Hardware News
Splinter Cell: Chaos Theory Review
March 31, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at WorthPlaying.com have posted their take on Ubisoft's recently released stealth title, Splinter Cell: Chaos Theory. Here's a bit on the new knife lovin':
The knife changes Chaos Theorys gameplay more than youd think. It replaces Fishers underpowered elbow strike with an instantly fatal close-quarters stab or slash, and lets you cut through tent walls or plastic sheeting to create your own entrance. Fisher can also instantly KO enemies by running up and pulling the Left trigger. You no longer have to methodically slap chokeholds or use up shockers on every guard in an area; as a matter of fact, most of your arsenal is almost unnecessary. It goes a long way towards perpetuating the illusion of Fisher, and thus the player, as a truly elite agent.
Empire Earth II Demo Coming Soon
March 31, 2005 - Joe "OuTkAsT-1" Topolnisky
VU Games has updated the official Empire Earth II website with word that they will be releasing a new single/multiplayer demo on April 4th, giving us a taste of their upcoming RTS. Included are new gameplay variables, three multiplayer modes and more. We'll keep you posted!
Dungeon Lords Preview
March 31, 2005 - Joe "OuTkAsT-1" Topolnisky
The FileFront has fired-up a quick preview on Heuristic Park's upcoming RPG, Dungeon Lords, after getting some hands-on time with a pre-beta build. Here's some juice:
On the surface, the gameplay in Dungeon Lords looks remarkable similar to that of Morrowind, even though the latter was a first-person RPG. Other than the players perspective, though, the game plays out roughly the same. Players travel through the game world beating on enemies and collecting items and wealth. However, the combat system feels monotonous, and even though there are some combo attacks players have access to, fighting quickly becomes a tedious series of mouse clicks. The aforementioned combo system does lend some life to the combat, but not enough to make the repetitiveness of it worthwhile. Also, Dungeon Lords incorporates a directional attack system that players access using their directional buttons, which also helps to break up the monotony. Granted, in this build of the game, players are restricted to simply dropping in and swinging away, but the combat system still feels a little messy. However, as this a pre-beta build of Dungeon Lords, that is likely to change by release day.
Project: Snowblind Review
March 31, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy kicks off the evening with a review on Crystal Dynamics' first person shooter, Project: Snowblind. With a final score of 4/5 stars, this sucker might be worth checking out! Anyways, here's a bit on the level design:
The level goals will be familiar to any shooter fan: lead a squad of troops across a rubble-strewn war zone, shut down turrets firing on your men, sneak into the enemy computer center, free the prisoners, etc. All standard fare, but it works. Project: Snowblind's model pacing keeps the action flowing, with just enough down time to give you a tiny breather before the next encounter. Thanks to super-smooth level design and deft handling of scripted events, you don't have to waste time wandering the same level over and over in search of some obscure door or a hidden trigger for the next event. Everything is clear and totally intuitive, and for added measure, your HUD has a useful minimap and an optional set of 3D icons that show the exact direction of your next objective. Even the load times between levels are far shorter than most games these days, so you go from action to more action without boring waits.
DirectX 9.0c Redist February 2005
March 30, 2005 - Nicklas Renqvist
Not sure if this is new or old news for you guys, but I just spotted that Microsoft has indeed released a new redist build of DirectX9.0c. This new build comes with updated DirectX for Managed Code (February 2005). I have no idea if there are any other changes.
To download the redist version (~35MB), go here. The webinstaller is still the old one.
I know at least one demo which requires this build of DX9.0c, and I have a feeling that we will see more coming soon. If you want to check out the demo, it is available here.
More The Matrix Online Impressions
March 30, 2005 - Joe "OuTkAsT-1" Topolnisky
Moving right along, PC.IGN is the latest website to fire-up some impressions on Monolith's massively multiplayer online RPG, The Matrix Online. Here's a bit on the Interlock feature:
Hand-to-hand combat makes use of a concept called Interlock. This basically ties two combatants together so that the animations can be synched up correctly. Though it sounds like a small feature, it really goes a long way towards making the combat in The Matrix Online feel real. Most MMOs tend not to care about this kind of thing but when you actually see your character kick his opponent in the crotch, you'll be convinced that this is the only way to go. The only real downside to interlocking combat is that it requires the player to take a few extra steps to extricate themselves from combat. If things start to turn against you, the extra time it takes to start running away could be the difference between living and dying.
Read on!Splinter Cell: Chaos Theory Review
March 30, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpot this evening is a review on Ubisoft's stealth title, Tom Clancy's Splinter Cell: Chaos Theory. They cover Sam's new moves, the enviroments and a whole lot more! Here's something to nibble on:
The international locales of Fisher's escapades are also a major highlight. The game's beautifully detailed graphics make all the different settings you'll visit, from an ominous lighthouse and an inconspicuous ocean freighter to the streets of Seoul and a Japanese teahouse, very believable. A fairly useful map is always there to help guide you to your next objective, but the missions are designed in a linear fashion that tends to prevent you from getting lost, but not at the expense of seeming overly simple or straightforward. The enemies you'll face in Chaos Theory are also somewhat smarter, or at least different, than before. They'll notice if the lights go out or if a door is left ajar, and they'll wander over to investigate. And, if you try to snipe them and miss, they'll flinch believably or maybe even dive out of the line of fire. They'll attack you from behind cover, and they are dangerous in numbers. Most of them are still completely unable to see you when it's dark, so it's really not that hard to quietly creep up behind or around them. But getting to see your foes' new tricks, and coming up with new and interesting ways of distracting them or luring them to you, is definitely part of the fun.
Dungeons & Dragons Online Interview
March 30, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has sat down with Turbine's Judith Hoffman for a quick chat regarding their upcoming massively multiplayer online RPG, Dungeons & Dragons Online. Topics range from the combat system to the MMORPG market. Here's some juice:
GS: Tell us about the game's real-time combat system. Why was the decision made to put more emphasis on action game elements and player input to manually swing swords and cast spells? What does it add to the game, and how viable will this be at higher levels, when players have huge attack bonuses, cast much-more-powerful spells, and fight much-more-powerful enemies?
JH: To be quite honest, while most of us on the development team love online role-playing games, we generally don't like typical online role-playing combat, where you swing your sword in the monster's general direction or use the same two-spell combo until somebody runs out of hit points.
The combat system in Dungeons & Dragons Online borrows elements from all kinds of PC and video game genres, and we're very proud of it. It's fast-paced, tactical, and unique to our game. Our focus right now is on finding the right balance between character stats and your tactical decisions as a player. We want both of these to be important throughout DDO.
SWAT 4 Review
March 30, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at GameSpy have slapped up their take on Irrational Games' tactical first person shooter, SWAT 4. Walking away with a final score of 4 1/2 stars out of 5, they really seemed to like it. Anyways, here's a nugget on the spiffy new co-op mode:
If, for some reason, you don't want computer-controlled teammates on your side, SWAT 4 offers the welcome (and all-too-rare) option of co-op play for all the single-player missions via both LAN and Internet. In this mode, all the missions are unlocked from the get-go, and you can bring a team of up to 5 buddies in to try and tackle the missions on your own. You'll quickly find that it's a lot harder to coordinate human teammates than the computer -- everyone needs to know their role and stick together, or else you'll be slaughtered when three guys try to squeeze through a doorway at the same time -- but it's great fun nonetheless. The only missing ingredient is the ability to fill out a squad with computer teammates: if you've only got two or three players available, that's all you get to do the mission with.
Freedom Force vs. 3rd Reich Review
March 30, 2005 - Joe "OuTkAsT-1" Topolnisky
The GamesDomain has whipped up a review on Irrational Games' recently released superhero RPG, Freedom Force vs. 3rd Reich. Here's a bit on the games improved AI:
The sequel's artificial intelligence behind your heroes has been improved; now, they'll automatically use their free powers to defend themselves instead of doing nothing until you command them. Each character has an array of powers -- most cost energy to use, while the default attacks come free of charge. The pause function makes it easy, for example, to order the fiery El Diablo to fling some flames at an oncoming tank, Minuteman to smash a Kill-a-rilla (a gorilla soldier) in his ugly mug, and the Green Genie to turn a Nazi soldier into a potted plant. Then unpause and watch the action unfold.
New Painkiller Patch
March 29, 2005 - Joe "OuTkAsT-1" Topolnisky
Keeping your modem warm at night, the folks over at People Can Fly have released a new patch (v1.64) for their action-packed first person shooter, Painkiller. Here's a list of what's new:
- MULTIPLAYER:
- FIX: Freezer bug
- FIX: Dead bodies bug
- FIX: Gold Armor bug
- SINGLEPLAYER:
- FIX: If a certain path is taken you can't proceed (Docks) is fixed.
