics and more! Here's a taste:
DirectX 9 is more of a evolutionary step up from DirectX 8 with many lauding its focus on higher precisions. John Carmack has said on record that floating point framebuffers should be the way forward, which is another evidence of his wish for higher precision. What would you personally like to see in the future of graphics technology?
Like most game developers, weve usually been the user for the APIs and only had minute comments to the specification or development process of e.g. DirectX.
Floating point is definitely the way forward in many cases, and currently the FP usage in DX9 is a bit limited. Ive heard rumours from researcher-friends that some new algorithms that theyre trying are producing artefacts even with the 24-bit precision, so 32-bit accuracy will then perhaps open up some new opportunities.
Also the free programmability is not yet quite free; both floating point and programmability come with performance penalties, heavy in some cases. Cost of every rendered pixel is increasing dramatically. Still, I think the general direction of the development is right, though. We just need to be patient
Asheron's Call 2 Interview
February 27, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN sat down with Turbine Entertainment's Ken Troop for a quick chat regarding their massively multiplayer online RPG, Asheron's Call 2. They cover everything from monthly updates to MMOG competition in 2003. Snip:
HomeLAN - What hints can you give us as to what will be presented in the regular large monthly "event" updates to the game?
Ken Troop - As I mentioned above, features such as Mounts will be a mainstay of our monthly Episodes. Other games need expansion packs to offer new major additions
we do it all for free. Were doing long-term planning right now for the next feature set for Live, and once weve settled what our next priority is, well let players know what were working on. The other big aspect of our monthly Episodes is unveiling the next chapters in an ongoing story
a story that players will have an impact on, both in how the story develops on their particular world, and the overall story direction.
Impossible Creatures Review
February 27, 2003 - Joe "OuTkAsT-1" Topolnisky
Ferrago.co.uk has kicked up a review on Relic's recently released strategy title, Impossible Creatures. Here's a bit on the Army Builder:
Then theres the Army Builder screen. This is where you will spend a lot of time, honing your animals for multiplayer. From a selection of 50 creatures you pick one beast as your base and then another animal to splice into the first. There are five different body parts that can be swapped from one creature to the other, from tails, front and back legs, bodies to heads. Animals can fly, swim and walk, and combinations of flying bulls or walking sharks are the very things the designers seem to want you to choose. It is a lot of fun and easy to use, with any bonuses or negatives attributes from your mad-scientist experimentations being clearly displayed, along with a fully viewable model of the abomination that you are creating. Its just a damn shame that all this work becomes rather academical when you take your menagerie onto the battlefield.
Tron 2.0 Screenies
February 27, 2003 - Joe "OuTkAsT-1" Topolnisky
XGR.com manged to get their grubby little paws on some new screenshots from Monolith's upcoming action title, Tron 2.0. Click the eye-candy below for a look.

They also post word that the game is expected to hit stores August 26th. So keep an eye out for it!
3DMark03 On Cover CD's
February 26, 2003 - Nicklas Renqvist
I just got my hands on a list of magazines that will have 3DMark03 (free version) on their mag cover CD! :cool: Here they are:
- PCJapan (Softbank Publishing) Japan
- PC Magazine Italy Italy
- PC Pro Norway Norway
- Chip Thailand Thailand
- PC Praxis Germany, Switzerland, Austria
- PC Plus Spain
- Various (Future France is publisher) France
- Chip Romania Romania
- Chip Germany Germany
- Conseiller Windows France
- ASCII PC Explorer Japan
- Joker Magazine Slovenia
- PC Pro Magazine England
- Computer Shopper Magazine England
- Computer Buyer Magazine England
- Level Magazine Romania
Raven Shield Preview
February 26, 2003 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpot this evening is a preview on Red Storm Entertainment's upcoming tactical shooter, Tom Clancy's Rainbow Six 3: Raven Shield. Here's a nugget:
It's when you get into the actual missions that Raven Shield's differences from previous games become most apparent. The visual improvement is impressive. Ubi Soft licensed the current generation of the Unreal engine, and the environments and character models are quite detailed. As you can see in the screenshots, the player's weapon model is rendered at an unusual angle, which is intended to better represent what you'd see if you were running around holding a weapon at the ready. It might look odd at first, but it's easy to get used to. A gameplay side effect is that the miniscopes that you can add to many submachine guns and assault rifles really do have a small adverse effect when not in use, by obscuring slightly more of the screen. You might not notice this at first, since auto-aim is turned on by default, so the aiming reticle will snap to enemies' heads and help you spot distant or partly hidden targets.
Enclave Preview
February 26, 2003 - Joe "OuTkAsT-1" Topolnisky
WorthPlaying.com has slapped up a preview on the upcoming PC version of Starbreeze Studios' 3rd person action title, Enclave. Here's some juice:
To keep the game amusing for any amount of time the creators have made two completely separate and opposite campaigns. The light and dark campaigns completely complement each other in a way that you are able to recognize historic, in game that is, battles from both standpoints however, the battles do not go down the same way with the same things happening. The player has the opportunity to take their place in a specific battle in a different place such that its the same war or scenario, yet not the exact same environment.
PlanetSide Shots
February 26, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot managed to snage some new screenshots from Sony Online's upcoming massively multiplayer online - first person shooter, PlanetSide. Hit the image below for a look!

Ground Control 2 Announced!
February 26, 2003 - Joe "OuTkAsT-1" Topolnisky
Massive Development has announced that they are currently working on a sequel to their hit RTS, Ground Control. Entitled Ground Control 2: Operation Exodus, you can expect this bad boy to be released later this year. Here's a blurb from the press release:
NDA Productions, a studio of Vivendi Universal Games, and Massive Entertainment, today announce the development of Ground Control 2 : Operation Exodus. The game is the next episode in the award-winning and highly acclaimed Ground Control RTS game series.
Ground Control 2 : Operation Exodus takes place during the year 2741 AD, roughly 300 years after the events in the original game. The democratic and freedom caring Northern Star Alliance (NSA) is being hard pressed by the warmongering Terran Empire. The war has recently entered a new stage; a brutal and deadly ground war, as the Empire has managed to land their first troopships on the last NSA controlled planet Morningstar Prime.
Devastation Preview
February 26, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has fired-up a preview on Digitalo Studios' upcoming Unreal engine powered - first person shooter, Devastation, after getting a chance to check out a build. Here's a taste:
While we've seen smarter AI in a few games (on medium difficulty, enemies didn't do much to get out of harm's way), the combat was still fairly solid. The initial scene was set in an open yard, with a tall building to the right and not much cover. In many games, you'd run straight ahead and go toe-to-toe with the enemy, trading fire and looking for health kits along the way. In Devastation, bullets eat into you pretty quickly -- you won't die instantly, but you can't really get into exchange fire with every enemy you meet and expect to replenish your health constantly. Medical kits can be found, but only occasionally, placing a premium on protecting yourself.
Homeworld 2 Q&A
February 25, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has tossed up an interview with Relic Entertainment's Dan Irish and Josh Mosqueira regarding their upcoming strategy title, Homeworld 2. Here's a bit on the factions:
GS: Tell us about the playable sides. How many factions will be in the game? Are there plans to make the factions in Homeworld 2 more unique than the kushan and taidan units were in Homeworld?
DI: Homeworld 2 features two unique fleets of ships. There are some similarities between the Homeworld fleet of the kushan and the hiigarans of Homeworld 2. While some ships are obvious descendants from those in Homeworld, most are new and have never been seen before. Of course, the design of the mothership has survived for this long, so as you can see in the screenshots, it remains the mainstay of the fleet.
As for the vaygr, the antagonists, they have very distinctive ships that draw few parallels to anything that's been seen before in Homeworld. There are some functional similarities in certain units, but we're hoping to surprise the core fans with the sinister design of this fleet.
Rainbow Six: Raven Shield Preview
February 25, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has thrown together a preview on Ubi Soft's upcoming tactical shooter, Rainbow Six: Raven Shield, after getting a chance to check it out hands-on. Here's some lovin':
Of course, weapons are always a big part of previous Rainbow Six games and Raven Shield is no exception. With tons of pistols, machine guns, grenades and more available, players will not want for ordinance in the area. One of the biggest changes in the series with Raven Shield is the implantation of a first person shooter-like weapon option (although one with a more realistic viewpoint than most FPS) so now you can actually see that AK-47 or whatever weapon you wish. Add-on like scopes, suppressors and more can be added onto your weapon as needed or wanted and there are some neat tricks like heart sensors and (to trick your enemies) false heart beat devices to trick your targets.
Praetorians Preview
February 25, 2003 - Joe "OuTkAsT-1" Topolnisky
Ferrago.co.uk sends word that they have kicked up a preview on Pyro Studios' upcoming RTS, Praetorians. Here's some juice:
Pyro Studios has taken the ever more popular desicion to drop resource gathering from the design, preferring to concentrate their undeniable talents into developing a war game that concentrates on the battles themselves. To this end the combat model will allow games which offer more tactical opportunities for the player, with attention being focused on how you can use the terrain to outmanoeuvre your enemies. Rather than building up a massive army from the safety of your base you will have to venture forth and conquer enemy towns. You see Praetorians does in fact have an element of resource collection for it is only by occupying towns that you can then conscript their populations into joining your force. Once the enemy garrison has been vanquished your commander (an important, often mission-critical unit) can victoriously ride in and set up a press-ganging operation. Then you can select to build units like archers, legionnaires, praetorians or even gladiator units. Auxiliary infantry are necessary to build structures like defensive towers and can be used to build and then man siege weapons right on the battlefield.
Lionheart Interview
February 25, 2003 - Joe "OuTkAsT-1" Topolnisky
The folks over at Loadedinc.com have sat down with Black Isle studios' Chris Parker for a quick chat regarding their upcoming RPG, Lionheart. Topics include everything from character development to the combat system. Snip:
How about combat? Is it turn-based or real-time? Explain to us a little about the battle system.
Combat is real-time. It's a blend of hack-and-slash and strategic role-playing. One thing we did to preserve some of the feel of previous SPECIAL games was the creation of the targeting system in Lionheart. This lets you select an attack speed and body location, in real-time, to target on your foe. Your selections modify your chance to hit, cause criticals, and determine what criticals you perform.
Far Cry Preview
February 25, 2003 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have shot-up a preview on Crytek's upcoming first person shooter, Far Cry. Here's a taste:
In fact, one thing we can guarantee is that there will be weapons to suit all types of combat. As well as being designed as a straightforward action game, Far Cry is placing a huge emphasis on thoughtful, long-range combat. As Natsuume says: "We're on tropical islands, we're in jungles, we're outdoors. We need to have long-range combat. We need binoculars. Because of our graphics engine you can see a really long way in Far Cry and we will ensure we get the most gameplay out of that."
YummyNew Poll!
February 24, 2003 - Nicklas Renqvist
It's time for a new poll! This time we ask you this:
My favourite Game Test in 3DMark03 is..
So, go ahead and cast your vote!
Our last poll ended like this:
THE sequel of the year will be..
T3: Rise Of The Machines [18.9%]
LOTR: The Return Of The King [26.1%]
X-Men 2 [5.1%]
Tomb Raider 2 [5.4%]
The Matrix Reloaded & Revolutions [32.8%]
Charlie's Angels 2: Full Throttle [1.6%]
American Pie 3 [7.5%]
None of the above [1.1%]
I don't like sequels! [1.5%]
Total votes: 10722
UT 2003 Patch News
February 24, 2003 - Joe "OuTkAsT-1" Topolnisky
Thanks to Blue's News for this tip. Epic Games' Steven Polge hit their forums with some news on what the upcoming Unreal Tournament 2003 patch will include. Click here for the goods!
Enclave Preview
February 24, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has thrown up a preview on Starbreeze Studios' upcoming PC port of their 3rd person action title, Enclave. Here's a clipping:
Treasure collection in missions is important because that money is used to equip characters in subsequent missions. Finding maps can also open up bonus missions. Items available for purchase include any goodies players acquired in previous missions, plus a steady stream of new and more powerful items made available with each level. Each class can use a melee weapon and a distance weapon, and there is nice diversity in the ranged attacks. Players should be able to finish any level with most of the characters, though balance may still need some tweaking as the magic users seemed very powerful.
2015 Interview
February 23, 2003 - Joe "OuTkAsT-1" Topolnisky
The fellas over at Gignews.com have thrown up an interview with 2015's Tom Kudirka regarding MoH: Allied Assault, Men of Valor: Vietnam and more! Here's a taste:
MC: Last year, 2015 and Vivendi announced a worldwide development deal for an upcoming action title. What can you tell us about the project?
TK: The game is called Men of Valor: Vietnam and is being developed for the Xbox and PC platforms. The game is being published by Sierra Entertainment and is a historical first-person shooter that portrays infantry combat during the Vietnam War. People really responded on an emotional level to the intensity and authenticity of some of the combat in Medal of Honor Allied Assault, and were taking those features to the next level with Men of Valor. The Xbox has the power to really portray the atmosphere of the jungles and rice paddies of Vietnam, and our designers are doing a great job constructing the natural environments and researching the historical encounters portrayed in the game.
Unreal 2 Review
February 23, 2003 - Joe "OuTkAsT-1" Topolnisky
Thanks to Ferrago.co.uk for sending word that they have kicked up a review on Legend Entertainment's recently released first person shooter, Unreal 2: The Awakening. Here's something to chew on:
Indeed, the games most impressive aspect by a very long way is in the graphics department, more specifically the glorious special effects of explosions and debris, the incredible detail of enemy characters, and most of all, the shear scale and richness of the environments. In fact it is this last point that marks Unreal 2s closest alliance with its predecessor, having departed in almost every other sense. The environments are beautiful, and Legend have clearly spent an awfully long time perfecting them, and adding more layers of detail. The water effects are lovely, the draw-distances staggering, and in short, youll most certainly stop frequently to admire the view. Theres genuine diversity here as well, from snow-capped outcrops, to space-ships, lush alien planets to the ubiquitous underground research facilities the design is outstanding.
Devastation Preview
February 22, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has slapped up a preview on Digitalo Studios' upcoming first person shooter, Devastation. Here's some juice:
Devastation features two types of game modes in its campaign, arcade and simulation. The primary difference between the two is that arcade allows you to carry many weapons, whereas simulation allows you to carry only one heavy weapon and one or two side arms before your character becomes encumbered. When you're encumbered, your movement rate is slowed a great deal, and you must drop weapons to regain your full running speed.
Iron Storm Patch
February 22, 2003 - Joe "OuTkAsT-1" Topolnisky
4X Studio has released a new patch (v1.04) for their first person shooter, Iron Storm. Fixing some crashing problems and other bugs, you can find this 8meg bad boy right here.
Tropico 2 Dev Diary
February 22, 2003 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown up a developer diary written by Frog City's Bill Spieth regarding their upcoming strategy title, Tropico 2: Pirate Cove. Here's something to chew on:
Balancing the game to offer easy success at the start and still reward players for strategic planning is at the core of the Tropico 2 design. Game design starts with the idea that the Pirate King builds up his island to make pirates happy and to keep captives under control, or resigned to their fate. We came up with the generic word 'satisfaction' to describe pirate happiness and captive resignation together. All of your islanders, whether they are pirates or captives, achieve 'satisfaction' as a combination of two types of elements: environmental and immediate. For example, a pirate becomes happier when his environment seems safe from foreign invasion - when he feels well defended. He also becomes happier if his immediate need for grog or wenches is met. Captive resignation works the same way, with different immediate and environmental factors.
IGI2 Dedicated Server Released
February 22, 2003 - Joe "OuTkAsT-1" Topolnisky
Codemasters has released a 73.8mb stand-alone dedicated server for their tactical first person shooter, IGI 2: Covert Strike. You can grab this puppy off the following mirrors:
Shrouded Isles Review
February 22, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has tossed up a review on Mythic Entertainment's Dark Age of Camelot expansion pack, Shrouded Isles. With a final score of 86%, this might be one to check out! Snip:
Shrouded Isles adds three new brand-new islands to the realms: Avalon in Albion, HyBrasil in Hibernia, and Aegir in Midgard. Each new island also has its own new playable race. Albion is inhabited by the Inconnu, small, pale dungeon dwelling hermits with large dark eyes. The new Sylvan race, a Dryad-type creature that has bark-like skin and leafy hair, threatens the realm of Hibernia. Midgard is menaced by the Valkyn, a pre-historic race of humanoids.
3DMark03 Article
February 21, 2003 - Nicklas Renqvist
There's one new article posted about 3DMark03, and the discussion around it. It can be found over at Beyond3D. Here's a snip:
So Beyond3D's policy will not change for 3DMark03. We will not advocate the use of the final score, but we will be using specific tests as we see fit. It's quite likely that, for the short term at least, we may continue to use specific tests from 3DMark2001SE alongside tests from 3DMark03.
Check out the rest here. A good read!
Springdale Chipset Benchmarks
February 21, 2003 - Hans "stealth_wing" Melis
For the unknowing, Springdale is Intel's upcoming chipset for the P4 processors. It uses a 200 MHz quad-pumped FSB (800 MHz effective) and thus supports dual channel DDR400 memory.
The boys & girls @ Computerbase posted some test results from IDF Spring 2003. You can find the numbers here. It's in German, but graphs are part of a universal language
.
nVHardPage Updated
February 21, 2003 - Hans "stealth_wing" Melis
The folks at Guru 3D found the time to update one of their tweaking tools for NVIDIA card owners. nVHardPage has now arrived at version number 1.21.2b and here's a quick list of the new and/or fixed stuff.
- added overclocking option in Preset manager
- added Direct3D registry database files for detonators 40.71 - 42.86
- added support for 4x and 8x anisotropic filtering in adapter info program
- added DirectX9 features option
- added Direct3D Pixel shader option
- updated language selection for user-created language files
- updated Performance Wizard
- fixed detection of new AA modes
- fixed loop error if language file is corrupted
- some others small fixes and changes
- added Swedish and Hungarian language
New C&C: Generals Patch
February 21, 2003 - Joe "OuTkAsT-1" Topolnisky
Electronic Arts has released a new patch (v1.3) for their hit 3D RTS, Command and Conquer: Generals. Fixing some multiplayer issues, you can grab this bad boy through the games auto-updater or the manual installer off EA's FTP. Now get downloadin'!
Splinter Cell Patch
February 21, 2003 - Joe "OuTkAsT-1" Topolnisky
As promised, Ubi Soft has released a new patch for their recently released 3rd person stealth title, Tom Clancy's Splinter Cell. Weighing in at 5megs, this sucker fixes some AI and graphical bugs. You can grab it from the following mirrors:
Devastation Preview
February 21, 2003 - Joe "OuTkAsT-1" Topolnisky
The guys over at PC.IGN have kicked up a preview on Digitalo's upcoming Unreal engine powered - first person shooter, Devastation. Here's a nugget:
There are no bland hallways. There's crap everywhere. True to the name, the world of Devastation is utterly devastated. Rubble and junk litter every corner of every environment we've yet seen. And the beauty of it is that a majority of this useless crap capitalizes off of the game's tremendous physics system. In addition to more subdued, less arm flailing ragdoll physics applied to corpses (always a huge, huge plus), Devastation incorporates physics all over the place so pretty much every single box, bottle, and tin can you can see you can roll and manipulate. Walk into something and it will push along ahead of you. Shoot something and it will fall to the ground. Shoot someone into something and he will push it to the ground. The end result is a far more satisfying, more believable world in which to run amok. And run amok you will.
Raven Job Openings
February 21, 2003 - Joe "OuTkAsT-1" Topolnisky
If you're looking to break into the gaming industry, here's your chance! Raven Software's Kenn Hoekstra has updated his .plan with news that they are looking for a new 2D/3D texture and world model artist to work on their upcoming first person shooter, Quake 4. Click here for all the details!
C&C: Generals Review
February 21, 2003 - Joe "OuTkAsT-1" Topolnisky
Ferrago.co.uk sends word that they have thrown up a review on EA Pacific's recently released 3D RTS, Command & Conquer: Generals. Here's a clipping:
Generally speaking the all-important AI that governs unit behaviour and enemy tactics in the game is looking very good indeed; the enemy Skirmish intelligence proving particularly crafty and making for some very multiplayer-esque battles. Which is good. The unit AI does however have its flaws, and can occasionally be found taking an irritatingly long-route to its destination, or coming under attack without returning fire.
New Audigy2 Drivers
February 20, 2003 - Nicklas Renqvist
More drivers.. Creative has released a new set of treibers for their Audigy 2 series of cards (Win98SE-WinXP). Here's a small tingeling on what has been fixed: $ls
Beta NVIDIA Drivers
February 20, 2003 - Nicklas Renqvist
It seems that yet another set of leaked Detonator drivers are on the move. This time, version 42.90 and found only for Win2k/WinXP. I have no idea if these drivers improve the performance, decrease performance or what. Grab them over at Guru3D. And as always with beta leaked drivers, use at your own risk!
3DMark03 Poll
February 20, 2003 - Nicklas Renqvist
Heh, kind of stuff we usually don't post about, but what the heck! eVGA has a poll up on their site where they ask:
What do you think of the new 3DMark2003 Benchmark?
Head over and give your vote! We all "love it", right?
Update: Duh.. Bad news. Someone managed to spam the poll (most likely by disabling the cookies, and either hitting "I hate it" 600 times, or then made a bot to do it). Around an hour ago there were around 400 votes, and now over 1000. The results are also flipped totally.. A big thanks to the no-brainer for ruining an interesting poll. Great job! I hope that eVGA resets the poll and starts over..