- DEMO RECORDING:
- FIX: Items now disappear correctly.
- FIX: Demon morph mode is recorded in demos.
- FIX: Sometimes demos were playing with incorrect speed.
The Matrix Online Impressions
March 29, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has posted some impressions on Monolith's recently released massively multiplayer online RPG, The Matrix Online. They rundown everything from character creation to the games missions. Here's a nugget:
Aside from fighting gang members you encounter, you can undertake missions. Initially, you can get them by phoning Tyndall, your contact for Zion. So far, the tasks she has assigned - which you can refuse if you wish - have been fairly uncomplicated. For instance, you may be sent to talk with a particular NPC, deliver an item, assassinate a character, escort one to safety, etc. During these undertakings, you'll occasionally spot containers like desks, safes, boxes and filing cabinets with things for the taking. There are also neighborhood quest givers you have to talk with in person, and after you've gained some levels, you'll also be able to phone representatives of the other factions. You'll also run into Collector NPCs. They request that you accumulate items like rings or medallions from members of particular gangs. As a reward for bringing them what they want, they'll give you an enhanced piece of attire like shoes that improve your speed or a pair of pants that reduce the melee and ranged damage you take by a small percentage.
Splinter Cell: Chaos Theory Patch
March 29, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Ubisoft have released a patch for their rockin' stealth title, Splinter Cell: Chaos Theory. Weighing in at 77megs, this sucker includes a load of bug fixes and general improvements. Hit one of the mirrors below for the goods: I pity the fool who doesn't download this patch! /Mr.T voice
Dungeon Lords Interview
March 29, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has sat down with Heuristic Park's David Bradley for a quick Q&A regarding their upcoming Action-RPG, Dungeon Lords. They chat about the games enviroments, combat system and a whole lot more! Here's a taste:
Computer Games - What can you tell us about Dungeon Lords' magic system?
David Bradley - Dungeon Lords has a fairly robust magic system that includes 4 different schools of magic Arcane, Celestial, Rune and Nether. Some schools are primarily defensive in nature, while others are more offensive. Each has its own strengths and weaknesses as well as method of balance with the rest of the game. For example, Nether Spells require finding and combining the right ingredients, while another school may replenish automatically over time.
New WarCraft III Bonus Map
March 28, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released a new bonus map for their hit strategy title, WarCraft III: The Frozen Throne. Entitled Full Scale Assault, this puppy is ment for 3v3 or 4v4 play and weighs in at only 310K. Click here to get downloading!
The Elder Scrolls IV: Oblivion Q&A
March 27, 2005 - Joe "OuTkAsT-1" Topolnisky
Gameplay Monthly has Bethesda Softworks' Ashley Cheng in the hot seat this evening, answering questions regarding their much anticipated RPG, The Elder Scrolls IV: Oblivion. They look at the games sweet graphics, combat system and more. Here's some lovin':
Tell us a bit about the graphics engine, it's features, and what players can expect from it.
Weve spent over two years working on our current technology, having started immediately after we finished Morrowind. Its pixel-shader heavy in Morrowind, only our water took advantage of pixel shaders. We now apply shaders to everything whether it be metal, wood, stone, blood, skin, you name it. In particular were using normal maps (for lighting), diffuse maps (for color), specular maps (for shininess), and parallax maps (for geometry detail).
Dungeon Lords Demo Released
March 26, 2005 - Joe "OuTkAsT-1" Topolnisky
Just in time for the weekend, Heuristic Park has released a 312mb demo from their Action-RPG, Dungeon Lords. Allowing you to play as a Human, Argot or Sylvan, you will get a small taste of both single and multiplayer. Anyways, hit one of the following mirrors to get downloading:
Pariah Interview
March 26, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has caught up with Digital Extremes' James Schmalz for a quick chat regarding their upcoming first person shooter, Pariah. They look at the games multiplayer modes, vehicles and more! Here's some juice:
Computer Games - What kinds of enemies will the player face in Pariah?
James Schmalz - There is a variety or enemies from drones, to flamethrower mercenaries to dropship attacks, on foot marines to vehicle attacks and more. We wanted to make sure there was a good variety as you play through the game. They also all have unique abilities so you'll notice what they're doing and need to adjust your strategy accordingly.
Counter-Strike: Source Update
March 26, 2005 - Joe "OuTkAsT-1" Topolnisky
Keeping this slow news day alive, Valve Software has release a small update for their hit first person shooter, Counter-Strike: Source. Including a couple crashing bug fixes, you can grab this sucker by loading up Steam.
Also, Shack News is reporting that Valve will begin beta testing their new Anti-Cheat system next week. So cheers to the good guys!
SWAT 4 Preview
March 25, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has tossed up a new preview on Irrational Games' upcoming tactical shooter, SWAT 4, after getting a chance to check it out hands-on. Here's a bit on the new instant action mode:
In addition to a training level and a career mode, the game ships with an instant action mode as well as the ability to create and play custom missions. The custom mission builder is very easy to use, as you simply choose a map, and then pick the types and numbers of hostages and suspects that you want on the level. The game also ships with multiplayer support, and you can have up to five players in a cooperative game or 16 players in a SWAT-versus-suspects mode, a bomb mode, and VIP mode.
Click here for the goods!Freedom Force vs the Third Reich Review
March 25, 2005 - Joe "OuTkAsT-1" Topolnisky
Moving right along, GameConnect has whipped up a review on Irrational Games' recently released superhero RPG, Freedom Force vs the Third Reich. Here's something to nibble on:
The story is suitably complex, with time travel, parallel dimensions, nazis and aliens thrown in the mix, for one of the longest single-player campaigns in recent memory. There is a lot of game here, and everything from the scenarios to the incredible villains has been lovingly crafted and polished. Players can create their own superhero, choosing from an endless list of varied superpowers and superabilities, all infinitely tweakable to create just the kind of man (or woman) in tights you've always wanted to be. Should that prove to be too much involvement, there already is quite the variety of superlads and lasses to choose from, each with distinct powers and strategic value in battle.
Dungeon Siege 2 Interview
March 25, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Computer Games Magazine have fired-up an interview with Gas Powered Games' Chris Taylor and Kevin Lambert regarding their upcoming Action-RPG, Dungeon Siege 2. Here's a bit on the games visuals upgrades:
Computer Games - What can you tell us about the game's improved graphics engine?
Chris Taylor We overhauled the graphics engine quite a bit and, in some cases (the effects system, for example), completely replaced what was in the original Dungeon Siege. We now support DX9 and 2.0 Shaders for all kinds of cool combat and spell effects, including fire, heat shimmer, great looking water and many other next-generation graphic effects. We didnt just "up" the technology; we also use much larger textures which gives the world a much crisper detail (what we like to call crunch) and, along with that detail, have many more animations for all the characters and monsters in the game. Ultimately, the whole project has been an exercise in pushing the limits of what a PC can do, while still keeping an eye on frame-rate.
Battlefield 2 Dev Diary
March 25, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted a developer diary written by DICE's James Salt regarding their upcoming multiplayer shooter, Battlefield 2. He takes a look at how they approached improving the gameplay, producer duties and more! Here's a blurb:
I started by going back and playing BF 1942 again, not to go and just enjoy a few rounds, but to keep my eyes open and try to feel what was wrong. I tried to notice the little things players might have gotten used to, but were kind of irritating when they happened. You know
moments like when someone yells "Attack!" but you're not quite sure which attackable thing they're yelling about. Do they mean attack that Panzer? The guy with the gun over there? Maybe they mean the base on the other side of the map? Sure, you want to go and attack something with everyone else, because it's really cool to be part of one of those huge attacks with tanks and planes all going for the same target -- even if you're just on foot. If only you knew which one to go attack!
Dungeon Siege 2 Q&A
March 24, 2005 - Joe "OuTkAsT-1" Topolnisky
The FileFront has kicked up an interview with Kevin Lambert, the Lead Designer behind Gas Powered Games's upcoming Action-RPG, Dungeon Siege 2. They chat about character advancement, environments and much more! Here's a taste:
Q: What are the main differences in gameplay from Dungeon Siege to Dungeon Siege 2?
A: The main difference in DS2 is that we wanted to give the players a lot more to do specifically a lot more choices to make. To that end, weve added things like skill trees & powers, pets and more interesting party members, items that can be enchanted by players using special reagents, and branching dialogue choices, just to name a few. Another major difference is that we made what we feel is a really great decision to move the combat farther away from full automation and instead we put a lot more action in the hands of the player.
F.E.A.R. Preview
March 24, 2005 - Joe "OuTkAsT-1" Topolnisky
WorthPlaying.com is the latest website to fire-up a preview on Monolith's upcoming action title, F.E.A.R.. Here's a bit on the games spiffy visuals:
One thing that F.E.A.R.s engine does really well is special effects, to the point that the special effects are probably the graphics engines strongest suit. Shattering glass looks not only believable but you can watch the shards bounce around, bullets leave beautiful 3d bump maps in surfaces, shoot a chunk of drywall enough and a massive cloud of dust will develop. Effects in slo-mo look ridiculously cool, with the players viewpoint itself getting blurred around the edges and the whole screen getting a motion blurred photoshop-esque effect that looks nothing short of insane in real-time, and bullets leave contrails that actually distort what you see through them. It can be not only a rush but graphically satisfying to run across a balcony in slo-mo as a target below sprays the area with lead, causing glass to shatter, sparks to fly, and a teammate take a hit and go down all in glorious slow motion.
Read on!Age Of Empires III Interview
March 24, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has Ensemble Studios' Greg Street in the hot seat this evening, answering questions regarding their upcoming strategy title, Age Of Empires III. Topics range from units to the games multiplayer. uNF:
Computer Games - What can you tell us about the playable sides at this stage?
Greg Street - We have 8 civilizations this time around. That may seem like a small number to fans familiar with the 12 civilizations from Age of Kings. However, the civilizations this time around play much more differently. Every civilization has a simple economic twist that affects everything they do. For example, the British get a free Settler every time they build a House. The French have villagers that fight better and gather faster, but they are more expensive and take longer to train. The Spanish get new colonists from Europe more often than other civilizations. Furthermore, layered on top of these differences is the Home City feature. The British Home City is very different from the Spanish Home City, and in fact, my Spanish Home City will end up looking very different from your Home City. It isnt quite to the degree of designing your own civilization, because each civ still has its basic feel and play style, but you can still customize your civilization to a remarkable degree. My Spanish Home City might have Dragoons and Redoleros, while yours has Mortars and Heavy Cannon.
Middle Earth Online Q&A
March 24, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has caught up with Turbine's Jason Wonacott for a quick chat regarding their upcoming massively multiplayer online RPG, Middle Earth Online. They take a look at E3, publishing plans and more. Here's a blurb:
GameSpy: Is Turbine planning to self-publish the game, or will you be shopping the property around to another publisher?
Jason Wonacott: In our new relationship with Tolkien Enterprises, Turbine is the exclusive worldwide publisher of all MMOGs based on the fantastic literary works the Lord of the Rings and The Hobbit. We are committed to making sure that Tolkien, RPG, and MMORPG fans around the world can get their hands on the game when it debuts in 2006. That being said, Turbine's focus is really on the product development, online support, and operation and marketing side of the business; we do not handle the logistics of retail distribution. We will license a well-respected retail partner to handle inventory and sales for us. This partnership will be similar to the relationship with have with Station Publishing and Codemasters to bring the Asheron's Call franchise expansion packs to retail in May.
Splinter Cell: Chaos Theory Review
March 24, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has slapped up a review on Ubisoft's upcoming stealth title, Tom Clancy's Splinter Cell: Chaos Theory. Walking away with a final score of 9.6/10, this one sounds pretty sweet! Here's a bit on the special team moves:
Spies have the ability to boost each other over walls, become human ladders, and use ropes to lower their partner down to otherwise unreachable areas. There is also a super cool torpedo move where one spy is turned into a human missile. One spy simply readies themself by pressing the co-op button and a targeting reticule appear behind them. When the second spy joins up, he is flung towards the target. Not only does this move instantly knock out anyone in its path, but it can also be used to cross gaps.
New Top 3DMark05 Result In the Hall of Fame
March 23, 2005 - Nicklas Renqvist
The Finnish guys Sampsa & Kamu from Muropaketti.com sent in that they have set a new record in our 3DMark05 Users Top 20 list: 12483 3DMarks!
:cool: Not too shabby if I may say! Congrats to the chaps, and here's a shot they sent in of the system they used:

Update: The chaps have posted an article how on they achieved the new world record, which can be read here. The text is in Finnish, but there are a lot of images, which all speak an universal langauge!
Splinter Cell: Chaos Theory Golden!
March 23, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally this evening, Ubisoft has announced that their upcoming stealth title, Tom Clancys Splinter Cell: Chaos Theory, has gone gold and should be hitting stores on March 31st. Here's a nugget from the press release:
San Francisco, CA March XX, 2005 Ubisoft, one of the worlds largest video game publishers, announced today that Tom Clancys Splinter Cell Chaos Theory has reached gold master status on all platforms and is expected to hit store shelves on March 31, 2005. One of this Springs most talked-about and best-reviewed titles (10/9.5/9.0 Electronic Gaming Monthly; 9.9 Official Xbox Magazine; 9.75/9.75 Game Informer Magazine), Tom Clancys Splinter Cell® Chaos Theory delivers three amazing types of gaming experiences, and stands as one of the biggest videogames ever produced.
w00t!Star Wars: Empire At War Interview
March 23, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has sat down with Petroglyph's Joe Bostic for a short Q&A regarding their upcoming strategy title, Star Wars: Empire At War. They look at everything from land vs space combat to the games engine. Here's a blurb:
Computer Games - What multiplayer options will be put into the game?
Joe Bostic - The player can fight against a human opponent in galactic conquest, but can also play in tactical combats in space and on land. Additionally, there are multi-player land battles where you and your friends can fight for individual dominance of the battlefield. You can team up with your friends as well to fight cooperatively.
The Sims 2 University Review
March 23, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at EuroGamer have thrown together a quick review on Maxis' The Sims 2 expanion pack, University. Here's something to chew on:
Playing across one of the three new campuses, you're able to either choose teenager Sims from your previous worlds or create whole new "Young Adult" sims for the experience. You then move them into an abode, and try to get them through the years of their degrees. While it's possible to have Sims move into their own flat, it's perhaps most interesting if you move into a dormitory. Here you get, for the first time, to actually live with Sims outside of your control. While everyone gets the privacy of their own room - and a lockable door proving useful at exam times - the communal areas are shared and bring you into context with a wide variety of Sims. While University doesn't nail the more decadent university experiences, keeping to the rather vanilla flavour of life of the series, it does nail the more mundane aspects. And that's "mundane" in the best possible way. Living with a group of people you haven't chosen and may not get on with in the slightest is both accurate to the real experience, and leads to some interesting interactions.
So how does the game fare? Read on the find out!New World of WarCraft Patch
March 23, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released a new content patch (v1.3.0) for their hit massively multiplayer online RPG, World of WarCraft. This puppy includes a load of new goodies, such as a new high level dungeon (Diremaul), two new outdoor raid bosses and a more! You can start downloading through the games auto-updater or hit one of the following mirrors: Click here for the full list of what's new!
SWAT 4 Preview
March 23, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted an article taking a look at the weapons and other cool gear in Irrational Games' upcoming tactical shooter, SWAT 4. They cover the Taser Stun Gun, Door Wedge and more! Here's a taste:
Taser Stun Gun
The Taser stun gun works on the principal of Electro-Muscular Disruption (EMD). It fires small electrodes into the target and then sends a powerful electric charge down the thin wires. The EMD effect causes involuntary contraction of the target's muscle tissue regardless of an individual's pain tolerance or mental focus. The effect is painful and demoralizing to even the most aggressive suspects.The Taser has two key drawbacks. The first is that it has a relatively short range. The second is that new electrodes must be loaded after each shot.
Age of Empires III Interview
March 22, 2005 - Joe "OuTkAsT-1" Topolnisky
The FileFront has Ensemble Studios' Greg Street in the hot seat this evening, answering questions regarding their upcoming strategy title, Age of Empires III. Here's a bit on the physics engine being used:
Q: We understand that you licensed the Havok physics engine for Age III. Do you feel as though this is a big step for the RTS genre?
A: Its a huge step. Havok has typically been used in games to make cars crash or throw bodies hit by weapon fire. These means you are manipulating just a few high-poly models on a screen. But RTS games need to model the physics of literally hundreds of units at once, so we had to do a lot of custom code to get the effects we wanted. The result is a world that reacts the way youd expect it to. When a tree falls down on a hill, it slides down the hill. When a pallid British musketeer steps weak-kneed off the ship from London and is struck by an object of considerable mass moving at considerable speed (say a cannonball for instance), he gets thrown backwards into the water. When we have to do a quick demo of the game now, it invariably involves blasting musketeers off of cliffs and into the water.