Xenus Dev Diary
February 20, 2003 - Joe "OuTkAsT-1" Topolnisky
The ActionVault has shot-up a developer diary written by Deep Shadows' Alexander Khrytsky regarding their upcoming action title, Xenus. Here's a nugget:
The gangs of night fighters are not outstanding in terms of their combat abilities. They don't often have the usual advantages like good weapons, good organization or simple numbers. However, surprise and knowledge of the town lanes are on their side. Walking through the city at night, remember that five or six aggressive, drunken gangsters might tumble out of any side street. And if they don't recognize you as "the same old gringo who helped to kill dozen of cops", you'll be in trouble. Their weapons can be pretty varied - they can fight with knives, AK-47s, and even with ancient muskets that shoot only once, but with a mix of nails, screws and rusty screw nuts that will turn the best armor into a sieve.
New UT2003 Source
February 20, 2003 - Joe "OuTkAsT-1" Topolnisky
Epic Games has released a new source code (v2199) for their hit first person shooter, Unreal Tournament 2003. So all you mod freaks should hit the Unreal Technology page for the 1.3meg zip! Thanks Blue's News.
WarCraft III: The Frozen Throne Preview
February 20, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has slapped up a preview on Blizzard Entertainment's upcoming WarCraft III expansion pack, The Frozen Throne. Here's some juice:
Blizzard plans to include five mercenary heroes that you can hire from a neutral site called the cantina. However, there isn't much known about most of the neutral heroes, except that two of them will be the dark ranger and the pandaren brewmaster. The latter is based on a fictitious race of pandas that Blizzard introduced as an April Fools' Day joke last year. Like many pranks, this one has apparently gotten out of control, and as you can see from our exclusive screenshot, the pandaren brewmaster is indeed real. It will be a hero with abilities similar to a drunken master. Despite the inclusion of the neutral heroes, you will still be limited to three heroes per game, and dead neutral heroes will be available for resurrection at the altar. None of the heroes were playable in the build we saw, so we'll have to see if Blizzard can get them finished in time for the imminent beta testing.
GameSpot has also posted an interview with Blizzard's Bill Roper regarding the expansion. They look at the new hero backgrounds, multiplayer and more! So be sure to check it out. 8)C&C: Generals Review
February 20, 2003 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has thrown up a review on EA Pacific's recently released 3D RTS, Command & Conquer: Generals. Here's a bit on the graphics:
Generals has some truly amazing graphics. Although Age of Mythology could brag that its 3D was so smooth and the animations so great that it looked 2D, Generals is the game that took full advantage of having a 3D engine. In fact, the game has some truly spectacular scripted events in the singleplayer campaign, such as the blowing up of a dam and the rushing flood of water afterwards!
New Remote Control!
February 19, 2003 - Nicklas Renqvist
We just updated our amazing Remote Control to version 2.0. Here's a small blurb for those who do not know what the RC is all about:
The Remote Control is small "gadget" and the best way to keep track of what is happening over at the Futuremark community! From the Remote Control you can easily follow up on what the latest news is, what people are talking about in our discussion boards, and see if your friends are online!
It is really neat, so why not give it a shot!Note: works only with IE5.xx, IE6.xx and NS6.xx, NS7.xx!
3DMark03 Articles
February 19, 2003 - Nicklas Renqvist
Hey! Just in to point out some new articles about 3DMark03. Here you go:
- Beyond3D's 3DMark03 Performance Tests Article
- ComputerBase's 3DMark03 Analysis
- ExtremeTech's Gauging 3DMark
- Tom's Hardware
Deus Ex 2 Interview
February 19, 2003 - Joe "OuTkAsT-1" Topolnisky
PC.IGN caught up with Ion Storm Austin's Harvey Smith and Chris Carollo for a quick chat regarding their upcoming Unreal engine powered - first person shooter/RPG, Deus Ex 2: Invisible War. Here's a chunk:
IGNPC: So how far do you go with AI? How do you know when enough is enough? Otherwise you could make a game where it's just me against one guy and we try to outsmart each other for 20 hours.
Chris Carollo: The goal with AI is not making the smartest AI -- it's making the most fun AI. Often they are very different things. What you really want to do is allow the player to have an interesting area of the AI to play with. Maybe that's combat -- I take some damage but I tend to damage them more because I'm better than they are and I can take out three of them because three is more interesting than one because you can start using group tactics.
There's also the stealth element of that. You're playing this fun little game where he knows I'm around but he doesn't know exactly where I'm at. I'm not in combat yet. The AI's all about making that area as easy to get in to as possible and as fun and intentional as possible. So you can feel like you're kind of out of control but steering it a certain way. Then you're safe again because he's lost you or you're in combat. You're not really controlling combat either but you're in the middle of playing and trying to win the combat. That's really the goal of AI, not whether they can beat you or not.
IGI 2: Covert Strike Q&A
February 19, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has Innerloop Studios' Waqas Zia Chaudhry in the hot seat this evening, answering questions regarding their upcoming tactical first person shooter, IGI 2: Covert Strike. Topics include everything from the new save system to the backstory. Snip:
GameSpy: There's a new save system, isn't there?
Chaudhry: The saving system is a direct result of the complaints from IGI. We too felt that it was a bit too demanding of the players to have to complete an entire level in one go. Many fans were worried that a save game feature would destroy the tension that the original had, so we had to find a smart way to implement it. The way it works now is that you go into your map computer and press save. While the game is saving you are still vulnerable and can get killed, so saving in the middle of a firefight is a bad idea. In other words, it is NOT a "quick save" feature and you have a limited number of saves depending on difficulty. On "Hard" you have no saves, so it plays just like the original.
Devastation Interview
February 19, 2003 - Joe "OuTkAsT-1" Topolnisky
The ActionVault has kicked up an interview with Digitalo's Ben Golus regarding the storeyline in their upcoming first person shooter, Devastation. Here's a taste:
Action Vault: When you first laid out your high-level goals for Devastation, to what extent was having a strong story element important within the overall concept?
Ben Golus: At first, the story wasn't going to be a major part of the game, and although we had a detailed plot, Devastation's single-player was originally budgeted to be a ladder-style mission-based game. Players were still going to see a back story, one that had more depth than Unreal Tournament or Quake III, but that isn't really much to begin with as those types of "pure" arena/tournament games didn't need it, and that was what we wanted Devastation to be at the time.
Purge Shots
February 19, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN managed to snage some new screenshots from Freeform Interactive's upcoming first person shooter/RPG, Purge. Hit the eyecandy below for a look!

Splinter Cell Review
February 19, 2003 - Joe "OuTkAsT-1" Topolnisky
ActionTrip has fired-up a review on the PC version of Ubi Soft's recently released tactical 3rd person stealth title, Tom Clancy's Splinter Cell. The game walks away with an impressive score of 92%. Here's a clipping:
The fantastic use of the next-gen Unreal code is in every way complementary to the gameplay, and so are the sound effects. The engine delivers some dazzling visual treats and it also creates an environment that is essential to the sneaker aspect of the gameplay. Sam Fisher uses shadows to get by (his visibility indicator is an essential element of the interface and will soon become your best friend). He lurks from the dark and kills quietly and stealthily. The engine is optimized in such a way that it creates the perfect environment for our character. Every object casts a shadow and every shadow can be used to disappear from sight. Likewise, every movement produces a sound, so you'll have to rely on remaining unheard as much as unseen.
In related news, Ubi Soft's Dany Lepage hit their forums with word that a patch should be released shortly, fixing some AI issues. We'll keep you posted! (Thanks Blue's News)Mortyr II Announced
February 18, 2003 - Joe "OuTkAsT-1" Topolnisky
The Mirage Interactive site has been updated with word that they are working on a sequel to their World War II - first person shooter, Mortyr. They list bunch of new engine features and mention that some screenshots will be released shortly. So keep an eye out for them!
Devastation Preview
February 18, 2003 - Joe "OuTkAsT-1" Topolnisky
ShackNews has tossed up a preview on Digitalo's upcoming Unreal engine powered - first person shooter, Devastation. Here's some juice:
Devastation also offers two different ways of playing the game. There's an arcade mode, as well a simulation mode. In the arcade mode, you can have whatever weapon you want, and weapons are automatically reloaded allowing for a frantic and fast style of play. In simulation mode however, you have to pick your weapons yourself and can only carry a few, and you also have to reload manually. You can also get hit by friendly fire in this mode. It is certainly a unique feature, and both modes play very differently. Arcade/simulation is not a choice between easy and hard difficulty though, the difficulty level is still something you pick when you start the game.
Splinter Cell Chat
February 18, 2003 - Joe "OuTkAsT-1" Topolnisky
Ubi Soft has updated the official site for their tactical 3rd person stealth title, Tom Clancy's Splinter Cell, with word that they will be holding an mIRC chat tomorrow at 9am PST to talk about the game. Head over for all the details!
Deus Ex 2 Video Interview
February 18, 2003 - Joe "OuTkAsT-1" Topolnisky
The DeuxExZone has kicked up a video interview with ION Storm Austin's Warren Spector and Harvey Smith regarding their upcoming Unreal engine powered - first person shooter/RPG, Deux Ex 2: Invisible War. You can grab this 26.4meg bad boy right here!
Lionheart Dev Diary
February 18, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted a developer diary written by the Black Isle Studios team regarding some of the characters in their upcoming RPG, Lionheart. Included are little bios on Sylvant, Gorond and more! Click here for the goods.
Intel's Response To 3DMark03 Discussion
February 17, 2003 - Nicklas Renqvist
The guys at VR-Zone had met up with Intel's Matt Dunford (Intel Client Performance Manager (Benchmarking)), and asked him about 3DMark03. Well, check this out:
"According to Matt, Intel is currently evaluating on the 3DMark2003 and has found it to be a nice synthetic benchmark for gaming."
Check out the full news here.A related sidenote is that according to ExtremeTech, Dell has already adopted 3DMark03. Here's the blurb:
"We spoke with company officials from ATI and Dell, and both companies believe that 3DMark03's methodology and implementation are essentially sound. Dell, in particular, will be using the benchmark as one of its metrics for qualifying 3D GPUs."
:)Deus Ex 2 Preview
February 17, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted a preview on Ion Storm Austin's upcoming first person shooter/RPG, Deus Ex 2: Invisible War, after getting a chance to check it out hands-on. Here's a taste:
Deus Ex: Invisible War will differentiate itself from its predecessor right from the beginning. For starters, the sex of your character (Alex D.) is up to you. Smith explains: "Last time we wanted to make a female player character available ... We thought it was a pretty cool thing to do. But we got killed last time because of voice requirements. I don't remember how many lines of conversation JC Denton had, but it was thousands. Then you can double that, and you double the art... So this time we said from day one, when we have to fight for ship dates and budgets and all that, we're not going to let go of the female player character. We want to have both. So we've supported all the way through a male and female player character. Now at the beginning of the game you choose hair color, skin tones, male, female, stuff like that." The developers toyed with the idea of giving males higher strength and females better conversation options, but nixed that early on. As it stands, character sex is mainly a cosmetic choice -- only about ten percent of characters will have player gender factored into their reactions.
Devastation Preview
February 17, 2003 - Joe "OuTkAsT-1" Topolnisky
Thanks to XGR.com for sending word that they have thrown up a preview on Digitalo's upcoming Unreal engine powered - first person shooter, Devastation. Here's a chunk:
The weapons available in Devastation are just incredible. There are 3 types of sniper guns, two shotguns, 3 variations of Uzi-type guns (both single and double-handed), nailguns, all sorts of machine guns from your standard SWAT gun to mow-'em-down chainguns, a laser gun with sight, 4 types of grenades, and, oh yeah, a rat drone, are among the weapons you have at your disposal. This makes for one havoc-reaking good time. There are gas cans to blow up, fire hydrants to explode, and much more to make your enemies' job of killing you that much harder.
ORB News
February 17, 2003 - Nicklas Renqvist
Well, kinda "news". I just wanted to inform you all that our great Online ResultBrowser (ORB) is doing ok, but it might be a tad (or very) slow due to the enormous traffic! Please, be patient when/if you try to submit your score.
Sorry for any inconvenience.
Response To The 3DMark03 Discussion
February 16, 2003 - Nicklas Renqvist
Some of you might have noticed/heard that there are "some" discussions on the net going on about 3DMark03. About its use of shaders, it being a DX9 benchmark, and about some other things as well. We just released an answer to all of this. I think it is well worth taking a look, as the pdf covers all the topics that has been posted on the net about 3DMark03. Here's a snippet:
Futuremarks Response to 3DMark®03 Discussion
3DMark®03 launch has been a great success and it has been received enthusiastically by the computer
industry worldwide. There is active discussion about the product. We have analyzed the concerns that
have been raised and found that many of those are without merit. In this document, we review the key
facts of 3DMark03.
Synthetic Benchmark Versus Games as Benchmarks
3DMark03 is a synthetic benchmark that is designed for the sole purpose of enabling objective
performance measurement of DirectX® 9 compatible hardware today. There are no other significant
DirectX 9 applications published yet, and the most awaited DirectX 9 game is most likely at least six
months away. 3DMark03 is a forward-looking tool that provides unique value to consumers in the form of
impartial information to support their purchasing decisions today.
Unreal Tournament 2003 Patch
February 16, 2003 - Joe "OuTkAsT-1" Topolnisky
Digital Extremes has also released a new patch (v2199) this evening, fixing a ton of bugs in their hit first person shooter, Unreal Tournament 2003. Weighing in at 12.55megs, you can hit the FileShack or 3DGamers for the file and to find out what's new. So what are you waiting for?!
C&C: Generals Patch
February 16, 2003 - Joe "OuTkAsT-1" Topolnisky
Westwood Studios has released a new patch (v1.02) for their latest 3D RTS, Command & Conquer: Generals. No details have been released on what's new, but it's expected to fix some bugs that were in the first patch. You can grab this sucker through the games auto-updater or head over to 3DGamers for 3.5meg file to manually install.
Deus Ex 2 Preview
February 15, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has kicked up a preview on Ion Storm Austin's upcoming Unreal engine powered - first person shooter/RPG, Deus Ex 2: Invisible War, after gettig a chance to check it out hands-on. Here's a nugget:
In the first Seattle mission, you'll find out that your character, Alex D., is one of four nano-enhanced agents working for the shadowy organization attacked in the city-leveling catastrophe. In the new game, you can choose to play as either a male or female character, both named Alex, and there are a few other options to customize the superficial looks of the two player models. Ion Storm invested a fair amount of effort to double all the voice work for the main character, and it's directly in response to requests from fans of the first games. The first mission is intended as a gradual introduction, and only at the end of it do you have to decide how to customize Alex's abilities.
New Splinter Cell Demo
February 15, 2003 - Joe "OuTkAsT-1" Topolnisky
Ubi Soft has released a new 178meg demo from the upcoming PC port of their 3rd person stealth title, Tom Clancy's Splinter Cell. Included are three missions, Tbilisi 1, Tbilisi 3 and Kalinatek. You can grab this sucker at the any of the following mirrors: Now get downloadin'! 8)
Devastation Preview
February 15, 2003 - Joe "OuTkAsT-1" Topolnisky
The guys over at HomeLAN have shot-up a preview on Digitalo's upcoming Unreal engine powered - first person shooter, Devastation. Here's a bit on the AI:
The AI of both the enemy and your teammate characters are solid for the most part. Enemies use cover and attack with strategy and even stealth at times and your teammates also respond with a better-than-average intelligence of there own. In some cases you can even give commands to your teammates and you can even pass weapons to each other. (Some of the NPCs use heavy weapons better, while others are more proficant with lighter firearms).
Also, XGR.com managed to get their grubby little paws on some new screenies. Head over for a look!
Warcraft III: The Frozen Throne Preview
February 15, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has thrown together a preview on Blizzard Entertainment's upcoming expansion pack, Warcraft III: The Frozen Throne. Here's something to chew on:
While Blizzard has made an impressive effort to continue with their epic story, the gameplay is the ultimate showcase, and The Frozen Throne is full of new units, spells and tilesets to keep even the hardcore fans happy. Each side comes with three new units, one of which is a hero. Each unit will have new abilities and spells. We'll look at each race as they appear in the campaign and give you an exclusive look at the units, spells and abilities.
New Morrowind Expansion
February 15, 2003 - Joe "OuTkAsT-1" Topolnisky
Bethesda Softworks has slapped up a press release announcing a new expansion pack for their hit RPG, The Elder Scrolls III: Morrowind. Entitled Bloodmoon, this bad boy is expected to include new areas to explore, creatures to battle and more! Here's a clipping:
Rockville, MD - February 14, 2003 - Bethesda Softworks® today announced The Elder Scrolls III: Bloodmoon, the second expansion for its RPG-of-the-Year, The Elder Scrolls III: Morrowind® for PC. Scheduled for release in May, Bloodmoon takes you to the frozen Island of Solstheim where the Empire is establishing a new mining colony - a venture being threatened by the prophecy of the Bloodmoon and rumors of werewolves.
Your journey north from Vvardenfell by ship will bring you to a whole new world, where the ashlands and rainy coasts of Morrowind give way to forests and hills covered with snow and ice. In the huge wilderness of Solstheim you'll experience snow, blizzards, and new creatures, including frost trolls, ice minions, and wolves
just to name a few.
New Poll!
February 15, 2003 - Nicklas Renqvist
ME SO DUMB! I lost the previous Poll's data! Or I didn't lost it completely, but from where I now sit, I have no way to get to it. Damn me. Anyway, thanks for voting people. Now, this time we ask you this:
THE sequel of the year will be..
I can't decide! Damn.. All the options we have listed are good ones. Maybe American Pie 3.. ;) Go ahead people, and cast your vote!New Xabre Drivers
February 14, 2003 - Nicklas Renqvist
Some new drivers for you hungry benchmarkers out there. xglider from XabreGamers fired in that there are some new & hot drivers for the Xabre series, bringing them up to v3.10.51. No word on what's fixed though.. Here's a snippet: $qs Of course, this driver fully supports all OS from Win98 to XP and the Xabre 80/200/400/600 series (as well as the SiS315) are supported. The file weighs 14,9 Mo. $qe To get the file, click here.
Deus Ex 2 Interview
February 14, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has tossed up an interview with Ion Storm Austin's Harvey Smith and Ricardo Bare regarding their upcoming Unreal engine powered - first person shooter/RPG, Deus Ex 2: Invisible War. Topics include non-linearity, why they chose the Unreal engine and more! Snip:
GameSpy: What are Invisible War's PC target specs? And when the game ships, do you think it'll avoid the initial technical problems experienced by the first Deus Ex?
Harvey Smith: GeForce 3 or higher is the only spec I know of right now. Because we use per-pixel shading and per-pixel lighting you just have to have that hardware. I don't perceive the same speed problems that we had last time because last time we took Unreal, hacked in a bunch of role playing game technology/functionality and we had three programmers on the team. And we did that with a light team, we had more designers and artists, as many as we have now, but we only had three programmers. That's almost impossible to think that we did that game with three programmers. Now we have seven or something, and a tech group.
We're also definitely making sure we run faster. Right now it's still running kind of slow, a lot of spots are 12 frames per second, but by the time we ship. We have plans for optimization this time. Having a tech group at your company is a really powerful thing.
Lionheart Q&A
February 14, 2003 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has kicked up an interview with some of the guys behind Reflexive Entertainment and Black Isle Studios' upcoming RPG, Lionheart. It's a one question deal where several developers answer. Here's a taste:
Jonric: What are a couple of memorable surprises you've encountered during the development of Lionheart, and why do they stand out for you?
Dan Ruskin, Designer, Reflexive Entertainment: When we decided to change the way the Evasion skill works, I really thought it was a huge design improvement. Instead of Evasion basically being an addition to Armor Class in to hit rolls, it became a way of taking what would have been a hit, and making it miss you instead. Seeing "You have evaded a blow!" is very satisfying, and the change has also fixed a lot of problems with the way combat was working.
Tropico II Demo Released
February 14, 2003 - Joe "OuTkAsT-1" Topolnisky
Gathering of Developers has released a new 127meg demo from their upcoming stragey title, Tropico II: Pirate Cove. You can grab this puppy over at the FileShack or FilePlanet.
Also, the official website has finally been launched. Included are screenshots, info and more. Head over for a look!
Raven Shield Golden!
February 14, 2003 - Joe "OuTkAsT-1" Topolnisky
Ubi Soft has updated the official site for their upcoming tactical first person shooter, Tom Clancy's Rainbow Six 3: Raven Shield, with word that the game has gone gold and should hit stores March 15th. Here's a clipping from the press release:
SAN FRANCISCO, CA. February 13, 2003 - Ubi Soft Entertainment, one of the world's largest video game publishers, announced today that the third installment of it's best-selling Tom Clancy's Rainbow Six Series, Tom Clancy's Rainbow Six 3: Raven Shield has reached gold master status. The Rainbow Six series is one of the most popular action series on the PC, having sold almost 7 million copies worldwide to date.
"Rainbow Six fans are among the most rabid hardcore gamers on the planet and they have high expectations for Rainbow Six 3," said Tony Kee, vice president of marketing. "Rainbow Six 3 will exceed even their highest hopes. They'll be playing as the same Team RAINBOW, carrying out new missions in a graphically superior environment with an array of all-new special effects-including the flash-bang and gas grenade. They're gonna eat it up!"