Elevation Partners Buys Eidos
March 22, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted word that Elevation Partners, a group that includes U2's Bono in it's board of directors, has purchased Eidos. Recent rumors had Ubisoft and SCi pursuing the company. Anyways, click here to learn more.
Chronicles of Riddick Demo Released!
March 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Starbreeze Studios has released a 200mb demo from their hit action title, The Chronicles of Riddick: Escape from Butcher Bay. Included is a tutorial and one level from the full game. You can get your grubby little paws on this bad boy by hitting one of the mirrors below: So what are you waiting for? Get downloaing!
Stolen Interview
March 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at Computer Games Magazine this evening is an interview with former-Blue52's Jaid Mindang regarding their upcoming stealth title, Stolen. They cover everything from weapons to their demo plans. Snip:
Computer Games - What are some of the special moves that players will be able to use in Stolen?
Jaid Mindang - Anya has a range of athletic abilities which allow her to vault up vertical surfaces, swing from lighting fixtures, creep along narrow ledges and crawl through small holes. She has a range of hand to hand combat skills, and is a dab hand at the usual skills of thievery such as lock-picking, hacking, etc.
Empire Earth II Interview
March 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has caught up with Mad Doc Software's Ian Davis for a quick chat regarding their upcoming strategy title, Empire Earth II. They look at the games weather system, multiplayer modes and more! Here's a blurb:
Computer Games - Empire Earth II also has some new features of its own. What can you tell us about how weather in the game affects certain units and gameplay?
Ian Davis - I love talking about the weather and what it means in Empire Earth II because the weather can make things very interesting. The team has had some fun with innovations, setting it up so that ambient weather and seasons like fog and snowfall will affect gameplay, forcing players to adapt their strategies to the changing environment. Its important to note as well that the weather system in Empire Earth II is a global one. By this I mean that all of the global weather events (monsoons, blizzards, dust storms) affect ALL players in the same way, temporarily affecting LOS and movement.
How does this translate to the gameplay experience? Well, as you might expect, seasons and weather will play a role, with seasonal variation of terrain, trees, bushes, buildings and other game objects - while weather effects like thunder, lightening, fog, accumulated snow, unit animations tied to environmental conditions, and the tactical effects of seasons and weather, will all add to the players experience as well. Im looking forward to seeing what a player will do when theyve sent forces out to combat, only to find themselves locked in by a blizzard. I cant wait to see how they handle it. Note that weather can be disabled, too!
Battlefield 2 Interview
March 21, 2005 - Joe "OuTkAsT-1" Topolnisky
Boomtown has slapped up a quick Q&A with the folks over at DICE regarding their upcoming multiplayer shooter, Battlefield 2. They look at everything from mod support to air vehicles. Here's something to nibble on:
[Boomtown] Will it be possible to unlock certain attachments/upgrades to the weapons such as silencers, thermo scopes, larger clips, faster rate of fire, larger calibre, flashlights ect...?
[DICE] Current unlocks are brand new weapons, not add-ons to existing weapons. However, who knows what you might see in free content!
Brothers in Arms Review
March 20, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has whipped up a review on Gearbox Software's recently released first person shooter, Brothers in Arms: Road to Hill 30. Here's a bit on your squad:
The star of the show and the real innovation, however, is the emphasis on squad combat and way you control your squadmates, who fight with you every step of the way. Like any good game, you're eased into things: you start with a single team at your control, then multiple fireteams, and you'll even get to order tanks around. Early on, the action occasionally stops for quick lessons on using cover, suppression fire, and the nifty "situational awareness view" that allows you to view the situation from above so you can plot an attack. It's all managed by an extremely simple control scheme that takes virtually no time to get the hang of, and your squadmates do an excellent job of taking orders without getting lost.
SWAT 4 Preview
March 19, 2005 - Joe "OuTkAsT-1" Topolnisky
Getting you ready for the weekend, the FiringSquad has slapped up a quick preview on Irrational Games' upcoming tactical shooter, SWAT 4. Here's something to chew on:
SWAT 4 will offer a campaign mode with a linear mission selection, as well as an instant action mode. The instant action mode uses the pre-existing maps but under player-defined conditions. This means that the player can choose the type of engagement (warrant service, hostage situation, etc.) and the presence of any hostiles or enemies. This mission creator is, for all its apparent rigidity, surprisingly capable of creating a variety of experiences. Packing some of the smaller, simpler maps full of enemies can create intense firefights. A larger map with just one or two foes and many civilians becomes a nervous experience as the player tries desperately not to injure innocents while, in turn, trying not to be fragged himself. The dynamic generation of enemies and civilians is also used in the campaign mode itself, to add variety and keep the player from rehearsing his moves.
Another Black & White 2 Preview
March 19, 2005 - Joe "OuTkAsT-1" Topolnisky
Yet another Black & White 2 preview has popped up over at the GamesDomain this evening, taking a look at Lionhead Studios' upcoming strategy title. Here's a bit on Molyneux's views on walls in the RTS genre:
Speaking of physics, Molyneux is sick to death of walls in RTS games. "Bloody hell, if I see one more stupid [expletive deleted] game where a great big stone wall can get knocked down by one guy with a bow-and-arrow... What did I just build that great big bloody stone wall for?"
In this game, those archers could plink away at a great stone barrier for about a thousand years without success; great big heavy things are only demolished by other great big heavy things, such as massive boulders flung by the hand of an angry god. If that doesn't work, catapults help or you can always have a multi-story animal come kick it down. And even in such extreme circumstances, the walls come apart piecemeal; knock a big enough chunk out of a wall, and then maybe all your little archers can flood through and finally start doing some real damage.
F.E.A.R Interview
March 19, 2005 - Joe "OuTkAsT-1" Topolnisky
EuroGamer has caught up with Monolith's Kevin Stephens for a quick Q&A regarding their upcoming Action title, F.E.A.R.. Topics range from multiplayer to the Japanese horror influences. Here's some juice:
Eurogamer: The Japanese horror influence on the game has been well documented elsewhere; did you get involved in the research on that side or leave it to someone else?
Kevin Stephens: The lead game designer was really the person that said "this is the type of horror I'd like to focus on," and I had some exposure through some of it, personally, and through the international film festival I saw Ring Zero - my girlfriend was a big Ring fan. So I knew right away, "yeah that's scary stuff," so the American version of Ring came out, and I'd seen movies like Dark Water, and the lead game designer brought in Juon and The Eye, and the more you watch, the more you start to see patterns, but at the same time they're all just so freaky. They really are different to American horror movies, so yeah, I did a lot of research!
The Matrix Online Preview
March 19, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpot have fired-up a preview on the martial arts used in Monolith's upcoming massively multiplayer online RPG, The Matrix Online. Here's a nugget:
To nail down the look and feel of hand-to-hand combat, the developer turned to ZeroGravity, a martial arts stunt team that does work for motion pictures and television. The ZeroGravity team helped choose the martial arts styles that would be included in the game and then assisted the animation team to ensure the animation was smoothly executed. Its first goal was to choose three styles that looked very different from one another visually, while the second goal was to make sure the styles chosen were expandable in the future, to perhaps support the addition of martial arts weapons. As a result, the team chose kung fu, karate, and aikido as the three primary martial arts styles for the game.
Pariah Preview
March 19, 2005 - Joe "OuTkAsT-1" Topolnisky
Continuing the preview lovin', 1up.com has thrown together some impressions on Digital Extremes' upcoming first person shooer, Pariah. Here's a clipping:
Unlike Digital Extremes' Unreal Tournament series, Pariah is being crafted as a unique single-player experience. It's set in the year 2520 and features an intricate plot with a definite survival vibe. Combat medic Jack Mason and his quarantined patient are shot down over a prison planet called "Earth," and it's up to you to help them escape.
A highly modified Unreal engine is being put to good use in the game's lush environments, lacing up a whopping 18 single-player levels. There are also several interesting scenarios, such as an entire level that puts you in a tense vehicle chase. Another is an aerial showdown, with two side-by-side dropships racing to blow each other out of the sky.