Black9 Announced
February 14, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has thrown up a press release announcing a new tactical-action title from Majesco, entitled Black9. Here's a blurb:
EDISON, NJ, February 13, 2003 Intense character development meets tactical action game play, as Majesco, one of the fastest-growing publishers of interactive entertainment, today announced Black9 for the personal computer and Xbox video game system from Microsoft. Scheduled for release in fall 2003, Black9 is being developed by Taldren, the studio behind the award-winning Starfleet Command series.
Deus Ex 2 Preview
February 13, 2003 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has kicked up a preview on Ion Storm Austin's upcoming Unreal engine powered - first person shooter/RPG, Deus Ex 2: Invisible War. Here's a taste:
Since we're 15 years further on from Deus Ex the ante has been raised somewhat in the nano department. The nanos will be higher-powered and slightly more science-fiction oriented. Your own character still begins as a sort of blank slate but you will have the option to add three bio-mod upgrades by the end of the first mission. The team has decided to include a purplish-pink (or pinkish-purple) color as a distinctive signature of nano-tech. The visual leitmotif shows up most noticeably as a glow in the eyes of nano-powered characters but appears other places in the game as well.
EA & Digital Illusions Sign Publishing Deal
February 13, 2003 - Joe "OuTkAsT-1" Topolnisky
Electronic Arts has announced a new long-term publishing deal with Digital Illusions, the Swedish developers behind the hit World War II title, Battlefield 1942. Here's a clipping from the press release:
REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 12, 2003--Electronic Arts Inc. (EA), the world's leading developer and publisher of video games, and Swedish developer Digital Illusions, C.E. (DICE) today announced a strategic investment and long-term publishing agreement for video games made by DICE studios. EA has purchased a minority interest in DICE and licensed the worldwide publishing rights for future products developed by DICE.
Greyhawk Interview
February 13, 2003 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has slapped up the second part of their interview with Troika Games' Tim Cain regarding their upcoming D&D RPG, Greyhawk: The Temple of Elemental Evil. They chat about everything from creatures to the magic system. Here's a taste:
Jonric: How extensive will the magic system be? Are you creating any original spells or implementing any features not seen in other D&D titles?
Tim Cain: We are implementing a few hundred spells of levels 0 through 5. I think the coolest thing about our magic system is the target system for spells. You can actually see the area of effect of any spell in the game. When you throw a Fireball, for instance, you are given a circle that you can move around the screen, and any target within the circle gets highlighted. We are supporting spells that can have multiple targets, like Magic Missile, and even ones with variable size areas of effect, like Wall of Fire. These features make combat magic feel very strategic.
Republic Screenies
February 13, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot managed to snage some new screenshots from Elixir Studios' upcoming strategy title, Republic: The Revolution. Hit the image below for a look!

New NeverWinter Nights Patch
February 13, 2003 - Joe "OuTkAsT-1" Topolnisky
BioWare has released a new patch (v1.28) for their hit RPG, NeverWinter Nights. Included are a bunch of tweaks and additions for both the game and Aurora Toolset. Click here for a list of whats new or just hit the games auto-updater for the goods!
Neverwinter Nights Expansion Q&A
February 12, 2003 - Joe "OuTkAsT-1" Topolnisky
ActionTrip has Floodgate Entertainment's Rick Ernst in the hot seat this evening, answering questions regarding their upcoming expansion pack, Neverwinter Nights: Shadows of the Undrentide. Here's a taste:
AT: Will we perhaps see some of the old characters from the original NWN?
RE: Shadows of Undrentide actually takes place more-or-less in parallel with the events of the original Neverwinter campaign. So the city of Neverwinter to the west is closed off to prevent the plague from spreading, and the player's quest in Shadows of Undrentide will take her even further to the east, away from Neverwinter and the Sword Coast.
Retail Enemy Territory Canceled
February 12, 2003 - Joe "OuTkAsT-1" Topolnisky
WolfensteinX.com has word that Activision has cancelled their upcoming Return to Castle Wolfenstein expansion pack, Enemy Territory. The good news is that they're planning on releasing the multiplayer portion of the expansion pack as a free download. Here's a blurb:
id Software and Activision announced today they are canceling the retail release of Wolfenstein: Enemy Territory. Despite a strong effort from talented developers, the single player portion of the game did not progress as anticipated. Canceling the release was a difficult decision made in the best interest of the Wolfenstein franchise and fans.
However, we remain excited about the progress and direction of Enemy Territory multiplayer. Over the next several months the focus of our development will be to complete the multiplayer portion of Enemy Territory and provide it as a free downloadable expansion to Return to Castle Wolfenstein.
Road to Rome Review
February 12, 2003 - Joe "OuTkAsT-1" Topolnisky
Thanks to Ferrago.co.uk for sending word that they have kicked up a review on EA's recently released expansion pack, Battlefield 1942: Road to Rome. Here's some lovin':
In the original game many vehicles had space for more than one occupant, with the second player commonly taking the role of a top mounted machine gun operator. Whilst fun for gunning down fleeing enemy infantry, the lack of protection for top mounted gunners meant that taking such a position usually resulted in a swift death. Road to Rome rectifies this problem somewhat, since most of the new vehicles offer enhanced protection to the top gunner. This makes cooperative vehicle use much more enjoyable for the non-controlling player, and also alleviates the scramble for vehicles somewhat, since more people will be willing to double-up.
Unreal II Review
February 12, 2003 - Joe "OuTkAsT-1" Topolnisky
The fellas over at HomeLAN have fired-up a short review on Legend Entertainment's first person shooter, Unreal II: The Awakening. Here's a nugget:
You begin the game assuming the role of Dalton (or Marshal), an ex-Marine who patrols the "ass-end-of-space" as Dalton himself puts it. With two other former Marines and an "interesting " alien from the local exchange program, you fly around the universe doing a lot of nothing. Even better is that in between missions, you get to walk around your ship, and make small talk with the crew. Usually this is more of a tutorial for new weapon upgrades, their functionality, and a brief look at the upcoming mission. It seems to me that the developers perhaps had more planned out for this sidebar portion of the game. It has somewhat the makings of an RPGish feel to it. However, the finished product leaves this section uninteresting to the gamer, and more or less a waste of time.
Deus Ex 2 Interview
February 12, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy caught up with Ion Storm Austin's Warren Spector for a quick chat regarding their upcoming first person shooter/RPG, Deus Ex 2: Invisible War. They look at non-linear gameplay, developing with consoles in mind and more. Snip:
GameSpy: Do you think non-linearity should be a large part of the future of story-driven games? Do you think it will be?
Spector: I hesitate to give an answer for the industry, or for the art form I guess. But for me, and I think for the studio, until someone convinces me otherwise, the linear narrative -- the sort of overarching plot -- I think is an important part of what we do. The key is providing the player with clear goals along that linear path, but providing even more... ever more freedom in terms of how those goals are accomplished. That's the obvious Deus Ex path.
There are other models in narrative games that I don't think we want to talk about just yet. I think we're starting to think about them. That would take us down a somewhat different path. But like I said, I think it's a bit early to talk about ideas that are just kind of forming in peoples' minds. So for now, at least in the Deus Ex universe, I think you're going to see the linear narrative be an important part of it. But non-linearity exists within each mission, not between missions.
Wow!
February 11, 2003 - Nicklas Renqvist
Wow!
February 11, 2003 - Nicklas Renqvist
Wow!
February 11, 2003 - The Admin
New IGI 2: Covert Strike Demo
February 11, 2003 - Joe "OuTkAsT-1" Topolnisky
Codemasters has released an updated demo from their upcoming tactional shooter, IGI 2: Covert Strike. Including tweaks and bug fixes, you can grab this sucker off the official site. What are you waitin' for? Get downloading!
Generals Q&A
February 11, 2003 - Joe "OuTkAsT-1" Topolnisky
Game-Over.net has posted an interview with Electronic Arts' Mark Skaggs regarding their soon-to-be-released 3D RTS, Command & Conquer: Generals. Topics include the resource system, the games engine and more. Here's a clipping:
Jeff: Can you give me an example of the use of a General Power?
Mark: Sure. Lets take Emergency Repair as an example. As Ive said, you acquire these powers through experience points. Our selected power of Emergency Repair allows you to repair and heal damage to units much faster than the regular rate. Well, lets take this power and place it into a multiplayer game. Before, if you were playing cooperatively with a friend and he was getting destroyed by your enemies, you might have to say, Hey, I cant help you, because by the time I get my tanks over there, theyll be dead and my base will be defenseless. Now, all you have to do is click Emergency Repair on your allys troops, and theyre status is automatically improved.
Age of Mythology Patch
February 11, 2003 - Joe "OuTkAsT-1" Topolnisky
Ensemble Studios has released a new patch (v1.04) for their hit RTS, Age of Mythology. Here's whats new:
- CLIENT FIXES
- Fixed an exploit that worked around the firing delay on ranged units.
- Fixed a scenario editor trigger corruption bug introduced in version 1.03. Any scenarios saved using version 1.03 that contain "Set Tech Status" triggers may have had some of their parameters cleared and will have to be manually repaired.
- NETWORK AND ESO FIXES
- Another "stats error 2,4" problem is now fixed.
Micro Forte Interview
February 11, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN sat down with Micro Forte's John DeMargheriti for a lengthy interview that covers several subjects, including Citizen Zero, BigWorld and more! Snip:
HomeLAN - What platforms are you currently targeting for the BigWorld engine?
John DeMargheriti - The BigWorld Technology currently supports PC, and in the near future we will have a Xbox version. We have been thinking on how we could support the PS2. We develop our own 3D engines as they are required by out tools so that you are able to create, edit and display the work while you work through the actual engine that will be displaying the game. This makes for rapid fire development.
Unreal II Review
February 11, 2003 - Joe "OuTkAsT-1" Topolnisky
XGR.com sends word that they have shot-up a review on Legend Entertainment's first person shooter, Unreal II : The Awakening. Here's a clipping:
Graphically, this is one of the best looking games out there. The atmospheric and level details are top notch. Nothing (except maybe UT2K3) can compare to its shear beauty. In some instances, the backgrounds seem painted in but other levels fall short and seem to suffer from the dreaded rushed syndrome. Another complaint I have stems from the in-game characters. Some of the games enemies seem to have been created on the fly, while others are quite the marvel to look at. For example, the infamous Skaarj alien - in my opinion the creature looks dreadful (dead or alive), the attention to detail could have been upped somewhat, or even redesigned from the bottom up with a truly more modernized look. The cut scenes arent really that much either - they are shots of the TCA ship orbiting some planet or Daltons marine ship traveling to various locales throughout the game. Still, other cut scenes are based in real time and help setup some missions. This type of cut scene suits the game perfectly.
New ATI Catalyst 3.1 Drivers
February 10, 2003 - Nicklas Renqvist
Yeah! ATI seems to have released a new set of drivers for their Radeon series. I know you are all eager to get your hands on them, so here they are:
- WinXP Version: 6.14.01.6292
- Win2k Version: 6.14.01.6292
- Win98/ME Version: 4.14.01.9082
- ATI Control Panel Version: 6.14.10.4019
- Running the Retest All option found in the SMARTGART tab no longer results in the AGP setting not returning to its original default value of 4X (Windows XP)
- Dragging a DVD playback window back and forth between the extended desktop and primary desktop no longer results in display corruption in the DVD playback window (Windows XP)
- Setting the display to 1024x768 32bpp followed by changing the AGP speed setting in the Smartgart Control Panel no longer results in the new speed setting not taking effect (Windows XP)
- Running Nascar 2003 and switching the render option to OpenGL, followed by selecting the ShadowChange replay option no longer results in display corruption of the shadow (Windows XP)
- Running the game Dungeon Siege with the display set to 1024x768 32bpp and AntiAliasing enabled no longer results in texture corruption (Windows XP)
- Enabling the TVOut option no longer results in display corruption on both the TV and CRT displays (Windows XP)
- Ending a 3DS Max session under Windows XP with the RADEON 9700 installed no longer results in the Task Manager indicating that the 3DS Max session is still running (Windows XP)
- Selecting the female option within the game Neverwinter Nights no longer results in the system not responding (Windows 2000)
- Playing the game Mafia, with the display set to 1024x768 32bpp and details set to high, no longer results in the graphics flickering and display corruption (Windows ME)
- Running the game Need for Speed Hot Pursuit 2 with all options set to maximum and the display set to 1024x768 32bpp results in a system hang (Windows ME)
Thanks to HP for the tip.
Late Night Reading...
February 10, 2003 - Nicklas Renqvist
Just thought to throw in some late night reading, while you are waiting for that 3DMark03 counter to hit 0... ;) Here are some AMD Athlon XP 3000+ Reviews for ya:
- Motherboards.org AMD Athlon XP 3000+ Review
- ExtremeTech's AMD Athlon XP 3000+ Review
- AnandTech's AMD Athlon XP 3000+ Review
- Firingsquad's AMD Athlon XP 3000+ Review
- [H]ardOCP's AMD Athlon XP 3000+ Review
3DMark03 - Hints Of The Day!
February 10, 2003 - Nicklas Renqvist
Today I feel so frisky, that I want to give you 2 small (or big, depends on how you look at it) hints instead of just 1. Here goes the first one:
The file size of 3DMark03 is.. ~177MB
Hefty, but so is the content! And then the second hint:The price for 3DMark03 Pro will be $39.95 USD for the download version, and $49.95 USD for the CD-ROM version
As you can see, we didn't raise the price! I hope that's ok with you guys? :) If you feel like commenting on these fresh hints, please head over to our discussion board.Update: Some good news! I was just informed that the size is actually only 177MB, and not 181MB as I wrote earlier. ;) Sorry for the confusion!
EverQuest II Preview
February 10, 2003 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com tries to keep this slow day rollin' by throwning up a preview on Verant's upcoming massively multiplayer online RPG, EverQuest II. Here's a clipping:
Predictably, boss encounters serve as the coup de gráce. Trigger a scripted battle and you may find yourself face to face with Darathar the Deceiver, a titanic dragon who belches flames like a Parisian tourist does crepes. Like general encounters, each is carefully placed by the design team to ensure players experience the game through a steady system of progression. Not that anyone's railroading you into any decisions at any time, since this is live role-playing at its most sophisticated and potentially liberating.
3DMark03 - Hint Of The Day!
February 9, 2003 - Nicklas Renqvist
Man! I just woke up after a long night. Was over at the office doing some small preparations and other things..
Anyway, here's the Tip Of The Day:
In order to run the demo in 3DMark03, you need to have a graphics card that is capable of PixelShaders 1.1
Maybe a small shocker for some of you, but trust me, the demo looks fabulous! If you feel to comment on this, head over to our discussion board!Freelancer Interview
February 9, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has kicked up an interview with Digital Anvil's Phil Wattenberger regarding their upcoming space title, Freelancer. They look at factions, the games development and more! Here's some juice:
GameSpy: Normally, when a game takes this long, people -- especially game reviewers -- start expecting the worst. This beta of Freelancer looks and plays surprisingly good by today's standards. What took so long?
Phil Wattenberger: The challenge for this product is its epic scope. We created this huge universe, with 48 systems, over 168 bases to land on, and 58 factions. In essence, we achieved our goal of creating this massively multiplayer universe. We are creating the scope of one (an MMORPG) for a single-player game, with a limited multiplayer feature set. Just the sheer scope of the work has taken time.
Chrome Screenies
February 9, 2003 - Joe "OuTkAsT-1" Topolnisky
The peeps over at XGR.com managed to snage some new screenshot from Strategy First's upcoming first person shooter, Chrome. Hit the image below for a look!

Matrox Apptimizer 1.1.0.21
February 8, 2003 - Nicklas Renqvist
It seems that Matrox has updated their Apptimizer to version 1.1.0.21. There's no info on what's new.. Click here for the package.
New Poll!
February 8, 2003 - Nicklas Renqvist
Yes, a new poll. This time we ask you this odd question:
When is 3DMark03 due to be released?
I know. Do you? ;) If you don't have a clue, please head over to our front page, and you should get a popup with a counter..Our last poll ended like this:
What did you think when you saw the 3DMark03 Teaser?
I want my 3DMark03 NOW! [78.1%]
I want more, much more! [4.5%]
It's nice.. [1.7%]
Too short! [9.3%]
What Teaser? [6.4%]
Total votes: 29180
3DMark03 - Hint Of The Day!
February 8, 2003 - Nicklas Renqvist
Oh goody goody goody. What hint should I post today? Hmm.. Maybe that 3DMark03 does come with... nah, that would be too much. What about, 3DMark03 free version has... nope, that's not right either. Ok, I got it:
With a fully DX8.0 compliant card, you can run 3 game tests
I think that's enough for today. If you keep checking our discussion boards, you might spot some smallish hints & tips from us FM employees. I know I have spilled some info on 3DMark03 there, that I maybe shouldn't have.. :)Freelancer Golden!
February 8, 2003 - Joe "OuTkAsT-1" Topolnisky
LancersReactor.com has word that Digital Anvil's upcoming space title, Freelancer, has gone gold and should hit stores March 4th. So be sure to keep an eye out for it!
Purge Interview
February 8, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpyDaily caught up with Freeform Interactive's Adam Fournier for a quick Q&A regarding their upcoming first person shooter/RPG, Purge Online. They chat about system requirements, multiplayer modes and more! uNF:
GameSpy: Tell us a bit about the multiplayer modes and which are the most popular amongst public testers?
Adam: The game revolves around the destruction/defense of the respawn portal. The vanilla game places the futuristic Order versus the fantasy Chosen in a struggle to see how can destroy the other ones portal first, kind of like a king of the multiple hills, if you will. Also included in the retail game are several "Battlemodes". These Battlemodes can completely change the way the game is played (similar to mutators in UT). An example of this is the Super War battlemode that is an all out slaughterfest where the portal can only be damaged by using Nuke class weapons (Wastelander's AntiMatter or Monk's AngelFire). Included is a "custom" mode that allows the server operator to set virtually any parameter he would like (he could chose to have all characters start at level 20 if he wants, etc). I can't really say which modes are really the favorite amongst the testers because the servers seem to change regularly to try out new settings.
Star Wars: KOTOR Dev Diary
February 8, 2003 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted a developer diary that takes a look that the character models and animations in BioWare's upcoming RPG, Star Wars: Knights of the Old Republic. Here's a taste:
Once the character models are properly set up, a team of animators here at BioWare animates them by hand. Every part of the character is carefully positioned throughout each action to create realistic and expressive animations. Your character can use a wide range of weapons, including a variety of melee weapons, in addition to using special skills and feats. Each one of these requires special animation, and each type of melee weapon has a complete set of unique animations so that your character will look very different when fighting with a single saber than with a double-bladed vibro-sword. In all, a typical character in Star Wars: Knights of the Old Republic can do more than 160 different animations!
Chrome Interview
February 8, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN sat down with Techland's Pawel Zawodny for a quick chat regarding their upcoming first person shooter, Chrome. They cover everything from weapons to the games engine. Here's a nugget:
HomeLAN - First, its been a year since our first Chrome interview. How has the game progressed since that time?
Pawel Zawodny - After completing our work on the modern technology of simulation of huge open areas we focused on Chromes playability. Last year we spent time on inventing an involving plot for the game and arranging the main characters adventures. We have prepared 16 missions altogether, taking place in different conditions on different planets. We have put much effort into the making of the environment for each of them: terrains, fauna and flora. However, designing the storyline of the missions took most of the time. Some prototypes were made and then tested. The conclusions led to further improvements and changes in the games scenario. Last few months were devoted to the implementation of all adventures the player will face.
Greyhawk Preview
February 8, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has tossed up a preview on Troika Games' upcoming D&D RPG, Greyhawk: The Temple of Elemental Evil. Here's a clipping:
A later encounter showed off something that D&D fans should enjoy: the ability for magic to have multiple targets if called for in the rules. The sorcerer was able to send off five magic missiles in a round, and McCarthy was able to choose five different targets. Cain said programming multiple targets was a challenge, but after realizing how many spells employed the use of multiple targets, it made perfect sense to spend time to include it in the game.
I'm looking forward to this one! 8)3DMark03 - Hint Of The Day!
February 7, 2003 - Nicklas Renqvist
Here we go again with another hint about the upcoming 3DMark03. Ready? Ok:
With a fully DX7 compliant card, you can only run 1 game test
That's true! Only 1 game test is working with those DX7 class cards.We will continue to post the "Hint Of The Day" everyday up until the launch of 3DMark03, so be sure to check the news everyday!
Raven Software Q&A
February 7, 2003 - Joe "OuTkAsT-1" Topolnisky
The guys over at GameSpy have posted an interview with Raven Software's Kenn Hoekstra, discussing how to break into the gaming industry. Here's a chunk:
Q: If I'm looking to get a job as a designer, how would I go about preparing a portfolio of work if I haven't made a game before? I'm working on a mod for Quake 3 currently, if or when I complete that, is it appropriate to put it on a resume or in a portfolio? -- Frank Dorner
A: Yes, including your user-made levels on CD along with your resume is the best way to go. In fact, to the best of my knowledge, it's the only way to go. In this day and age, it's all about what you can show when it comes to level design. Sending in a print resume that says you know how to use various level editors is not going to get you a design job. Neither is sending screenshots of levels you've built. You need to send the actual levels in so design managers can run around in them and get a true feel for your work. Using your print resume to point out your education, what software packages you know how to use, and other relevant experience is a great supplement, but in the end, you need to show completed level design work to get a job as a designer.