Black & White 2 Preview
March 18, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, GameSpy is the latest website to toss up a preview on Lionhead Studios' upcoming strategy title, Black & White 2. Here's the scoop on building an army:
When the base was done, it was time to amass an army. The player can take all of his townspeople and form an army. There are only three unit types, but levels and experience give these units a different attack and defense. So from these basic unit types, more specialized units can be created solely through combat. Millar took several companies of units and moved them to attack an approaching foe. He also brought in several catapults to demonstrate the game's physics engine. As the catapults fired, boulders hit the walls and splintered of chunks. The chunks would then fall on army units and crush them. As the catapults fired it was clear that no two boulders bounced or rolled the same way, and no two chunks of wall that broke off appeared to be the same. The deformation appeared to be totally controlled by the physics engine.
Commandos Strike Force Q&A
March 18, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has Eidos' Michael Souto in the hot seat this evening, answering questions regarding their upcoming first person shooter, Commandos Strike Force. They look at the games storyline, engine and more! Here's a blurb:
GNPC: The three separate characters are obviously integral to the franchise. How are each of them used? Can you switch from one character to another whenever you want or are the transitions scripted? If I were playing as the Spy would I have any control over the Green Beret or the Sniper?
Michael Souto: The characters in each mission are chosen for the player as this is important to the storyline. There will however be numerous occasions where the player will control up to two characters. The player will then swap between the two depending on whose skills are required at that time. We really like it and it adds a new dimension to this type of game. We want the player to replay missions using the Commandos at different moments to when they did the first time.
Star Wars: Republic Commando Review
March 18, 2005 - Joe "OuTkAsT-1" Topolnisky
Thanks to GameConnect for sending word that they have fired-up a review on LucasArts' first person shooter, Star Wars: Republic Commando. Here's a nugget:
Rebuplic Commando is a tactical squad shooter for people bored to death with plodding World War II games. The player is put in charge of one of the four-man elite Commando squads of the newly fangled Republic Clone Army. Each member of the team has his own personality, and each specializes in an aspect of future warfare. Fixer is the security expert, Scorch is the average Joe in love with explosions and big guns, and Sev is, quite frankly, a bit scary with the red handprints on his armour, and his tendency to snipe or stab anything that moves or isn't bolted down.
So what did they think of the game? Read on to find out!Battlefield 2 Preview
March 18, 2005 - Joe "OuTkAsT-1" Topolnisky
Sticking with previews, GameSpot has slapped up their take on Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's an interesting bit on the new rankings feature:
By the sound of things, the current plan for EA and DICE is to really expand the online game with multiplayer rankings. You'll create a persistent online profile that will stay with you for as long as you play online, and it will be updated each time you log into and out of the game. Right out of the box, every player will start off as a private in rank and will be able to advance up to the rank of sergeant (future Battlefield products will likely include higher ranks you can ascend to). In the meantime, you'll also be able to earn up to 50 badges for anything from excellent marksmanship to great piloting skills to skillful team support. These badges will briefly appear onscreen when you earn them and will be permanently added to your online profile.
Doom 3: Resurrection of Evil Preview
March 18, 2005 - Joe "OuTkAsT-1" Topolnisky
The GamesDomain has thrown together a quick preview on Nerve Software's upcoming Doom 3 expansion pack, Resurrection of Evil. Here's a bit on the new double-barreled shotgun:
Making a return appearance from Doom II is the double-barreled shotgun. To say it packs a kick is something of an understatement. At close range, the double-barrel is a demon-demolition machine. Its only drawback is a slow reload time that is amplified by the need to drop in a fresh set of cartridges after every shot. Used strategically though, the double-barrel simply cannot be beat.
Muhahaha! :evil:Empire Earth II Preview
March 17, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpy this evening is a preview on Mad Doc Software's upcoming strategy title, Empire Earth II. Here's something to nibble on:
As it turned, out however, I had reckoned without the care that Mad Doc Software had put into balancing the game as well as the impact of the game's new features. As I mentioned in my earlier preview, the key thing in Empire Earth II that should get RTS fans excited has nothing to do with the number of civilizations they can play with or the amount of units they'll be able to field. What was driven home to me at Empire Earth II University was how the game's war planner and communication utilities change the calculus of victory and defeat. In Empire Earth II multiplayer, victory will be less dependent on perfect battlefield strategy than a player's ability to read, lead, and manipulate other players -- both allies and opponents.
Definatly a fun read if this game is already on your radar. Check it out!Pariah Preview
March 17, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has shot-up a quick preview on Digital Extremes' upcoming first person shooter, Pariah, after getting a chance to check it out at this years Game Developers Conference. Here's a bit on the upgradeable weapons:
Deviating from the standard FPS formula a bit, Pariah contains an upgradeable weapons system that lets you improve weapons through the game, not unlike the system in TRON 2.0. For the sniper rifle, we saw an upgrade that added a thermal vision view, and another upgrade to the rocket launcher lets you fire out four missiles at once, which can home in on individual targets. As befits a man of medical training, you've got a bonesaw as a melee weapon, and a health injector that works similarly to the system in The Chronicles of Riddick -- you can boost your health when needed, and it will also regenerate slowly over time.
Enemy in Sight Announced
March 17, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot is reporting that Illusion Softworks (Hidden and Dangerous and Mafia) are hard at work on a new shooter entitled Enemy in Sight. They have also included two screenshots and a short interview with Atari's Peter Wyse. Here's a blurb:
GameSpot: Give us a brief overview of Enemy in Sight.
Peter Wyse: The cold war never died. It just went into a deep freeze until global events brought it to a full boil. You are a soldier in today's army. You are called into action to fight a conventional war between Russian and American forces using today's latest technology. You have all of the modern weapons of war at your disposal, from the latest machine guns to the laser-guided missile launchers, from modern tanks to state-of-the-art helicopters.
Stronghold 2 Impressions
March 17, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at PC.IGN have kicked up some hands-on impressions of FireFly Studios' upcoming strategy title, Stronghold 2. Here's a bit on the games maps:
The main difference here is that maps in Stronghold 2 are divided into several territories. The main castle will certainly be on one of them while extra towns, bandits, and main opponents will sit on others. This means in order to gain the support of villages and make sure any bandit threats have been taken care of, players will actually have to get off of their asses and move to engage. One mission in particular offers several different challenges. Along with simply starting up the economy and producing enough troops to take down one of the enemy lords in the campaign, players will also have to contend with constant bandit attacks that can be particularly devastating should they be left unchecked, a ravenous pack of wolves that not only attacks the village very soon into the mission, and rescue a band of monks that have been trapped by yet another pack of flesh hungry wolves.
Click here to keep reading!Brothers in Arms Patch Released
March 16, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally this evening, Ubisoft has released a patch (v1.02) for their World War II-based first person shooter, Brothers in Arms: Road to Hill 30. Weighing in at 3megs, this sucker improves online matchmaking and LAN multiplayer features. Hit the following mirrors to get downloading! Rock on!
F.E.A.R. Interview
March 16, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have caught up with Monolith's Kevin Stephens for a quick Q&A regarding their upcoming action title, F.E.A.R.. Topics range from the melee system to beta testing. Here's some lovin':
What the one thing you're most proud of in the game?
Kevin Stephens: There's the graphics, there's some really cool water stuff in there. I'm proud of the technology. The technology guys really stepped up to the plate. Our architect John O'Rourke has built some great systems and been very focused on the end product. He's worked on some unglamorous systems, some back end systems like the Special FX systems. He spent time not on the flashy front but the back end making them tiny and really fast which allows for the over top effects that we have.
So I'm most proud of the work that the team put into it. Often unselfish work. A lot of people want to work on the stuff people get to see but our engineering group is very unselfish that way. We set out with a goal of making this 'over the top action', we didn't have any tech - and we did it! If we tried to re-create the Matrix lobby scene with our engine, I'm sure we could do it and make it look exactly the same. When we started, that's what we wanted but we felt in the back of minds we might not be able to hit that. But we have.
Project: Snowblind Preview
March 16, 2005 - Joe "OuTkAsT-1" Topolnisky
Moving right along, GameSpot has thrown together a quick preview on Crystal Dynamics' upcoming first person shooter, Project: Snowblind, after getting a chance to check this puppy out hands-on. Here's a bit on the games storyline:
The game's plot is somewhat similar to Robocop or even The Six Million Dollar Man. You play as a young soldier who is killed in action, only to be brought back by the miracle of science and nanotechnology as a cybernetic superwarrior. This means that in addition to being able to tote a lot of firepower around the battlefield and absorb a lot of punishment, you'll have enhanced abilities, courtesy of cybernetic implants that you pick up throughout the game. These include enhanced vision as well as ballistic protection against bullets. You'll also have the ability to hack into computer terminals to perform various tasks, like activating sentry games. Fans will know that both cybernetic implants and hacking were hallmarks of Deus Ex.