As a side note, if your level work is part of a mod, make sure you include all of the relevant mod files on the CD along with your level as well as a comprehensive .readme of what needs to be done to view your work. Design managers are extremely busy and often won't take the time to hunt down mod files and instructions, download and install them just to get a look at your level. If it's too much work, they might just move on to the next resume in the pile.
Spearhead SDK Released
February 7, 2003 - Joe "OuTkAsT-1" Topolnisky
Electronic Arts has released an 8meg SDK for their hit Medal of Honor: Allied Assault expansion pack, Spearhead. So all you mod freaks can hit one of the mirrors below and get to work!
Shadow of the Sun Interview
February 7, 2003 - Joe "OuTkAsT-1" Topolnisky
Also over at HomeLAN tonight is an interview with HotHead Studios' Tony Charlton regarding their upcoming first person shooter, Shadow of the Sun. Here's some juice:
HomeLAN - What is the storyline for the game?
Tony Charlton - Shadow of the Sun is a story based first person action adventure game set in an alternate universe. The player takes the role of a once powerful vampire who has been incarcerated for hundreds of years by the Vampire council. Visited by a haunting vision of a beautiful woman pleading for help he must escape the confines of his prison and set out on a quest which will lead him on a path of love and revenge with plenty of death and mayhem along the way.
Anarchy Online Q&A
February 7, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has Funcom's Jørgen Tharaldsen in the hot seat this evening, answering questions regarding their massively multiplayer online RPG, Anarchy Online. Topics include the upcoming expansion pack, a possible sequel and more! Snip:
HomeLAN - How is Funcom planning on improving the game through upcoming free patches?
Jørgen Tharaldsen - The million dollar question and one I cant answer in detail. Some of the biggest mistakes we have ever done were to over promise and under deliver. Announcing ideas and suggestions which might not realized, or comes later than originally intended, is something we will try hard to avoid because it creates frustration. After all, the citizens of the virtual worlds spends a lot of time in there, and they hate to be disappointed
just like we do in our world if the politicians tempt us during electionJ
What I can say though is that we have been the MMORPG company who have delivered the most content through free patches, and we are doing all we can to continue with this. One of the highlights in February will be the coming of the Temple of the three winds, a massive new dungeon complex. We do announce all content patches in due time on the website though, but I would rather have us under promise right now and over deliver later.
Greyhawk Interview
February 7, 2003 - Joe "OuTkAsT-1" Topolnisky
The RPGVault caught up with Trokia's Tim Cain for a quick chat regarding their upcoming D&D RPG, Greyhawk: The Temple of Elemental Evil. They take a look at everything from the character system to why they chose turn-based combat. Here's a taste:
Jonric: Why did you choose to make the combat turn-based? Do you think this will be a disadvantage in terms of building interest and awareness?
Tim Cain: I don't think we ever even considered making Temple of Elemental Evil real-time. D&D is a turn-based game. All of its rules are designed for turn-based play. The spells, the feats, the skills, these all mention rounds and initiative and other turn-based statistics. The sheer amount of effort to convert it to real-time would effectively invent a new game system, and what is the point of using D&D rules if you are just going to change its basic tenets? No. We decided to make a D&D game, D&D is turn-based, and that was that.
Happenings At Beyond3D
February 6, 2003 - Nicklas Renqvist
The good chaps from Beyond3D have been pretty busy the last weeks and uploaded a nice list of reading for us mortals. I have been very occupied with *you*know*what*, so I haven't been so much into news. Anyway, here they all are:
- GeForce FX Tech Q&A
- PowerColor Evil Commando 2 Gold Radeon 9700 128MB Review
- John Carmack on NV30 vs R300
New Price For 3DMark2001 SE Pro
February 6, 2003 - Nicklas Renqvist
To make this day even more special, we lowered the price of 3DMark2001 SE Pro! Not only that, if you purchase the Pro version of 3DMark2001 SE, you will automatically get $10USD discount whenever you decide to purchase the Pro version of our next gen benchmark, 3DMark03! Can't get any better than this! It's Pro all the way:
- 3DMark2001 SE Pro (Download version) Now only $29.95USD
- 3DMark2001 SE Pro (CD-ROM) Now only $39.95USD
3DMark03 Countdown & Hint
February 6, 2003 - Nicklas Renqvist
The countdown has begun! When those numbers in the smallish popup you get when you hit our websites frontpage hit 0, it is time to rumble!
I'll also take this opportunity to start the HINT OF THE DAY. That means that we will give you 1 small piece of information every day, until the launch, about 3DMark03. Today's hints are as follows:
Minimum Graphics Card Requirement:
DirectX®9.0 compatible graphics adapter that has 32MB of memory and is fully DirectX®7.0 compliant.
Minimum CPU Recommendation:
1000MHz x86 compatible processor (PCMark2002 CPU score of over 2500)
If you want to babble about this, hit our discussion board.
Countdown
February 6, 2003 - Nicklas Renqvist
2 new screenies!
February 6, 2003 - Nicklas Renqvist
2 New 3DMark03 Screenies!
February 6, 2003 - Nicklas Renqvist
Why only show 1 screenshot, when we can throw 2 at ya? :) Here you go:

PC Enclave Preview
February 6, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted a preview on the upcoming PC port of Starbreeze's 3rd person action title, Enclave, after getting a chance to check it out hands-on. Here's a nugget:
The PC port of Enclave features a new checkpoint save system. The developers introduced checkpoints into the levels as a response to complaints about the extreme difficulty of the original Xbox version, which forced you to restart a level from the beginning if you died. In the PC port, if a checkpoint is activated, you can replay the level from that point at the cost of a few accumulated gold pieces. Enemies and bosses that have already been damaged or killed retain that same state when you start back at a checkpoint.
The Road to Rome Q&A
February 6, 2003 - Joe "OuTkAsT-1" Topolnisky
The ActionVault has thrown up an interview with some of the guys behind Digital Illusions' hit first person shooter, Battlefield 1942: The Road to Rome. It's a one question deal, where everyone gets a chance to answer. Here's some juice:
Action Vault: Speaking as both a player and a developer, what's your favorite single-player map in the original Battlefield 1942, and also in the Road to Rome expansion?
Mattias Hornlund, Programmer: Playing single-player, I like Battle Axe the most. The action on that map is so unbelievable intense if you crank the number of bots over 32. You've got the tracers flying all over you, and ricochets whistling all around you wherever you go. As a developer, Tobruk is the level I've seen the most, since it was one of only two levels we had for a very long time and I still like to play it - especially in cooperative mode with bad odds against me and a couple of friends.
In Road to Rome, I've had a blast getting my ass kicked by the bots on Monte Cassino, playing on the Allied side.
Star Wars Galaxies Update
February 6, 2003 - Joe "OuTkAsT-1" Topolnisky
Sony Online has released some new 360-degree screenshots and info on their upcoming massively multiplayer online RPG, Star Wars Galaxies. Included is a post on their forums that lists a bunch of features that wont make the games release. So be sure to check it out!
Tropico 2 Dev Diary
February 6, 2003 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted a developer diary written by Frog City's Bill Spieth regarding their upcoming strategy title, Tropico 2: Pirate Cove. Here's a blurb:
When making Pirate Cove, we decided that entertainment would be one of the major challenges of the game. It became a deep and varied part of the simulation. There are four separate types of entertainment needs and several commodities like cigars and fruit pastries that add to the quality of entertainment offered on the island. The skills of the cooks, servers, and wenches factor into the happiness of the pirate customers as well.
Enter the Matrix Preview
February 6, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy has shot-up a preview on Shiny Entertainment's upcoming action title, Enter the Matrix. Here's some lovin':
For the most part, Enter the Matrix is all about cool ass-kicking combat. Shiny has toiled long and hard to create a fast, slick 3D game engine that can wield the animal-like prowess that is required by The Matrix's fantastical universe. Both main characters have been stuffed to the gills with a stunning variety of martial art hand-to-hand combat techniques, which they're not afraid to use against the digital enemies of the Matrix. You'll remember scenes from the first movie where Neo -- after being force-fed virtual fighting knowledge -- spars alongside Morpheus in a computer-simulated dojo -- well, Niobe and Ghost are equally capable of pulling off incredible physical maneuvers and combat techniques, only this time, it's not a simulation.
The Road To Rome Review
February 5, 2003 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpy have thrown together a review on Digital Illusions' expansion pack, Battlefield 1942: The Road To Rome. Here's some juice:
There's no doubt that the six new maps are the star of the expansion. They're a perfect fit within the Battlefield 1942 universe, and in some ways, feel as if like they were created right alongside the original game. But they are indeed different. Tying in with the theme of the game, many of the new maps have Italian-influenced architecture, and some of the game modes have been tweaked slightly as well.
Far Cry Preview
February 5, 2003 - Joe "OuTkAsT-1" Topolnisky
Ferrago.co.uk sends word that they have kicked up a preview on Crytek's upcoming first person shooter, Far Cry. Here's a a bit on the engine:
Far Cry is being developed using Cryteks proprietary CryEngine, and all the indications are that its up there with the best of them. It uses similar technology features as Ids forthcoming Doom III engine, particularly the use of a technique known as polybumping. This involves generating character models at high levels of detail, around 250,000 polygons, and then converting this model to a far less costly 1500 polygons per character, with no or very little loss of detail. All the usual bags of tricks are also present, including some impressive rag-doll physics and accurate vehicle movement modelling. Impressive as these features sound, such techno-jargon is common propaganda emanating from all kinds of developers these days. Crytek have wisely decided, therefore, to concentrate the greater part of their publicity on a more rounded view of the game, with particular reference to the game play itself.
Enter the Matrix Site Launched
February 5, 2003 - Joe "OuTkAsT-1" Topolnisky
Infogrames has launched the official web site for their upcoming Console/PC Action title, Enter the Matrix. Included are new screenshots, info and more. So be sure to check it out!

Raven Q&A
February 5, 2003 - Joe "OuTkAsT-1" Topolnisky
The 3D Station has slapped up an interview with Jeffrey Unay, one of the modelers currently working on Raven Software's upcoming first person shooter, Quake4. No new info on the game, but it does take a look at the art of modeling. Click here for a look!
Kreed Interview
February 5, 2003 - Joe "OuTkAsT-1" Topolnisky
The Action Vault has tossed up a short interview with the guys over at Burut regarding their upcoming first person shooter, Kreed. This one covers their favorite weapons. Here's a taste:
Action Vault: In single-player mode of Kreed, what are the weapons you tend to prefer? Are your choices different for multiplayer?
Dmitry Sobolev, Level Designer: Of course, the Knife and Dolphin. The Knife is because of the amount of ammunition, which is strictly limited, and often the player can only trust in his named Knife, which was given to him personally by Magister Rumy. And the Dolphin, because of its sniper (alternative) mode, is undoubtedly the best weapon to perform unnoticeable actions, not making a great panic in the ranks of the enemies.