Read on!Brothers in Arms Review
March 16, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted one of the first reviews on Gearbox Software's recently released first person shooter, Brothers in Arms. With a final score of 9.1/10, this one sounds like a keeper! Snip:
Though the action elements are exciting on their own, it's all stuff we've seen before. It's the squad-based tactics that really make Brothers in Arms so much fun to play. If you've played Full Spectrum Warrior you've got a good idea how this works already. You have two fire teams -- one armed for assault and one armed to provide covering fire. You'll need to maneuver them around the battlefield to suppress and outflank the enemy. Since you'll take part in these fights yourself, you can plan even more sophisticated attacks, catching the enemy in a three-way crossfire.
Yummy!
SWAT 4 Interview
March 16, 2005 - Joe "OuTkAsT-1" Topolnisky
EuroGamer has fired-up an interview with Ken Rosman, the Producer behind Sierra's upcoming tactical shooter, SWAT 4. They look at everything from multiplayer to the games AI. Here's a nugget:
Eurogamer: Do they work as a team at all?
Ken Rosman: They are aware of each other. It's dynamic, but if there are two of them in a room they'll both be focusing on different areas of the room, but then that same room on the same map may only have one suspect in it the next time around. In terms of their intelligence level and their perceived level of compliance, every suspect has their own level of motivation. For example, the serial killer's Mum is a little less compliant and you may have to use a little more force with her. Whereas another suspect may be up instantly and give up. It's a pretty broad dynamic.
Rainbow Six: Lockdown Q&A
March 15, 2005 - Joe "OuTkAsT-1" Topolnisky
Gamebiz has kicked up an interview with Red Storm's Deke Waters regarding their upcoming tactical shooter, Rainbow Six: Lockdown. They cover the games new weapons, character personalities and more! Here's a nugget:
GameBiz: What new weapons will we have in Rainbow Six: Lockdown?
Deke: There are 23 weapons available in the Rainbow Six Lockdown single player game, and we were introducing more new weapons than any Rainbow game before with 13 new to the Rainbow Franchise and 16 of these are new to the console player. We have four very unique weapons for the shooter market MAG 7 Shotgun, MP7SD Submachine gun, PP-90M1 Submachine gun, and the SA58 Assault Rifle.
F.E.A.R. Preview
March 15, 2005 - Joe "OuTkAsT-1" Topolnisky
The Gaming Horizon has shot-up some impressions on Monolith's upcoming first person shooter, F.E.A.R.. Here's the scoop on hand-to-hand combat:
F.E.A.R doesnt just include guns though, but also allows your character to be able to use your hand-to-hand combat skills to fight in the first-person as well and not just simple punches. Instead, you will be able to accomplish more complex kicks and combinations that are more often seen in a fighter. This is a feature that hasnt really been seen in first-person titles before and probably is the future of the genre, but what is even better is that you can also accomplish all the fighting options in combination with the slow-motion feature. It really is a sight to see.
Click here for the goods!Dragonshard Dev Diary
March 15, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has slapped up a developer diary written by Liquid Entertainment's Charley Price regarding the RPG elements in their upcoming strategy title, Dragonshard. Here's a clipping:
The flattened tech tree does away with the traditional RTS model of having limited, low-level building choices from the outset, which in turn must be built and upgraded in various combinations to unlock higher-level and more-powerful buildings and units. Among the problems with this system are that it very narrowly constrains player choice early on in gameplay, which is compounded by the fact that tech trees in and of themselves tend to be arcane and complex to players who are just starting to learn the basics of the game. As such, having a flat tech tree means that the player can build any building and thus produce any group of units he or she chooses without arbitrary constraints. Having the full breadth of characters to choose from at the outset means that players can produce exactly the force that they want to build, without having their population filled up with intermediary units. This drastically changes multiplayer, as now any player can immediately muster a diverse and powerful force right off the bat, without having to drudge through the necessary steps to get that one cool unit that he or she wants to use.
Close Combat: First To Fight Q&A
March 15, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has caught up with Destineer's Peter Tamte for a quick chat regarding their upcoming tactical shooter, Close Combat: First To Fight. They look at everything from locations to multiplayer modes. Here's some juice:
Computer Games - What specifically did the Marines ask for in a video game based training program for their troops?
Peter Tamte - About 90% of the consumer version of First to Fight is identical to the one developed for the Marines. The only real difference is that the Marine version incorporates specific features for training that we didnt think had commercial appeal.
We also have a special simulation mode that strips away all the gameplay niceties that makes it even more like the Marines version of the game. The really hardcore gamers can try their luck in that mode, and you can even limit the number of lives you have, so if you want to totally immerse yourself in the experience, you can eliminate the ability to respawn completely. In real life, there are no extra lives, and it can give you a small glimpse of what the Marines do every day in combat.
The Matrix Online Preview
March 15, 2005 - Joe "OuTkAsT-1" Topolnisky
Scarfing down the red pill, WorthPlaying.com has thrown up a preview on Monolith's upcoming massively multiplayer online RPG, The Matrix Online. Here's a bit on the game character creation:
The character creation process is unique in that as you are creating your character, you do so from the viewpoint of an operator trying to get a location lock on a potential candidate to awaken. As you design your character, you see less and less people on screen until it is just your character in the center frame. Once you are finished, your character is finally brought to an awakening site, where you down the infamous red pill and wake up in the real world with a crane lifting you into bright lights. From there you are walked through a series of tutorials not unlike the things that Neo experienced in the movies, explaining the basics of moving and interacting in the world, using your character's skills and abilities, and the basics of combat.
Freedom Force vs. The Third Reich Review
March 14, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted their take on Irrational Games' recently released superhero RPG, Freedom Force vs. The Third Reich. Walking away with a final score of 4 1/2 stars out of 5, they really seem to dig it. Anyways, here's a nugget:
Taken purely as a squad level strategy title, Freedom Force vs. The Third Reich more than holds its own with any other similar game out there. The game includes an amazing number of superheroes to play with, each with their own set of well balanced powers, abilities, and weaknesses (and if the included heroes aren't enough, there's a great set of tools that let players build their own). While the AI isn't the toughest I've ever faced, it more than holds its own at the higher difficulty levels. In fact, as players get farther into the single player campaign, the selection of heroes and the judicious use of their powers become very important. It isn't by any means a hard-core strategy simulation, but casual gamers expecting to just use basic powers on an enemy will get their clocks cleaned on a regular basis.
Black & White 2 Preview
March 13, 2005 - Joe "OuTkAsT-1" Topolnisky
Another Black & White 2 preview has popped up over at PC.IGN this evening, taking a look at Lionhead Studios' upcoming strategy title. Here's something to nibble on:
Peace and war, black and white, hate and love, construction and destruction. The choice lies in how the player chooses to go about completing a goal rather than forcing a certain aspect of play upon them. The key is that you, as a god, have to spread your influence across the land, thus letting your Greeks become the power again. War is the obvious choice. Build a city, press the citizens of that city into an army, and pave a path of destruction so wide that even Kirsty Alley could walk it without bumping the sides. The drawback is that your citizens will get depressed about the state of things and fear you instead of love you. On the other side, you could decide to bring love to the world by building a society so large and lush that no one will be able to withstand your influence and come flocking to your temples in worship and adoration.
Read on!Black & White 2 Preview
March 12, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot is the latest website to fire-up a preview on Lionhead Studios' upcoming strategy title, Black & White 2. Here's a bit on your creature, if you decided to take the more evil rout:
f you decide to be a more belligerent being, you'll end up ordering your creature to commit hostile acts, like unprovoked attacks on enemies. Your creature ward will not only become more evil-looking (more hunched, darker-furred, and with more-conspicuous fangs and teeth), but also will spread decay and disrepair in its path. However, by using your animal companion as a warrior, you'll compromise its autonomy to the point where it will simply become another unit in your military. While a gigantic and foul-tempered wolf that walks upright and cuts through infantry like chaff can be useful in battle, it will also find little to do in times of peace. So without additional direction, it may end up standing in the middle of your domain while staring blankly into space. Then again, if you're hell-bent on conquering everything in sight, you may find this to be a small price to pay, especially when you're using the creature to smash through the game's 3D-modeled walls, which will fall away in chunks (rather than burst into flames and disappear a moment later).
Molyneux on Next-Gen Game Design
March 12, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted an article that takes a look at Peter Molyneux's presentation on next-generation game design at this years GDC. He talks about morphable gameplay, reaching gamers with simplicity and more. It's really an interesting read, giving us a glimpse at where the industry could be heading. Anyways, click here for the goods!
Freedom Force vs. The Third Reich Q&A
March 12, 2005 - Joe "OuTkAsT-1" Topolnisky
The Armchair Empire has sat down with Irrational Games' Ken Levine for a quick Q&A regarding their superhero RPG, Freedom Force vs. The Third Reich. They look at mod tools, interface improvements and more! Here's some juice:
The interface design has undergone some improvements since the original. Were these changes based on player feedback or did the design team make these changes?
We made changes based on a combination of the two. At Irrational, we do our best to listen to our fans. We did receive quite a bit of feedback about how your team AI would often take a beating without fighting back if you left them alone. Needless to say, that was something we not only fixed, but evolved entirely new systems around.{qe}
The Matrix Online Interview
March 12, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine have posted an interview with some of the guys behind Monolith's upcoming massively multiplayer online RPG, The Matrix Online. They cover everything from professions to the games combat system. Here's a blurb:
Computer Games - People who play the game will be expecting to do the cool Matrix tricks like the slow motion effects and great physical feats. How will the players be able to do these feats in the game?
Adam Bormann - In The Matrix Online most of the actions you can do are loaded into your characters memory as abilities. When you have advanced your Kung Fu abilities, you will be able to use Kung Fu special maneuvers and incredible wire-fu choreographed moves that defy gravity and bury your opponent under a flurry of punches and kicks. The slow motion, BULLET TIME effects usually happen when you do something very cool, like performing a new special ability for the first time, or when you nail a very tough enemy with the killing blow.
Snowblind Preview
March 12, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has slapped up some impressions on Crystal Dynamics' upcoming first person shooter, Snowblind, after getting a chance to check it out hands-on. Here's a bit on how the storyline is presented:
Some "story-based" shooters call themselves such, then proceed to awkwardly bookend each play segment with a pre-rendered cutscene. With Snowblind, you have pre-rendered scenes, real-time rendered scenes, and partially interactive rail segments that flow together pretty seamlessly, in addition to talking to characters in person and over the radio. I think it's one of the more effective implementations of story in a shooter that I've seen. It's difficult to put a lot of story in without breaking actual gameplay pacing or making the player feel like the game is playing itself, but Snowblind seems to hit the sweet spot pretty well. Without story and good voice acting, Snowblind might be just another shooter.
F.E.A.R. Preview
March 11, 2005 - Joe "OuTkAsT-1" Topolnisky
Keeping their eyes peeled at this years GDC, GameSpy has thrown together a preview on Monolith's upcoming first person shooter, F.E.A.R.. Here's some bit on the games combat:
While we wished we could have gotten a little more info on the game's story, we did get a good taste of combat, which Monolith appears to be taking very seriously. Most of our initial encounters were simple react-and-kill affairs, until our character reached a small storage area and adjacent loading dock. There were several different directions we could have progressed, but no matter what we did, it was clear that a large group of enemies were on alert and methodically hunting us down. At this point, it became crucial to conserve ammo, use grenades judiciously, not get caught out in the open or even stand around too long -- this particular fight required some amount of aggressiveness, but also some decent tactics to escape the fight in one piece. This is probably the hardest and most delicate element for any shooter to get right, and Monolith seems to be on the right track with it.
Fable to hit the PC?
March 11, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN is reporting that Lionhead Studios' hit Xbox title, Fable, will be making it's way to the PC. Including a whole bunch of new content and visual upgrades, this should definatly be one to keep an eye on. Anyways, click here for all the details!
World of WarCraft Interview
March 11, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has Blizzard Entertainment's Shane Dabiri in the hot seat this evening, answering questions regarding their hit massively multiplayer online RPG, World of WarCraft. They look at server issues, the European launch and more! Here's a blurb:
Computer Games - How did the US and Korean launches help when the official European launch of World of Warcraft happened?
Shane Dabiri - Well, Im happy to report that the launch in Europe went amazingly well. In fact, it trumped even our North American launch in terms of sales and excitement. We set a record of 240,000 sales in day on in North America, and Europe beat that by over 40,000 games! Were very pleased with the results there. And based on the explosive success of World of Warcraft here, and our experience in setting up account creation in both North America and Korea, we were able to have a smoother account creation process and service from the outset in Europe. Our work in previous regions was definitely of great help in ensuring a smooth launch in Europe.
The Elder Scrolls IV: Oblivion Q&A
March 11, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at GamesFirst.com have slapped up an interview with Bethesda Softworks' Gavin Carter regarding their upcoming RPG, The Elder Scrolls IV: Oblivion. Topics range from races to the games visuals. Snip:
GF!: I remember how awed I was when I saw the water effects in Elders Scrolls III, then with the water effects in Half-Life 2, I was just blown away. What kind of "Holy crap!" exclaimation are we going to have when we see the water in Oblivion?
GC: Morrowind was one of the first games to feature pixel-shaders in its implementation of the water, and we were very encouraged by the positive response we received. So much so, in fact, that virtually every object surface in Oblivion will feature some sort of shader to more accurately model its real world counterpart. This includes specular shaders for wet stone and metal, parallax and normal mapping to bring out structural details like bricks and rocks, and special shaders for magic visuals and a host of other effects. We hope the water is just another amazing looking aspect to an already amazing looking scene. As far as the water itself goes, other games have done some impressive stuff with water, and youll definitely see us keeping up with the Joneses and then some.
Black & White 2 Preview
March 11, 2005 - Joe "OuTkAsT-1" Topolnisky
Straight from this years Game Developers Conference, PC.IGN has tossed up a preview on Lionhead Studios' upcoming strategy title, Black & White 2. Here's a bit on the games world:
When the B&W2 demo began we were first struck by the scalability of the world. Peter started a few inches off the ground where tiny strands of grass swayed like lumbering redwoods above hundreds of scurrying ants, simulated right down to their clustered hive. He then smoothly swept out a touch to include the nearby villager going about his daily routine of farming and wandering. After a few indications of how impressively detailed even the most mundane characters are, Peter had the camera pulled all the way back to reveal the island's enormity. Below us stretched crystal clear, reflective water that lapped against serene beaches. And in the distance we could see small villages nestled snuggly between jutting rock formations and densely populated forests. Very, very cool. Just as we were beginning to appreciate this eagle's eye view of the world, Peter swooshed us back down to ground level, where we could become the gods he wanted us all to be.
SWAT 4 Preview
March 10, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpot have also posted a preview on Irrational Games' upcoming tactical shooter, SWAT 4. Here's an interesting bit on the morale system:
One interesting tidbit that Abercrombie did note was that they had tweaked the morale rules to adjust to an exploitation that testers and demo players had discovered. Since your job as a police officer is to use force only as a last resort, the ideal resolution is to arrest suspects rather than kill them. This is done by making them surrender, which is a result of their morale being decayed to the point where they realize that resistance is futile. What testers and demo players had discovered is that if you wound suspects first and then demanded that they surrender, their morale would plummet, making it easier to arrest them. But since this tactic is completely against police procedure, it went against the grain of the game. So that exploitation has now been fixed, and you will now have to try to get suspects to comply in other ways.
Click here to keep readin'!F.E.A.R. Hands-on Preview
March 10, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has kicked up a preview on Irrational Games' upcoming first person shooter, F.E.A.R., after getting some hands-on time with this puppy at this years GDC. Here's something to nibble on:
The new single-player level we were able to see and play seems to have a setup similar to the area in the E3 demo (which we were told featured some actual areas from the game), in that your character is part of an elite military force that's only called in when an already-elite Army corps like Delta Force can't get the job done. The setup is fairly routine: You and three Delta troopers hit the gates of the installation, and you are sent in to find a switch that opens the front gate. It's a simple enough task, and as the gate opens, your comrades will call you back down. However, once you've arrived, they seem to have disappeared, and only three small clouds of ash remain. This is one of the first tipoffs you'll receive about the game's supernatural aspects, which will come much more heavily into play later on. As executive producer Chris Miller explains, F.E.A.R.'s pacing will be marked by moments like these--instead of fighting continuous hordes of enemies, you'll often find yourself walking through brief lulls in the action before things get hairy, either with an intense firefight or a bizarre paranormal manifestation.
Age of Empires III Q&A
March 10, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN have caught up with Ensemble Studios' Dave Pottinger for a quick chat regarding their upcoming strategy title, Age of Empires III. They look at the games engine, combat and more! Here's a nugget:
IGNPC: We've noticed lots of great effects in the screenshots -- things like reflections, shadows, etc. What other visual effects are you using in the game?