For multiplayer, the most efficient are the Machinegun and, again, the Dolphin. Speaking about the Dolphin's advantages, I can talk about its legendary destructive force, when one well-aimed shot can not only take a Tiglaary soldier's head off, but even burn the armor of such a killing machine as a Tiglaary tank. The Machinegun is in favour in multiplayer because of the large amount of ammo available. For sure, the flow of bullets at 50 per second could stop anyone.
Creative Inspire 6.1 6700 Review
February 4, 2003 - Hans "stealth_wing" Melis
The Techspot team have posted their review of Creative's Inspire 6.1 6700 speakers. This set was created to accompany their Audigy2 card, but what else did Techspot come up with?
The Inspire 6700s are the first 6.1 capable PC speakers system to be available in the market. Touted as the perfect companion for Creatives own Audigy 2 soundcard, the most obvious addition is the rear centre channel that takes full advantage of Audigy 2 features and grants you some Dolby Digital® Surround EX support, however what makes this more interesting is CMSS (Creative Multi-Speaker System) that is said to up-mix surround to 6.1 channels when used with a 5.1 sound card.
I suppose one of the most common questions among the people reading this is going to be, what kind of improvement resulted from the 5.1 to 6.1 jump? We tested with both 5.1 and 6.1 cards to give you a fair answer.
WallHack in BF1942 v1.3?
February 4, 2003 - Nicklas Renqvist
It seems that there is a "built-in" wall hack in the latest patch for BattleField 1942. :( That's very very sad if it's true. I got an email about this, and a link to BF Nation's forums where they have a screenshot of the WH in action.. As I said, this is very sad news if it's true. I hope Dice or EA would comment on this.
Unreal II Review
February 4, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpot has thrown up a review on Legend Entertainment's first person shooter, Unreal II: The Awakening. The game walks away with a final score of 7.3/10. Here's a clipping:
The gunfights are fast and completely straightforward. The enemies range from dumb alien beasts to theoretically smarter human and alien soldiers to a handful of unimpressive (and surprisingly unimpressive-looking) boss monsters. A few enemies will stand in place or make a desultory run for cover, but, for the most part, they all exhibit some variation of the old-time zigzag rush tactic. Some don't even bother with the zigzagging part. Battles tend to be head-on demolition derbies. They lack the deliberately paced hide-and-seek style of gunplay that the shooter genre has been moving toward over the last few years. In that way, perhaps the gameplay is meant to be a throwback to a "classic" shooter style. But to succeed as that, it would need to ratchet up the frantic action to some level approaching the Serious Sam series. Instead, Unreal II only manages to reach the level of, say, Quake II. Compounding the problem, the great-looking environments show virtually no reaction to the munitions exploding within them. A little shattering glass would have gone a long way toward making the gun battles more satisfying.
Tribunal Patch
February 4, 2003 - Joe "OuTkAsT-1" Topolnisky
Bethesda Softworks has released a new 518kb patch for their The Elder Scrolls III: Morrowind expansion pack, Tribunal. Here's whats new:
- Fixed a bug While playing with software audio acceleration. The environment sounds for Mournhold will sound and behave the same as they do when the game is in hardware audio acceleration mode.
- Fixed a sound bug that would cause the loss of several sound effects in the Sotha Sil dungeon area.
- Fixed a bug that would cause a crash to desktop if you tried to pickpocket your companion.
Devastation Interview
February 4, 2003 - Joe "OuTkAsT-1" Topolnisky
The guys over at HomeLAN have shot-up an interview with Digitalo's Bob Berry regarding their upcoming Unreal engine powered - first person shooter, Devastation. Topics include everything from mod support to a possible demo. Here's something to chew on:
HomeLAN - What other gameplay elements are you managing to put into the game?
Bob Berry - Im very excited about having both Arcade and Simulation modes in multiplayer AND singleplayer. Most of us here in the office play in arcade mode, but Im a simulation fan all the way. Another unique gameplay feature we have is the ability to give and take weapons from your teammates in game. Its cool to be able to look at your teammate, hit a key and have them throw their weapon to you. Then you hit a key and throw one back, they catch it and switch to it. Nice.
Star Wars: KOTOR Screenies
February 4, 2003 - Joe "OuTkAsT-1" Topolnisky
BioWare has released some spiffy new screenshots from their upcoming RPG, Star Wars: Knights of The Old Republic. Hit the eye candy below for a look!

Black & White 2 Interview
February 4, 2003 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has tossed up an interview with Black & White Studios' Jonty Barnes regarding their upcoming strategy/RPG, Black & White 2. They look at battles, AI and more! Snip:
How big does the combat side of things get?
Barnes: Recently we had many thousands of people on screen. The amount of time it takes to build up cities to house thousands of villagers and the size of the land they occupy is huge, but the game can cope.
Although each tribe has a preferred way to fight, generally battles have thousands and thousands of troops or villagers in conflict, with archers shooting arrows from walls, Creatures storming in and sweeping footmen away like ants, and cities being raided and destroyed. It gets pretty hectic. The scale is huge, but we're still able to keep the levels of detail that the players expect.
BattleField 1942 Patch 1.3
February 3, 2003 - Nicklas Renqvist
Finally! The long awaited patch 1.3 for BattleField1942 is finally released. I for one play BF1942 _a lot_ and I think this patch will do the game some good. I didn't find a link to the fixlist, but if you want to grab the patch (client & server) head over to 3DGamers.
Update: I found some more mirrors and a smallish (ought to be bigger! :) fixlist over at BFCentral.
Restricted Area Interview
February 3, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has Master Creating's Jan Beuck in the hot seat this evening, answering questions regarding their upcoming cyberpunk RPG, Restricted Area. They chat about everything from multiplayer to the games engine. Here's a chunk:
HomeLAN - What can you tell us about the graphics engine in the game?
Jan Beuck - The engine is the heart of the project. While it plays a less important role in most RPGs, we spend two years on it to bring the graphic effects of state-of-the-art first person shooters to the genre, for example dynamical lights, dynamical shadows and self-shadowing. We choose the isometric view, as it gives a better overview and allows us to make the graphics more detailed - the character and enemy models for example are at least 100 times more detailed than the ones in "Dungeon Siege". Another thing is that the engine is extremly fast, as it´s written in pure machine code - on a normal PC the game runs with up to 1000 (!) frames per second, making the scrolling smoother than in any other game and allowing us to use lots of cool effects.
Star Wars: KOTOR Update
February 2, 2003 - Joe "OuTkAsT-1" Topolnisky
The folks over at BioWare have released some new info on the Sith Troopers in their upcoming RPG, Star Wars: Knights of The Old Republic. Here's a clipping:
While the majority of the battalions now under Sith command are comprised of traitorous Republic forces, they are far from hodge-podges of disorganized troops. Only the strong are granted acceptance into the ranks of the Sith army; those judged too weak to be of use are put to an ignoble end. Traitors may be welcomed into the ranks, but a level of fear is quickly established to make certain they are not so quick to change sides again.
NeverWinter Nights Expansion Q&A
February 2, 2003 - Joe "OuTkAsT-1" Topolnisky
GameSpy sat down with Floodgate's Paul Neurath and Rick Ernst for a quick chat regarding their upcoming NeverWinter Nights expansion pack, The Shadows of Undrentide. They cover the tools, henchmen and more! Snip:
GameSpy: Are you adding or doing anything new with the henchmen?
Rick Ernst: We're adding quite a bit to the henchmen and their abilities. One of the things we've really tried to accomplish in Shadows of Undrentide is to integrate the henchmen more closely into the story. Thus, they'll actively participate in conversations with NPCs, comment on your actions, give advice, and if they don't like the decisions you are making, they may just up and leave. We hope this will make henchmen feel more like partners, or at least valued minions. We are also trying to add some significant new abilities to your partner/minion. We've also added more tactical commands to the henchman repertoire, such as "Go Stealthy" and "Don't Attack until I Do."
NVIDIA Detonator 42.30, 42.81 & 42.86!
February 2, 2003 - Hans "stealth_wing" Melis
This almost knocked me off my socks... 3 new sets of Detonator drivers for your NVIDIA card. Pick the one you want I'd say..
- Detonator 42.30 WHQL for 9x/ME and 2000/XP
- Detonator 42.81 for 2000/XP
- Detonator 42.86 for 2000/XP
The newer releases for Win 2000/XP seem to come with NVIDIA's Media Centre, but it can be disabled. You can get your copy of the drivers @ Guru 3D.
Some of these drivers (if not all), should be considered as being BETA, so use them at your own risk!
Aquanox 2 Preview
February 1, 2003 - Joe "OuTkAsT-1" Topolnisky
Ferrago.co.uk has slapped up a preview on Massive Development's upcoming Action title, Aquanox 2: Revelation, after getting a chance to check it out hands-on. Here's a clipping:
The missions are quite varied, ranging from escorting another ship, defending your home base and rescuing other crew members. Though most of the time you will be looking out over rocky underwater mountain ranges they don't become dull thanks to a wealth of plant life that is dotted around. Most missions will also have underwater bases or massive derelict buildings which you can dart around. The sense of scale in the world is executed well, so large cargo ships are exactly that, large. All the little elements fit together to make it seem somehow real and complete. The only weird feature is that you can only rise to a certain depth before reaching a ceiling, but it is obviously a necessity for the gameplay to work.
UT2003 Bonus Pack & Patch
February 1, 2003 - Joe "OuTkAsT-1" Topolnisky
Digital Extremes has released a 71meg bonus pack for their hit first person shooter, Unreal Tournament 2003. This sucker includes three new Deathmatch maps, two Capture the Flag, and one Bombing Run. Hit the FileShack for the zip file or UMod! 8)
Also, a new 13mb patch (v2186) has been released. There's a ton of bug fixes, tweaks and additions. You can find a list of whats new and grab this bad boy at either the FileShack or FilePlanet.
Star Wars: KOTOR Dev Diary
February 1, 2003 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has posted a developer diary written by BioWare's Lukas Kristjanson regarding the weapons in their upcoming RPG, Star Wars: Knights of the Old Republic. Here's some juice:
In addition to the standard weapons, there is yet another level for character customization open to the player; if the proper equipment can be found, certain of the more powerful weapons and armor can be modified to further suit their play style. That means that even if a player finds the same item as someone else, he may decide that his character would use it in an entirely different manner.
Unreal II Interview
February 1, 2003 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has kicked up an interview with some of the guys behind Legend Entertainment's first person shooter, Unreal II: The Awakening. They look at a possible demo, console ports and more. Here's a blurb:
HomeLAN - Now that the game is done, what are some of your favorite aspects of Unreal 2?
Mark Poesch - The environments are spectacular and varied, the weapons and effects are awesome, the characters bring the world to life, the gameplay in each mission is interesting and unique, the in game cutscenes and scripting are great, and the overarching story makes the whole experience worthwhile. I'm incredibly proud of the entire team, and the end result of all our efforts.
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