Dave Pottinger: A few of interesting ones come to mind... Tonemapping, hemi-lighting, and spline-based texture coordinates.
In high-end mode, we tone map each frame. This is basically a process where we look at the image we're going to render and color-balance it on the fly to create a better looking image. It doesn't work quite like that in terms of implementation, but the result is actually really surprising in terms of the quality impact it has. It'll be one of the unsung heroes of the overall rendering path.
Hemi-lighting is simply adding another ambient light to the scene, just in the opposite direction of the normal, single light. This is pretty cheap these days and can create some very excellent effects. It's most often used as a quick approximation of more complicated rendering techniques that do light scattering or indirect lighting.
Our rivers use a nifty texture coordinate system that's tied to the river's motion spline (the general directional flow of the river). It's another subtle effect, but one that serves to just cement that realistic feel even more. We also layer in a few particles and flotsam objects that also follow the spline to top the overall effect off.
World of WarCraft PvP Honor System Details
March 10, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Blizzard Entertainment have released some details on the upcoming PvP honor system for their hit massively multiplayer online RPG, World of WarCraft. They cover everything from ranks to special PvP gear. Click here for the goods!
Empire Earth 2 Preview
March 10, 2005 - Joe "OuTkAsT-1" Topolnisky
Kicking things off, WorthPlaying.com has slapped up a preview on Mad Doc Software's upcoming strategy title, Empire Earth 2. Here's a bit on the games PIP feature:
Another interesting contribution to the RTS landscape is the little picture-in-picture display in the bottom right, which is rather cool for two reasons. Firstly, it can be set to any location that you want, and when the mouse is placed over it the controls that normally zoom and pan your main view now zoom and pan the PIP, allowing you to keep tabs on one area while your main screen focuses on another. Secondly, the two screens can be swapped at any time, and you can store up to 10 bookmark positions for the PIP. Out attacking an enemy city center when your territories get counter-attacked? Activate the bookmarked view for the PIP then switch the PIP with your main view, letting you have an expanded view of the defense actions in a matter of seconds while your eyes can still see your attacking force plugging away on the PIP.
3DMark05 Users Top20
March 9, 2005 - Nicklas Renqvist
Just thought to mention that we have updated our very popular Hall of Fame with a new list: 3DMark05 Users Top 20. Why not download 3DMark05 now and give it a go. Maybe you will find your name in the Hall of Fame 3DMark05 Users Top 20! :cool:
Star Wars Republic Commando Review
March 9, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has thrown together a review on LucasArts' first person shooter, Star Wars: Republic Commando. Walking away with a final score of 4/5 stars, this one might be worth checking out! uNF:
This isn't an in-depth tactical game like anything in the Rainbow Six series, as your control over the other three members of Delta Squad is limited to context-sensitive commands (like "snipe from here" or "hack that computer" or "focus your fire on that droid") as well as a set of global commands (like "defend this area" or "assume an aggressive stance"). The latter are accomplished by simply tapping the right function key, while the former, more specific commands are done by pointing your crosshair at an icon and hitting the "use" key to deploy a Commando. Instead of giving you complete control over where to post snipers or where your mates should take cover, though, the game limits these actions to certain "hot spots" where you'll see a special icon and a ghostly outline of what your teammate would be doing if you deployed him there. Use that nondescript crate over there to snipe? No, sorry. That one with the icon on it? Okay, sure. This kind of setup leaves the game's level designers in charge of a big hunk of the tactical element and may annoy some players, but I generally got over it and accepted it as a necessary convention that didn't slow down what is very much a fast-paced game.
Read on!
SWG: Rage of the Wookiees Details
March 9, 2005 - Joe "OuTkAsT-1" Topolnisky
Keeping the good news rollin', PC.IGN has posted some of the first details on LucasArts' upcoming Star Wars Galaxies expansion pack, Rage of the Wookiees. Here's some juice:
The new expansion features the Wookiee planet of Kashyyyk. There are 100 new missions for players of all types on this Wookiee homeworld. Most revolve around the Wookiees' fight for freedom from their Imperial and Trandoshan predators. The Empire is worried that the Alliance is gaining a foothold on the planet and willing to fight to prevent the population from going over to the Rebels. They've also backed a number of Trandoshan slavers who capture and sell Wookiees to buyers throughout the galaxy. Wealthy Rodians have also set up safari stations across the planet to serve as base camps for their own hunts.
Warren Spector's Junction Point
March 9, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot is reporting that Warren Spector has started up a new company called Junction Point Studios and they are already working on an unnamed fantasy title. We can expect more details to come at this years Game Developers Conference. Anyways, here's a blurb:
The former studio head of Deus Ex-developer Ion Storm told GameSpot today that the staff of Austin, Texas-based Junction Point Studios is already hard at work. The company has started preliminary development on a "fantasy" title created by Spector, who worked at Dungeons and Dragons creator TSR in the 1980s. Although Spector said the title was rapidly evolving, he did not give any indication about what specific subgenre the game would fall under or what platforms it would be released for.
SWAT 4 Interview
March 9, 2005 - Joe "OuTkAsT-1" Topolnisky
Cathode Tan has Irrational Games' Bill Gardner in the hot seat this evening, answering questions regarding their upcoming tactical shooter, SWAT 4. They chat about everything from AI to the map editor. Here's a nugget:
Q: How does the artificial intelligence in SWAT 4 compare to standard first person shooters?
Bill Gardner: I think our AI programmers deserve a special pat on the back. John Abercrombie in particular did some truly amazing work. Its one thing to have to create believable enemy AI, but to then have to carry around a squad of four friendly AIs is an enormous feat. At the end of the day, SWAT 4 has some of the most impressive AI youll see in a shooter. We knew we were succeeding when we were able to surprise ourselves after playing the game for over two years.
Freedom Force vs. The Third Reich Review
March 9, 2005 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has slapped up a review on Irrational Games' superhero RPG, Freedom Force vs. The Third Reich. Here's a bit on the missions on the game:
Mission objectives in FFTV are very diverse and vary from destroying a certain target, or preventing the opponent from doing so, to simply eliminating boss characters. You will sometimes be forced to make snap decisions and adjust to the situation at hand in order to complete these objectives. Some missions will come sequentially and without the possibility of switching characters, so you will have to take care of the ones at your disposal the best you know how. If your team of four does not prove to be up to the challenge, however, you will be able to restart the mission and try a different approach with the same characters.
Dungeon Siege II Preview
March 8, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameDaily have shot-up a preview on Gas Powered Games' upcoming Action-RPG, Dungeon Siege II. Here's a bit on the games new AI:
The artificial intelligence will be improved from the previous game, offering customizable options to determine their behavior. One of the major complaints about the first game was that there was no way to control how your party acted. Now there will be settings to make them attack on sight, hold their fire, guard units, or copy your every move. Players will be able to switch between using anyone within their party at will, keeping the strong variety of gameplay going.
Read on!Brothers in Arms Review
March 8, 2005 - Joe "OuTkAsT-1" Topolnisky
The GamesDomain has whipped up a review on Gearbox Software's tactical shooter, Brothers in Arms: Road to Hill 30. Walking away with a perfect 10/10, this one sounds like a keeper. Anyways, here's something to nibble on:
For once, Brothers in Arms pulls no punches with its violence and language. Here's a World War II game that isn't afraid of its subject matter: Realistic, obscenity-strewn dialogue and blood-spattered corpses are everywhere. Somehow, this approach is less offensive than all the EA-sanitized shooters out there -- it's a cliche, but war is hell, and we do those who died in Normandy a disservice when we pretend otherwise.
Unreal Engine 3 Interview
March 8, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer Games Magazine has tossed up an interview with Epic Games' Mark Rein regarding their upcoming Unreal Engine 3. They look at everything from tech demos to console support. Here's a blurb:
Computer Games - By the time the first Unreal Engine 3 games start to ship, what does Epic expect from graphics chip companies like NVIDIA and ATI and microproccessors from Intel and AMD and how does Epic plan to support their new technologies?
Mark Rein - We already have a pretty good idea what we'll see from the graphics cards vendors but we're under NDA on that so let's switch to the CPU vendors. Both Intel and AMD are now fully up to speed with 64bit computing and Microsoft recently announced that their 64bit Windows XP will be out very soon. The next big thing in CPUs are multi-core CPUs. The timing on these are pretty good because next generation console systems share a multi-core philosophy so generally speaking the effort we're making to divide computing up among multiple threads on next generation console systems will also pay off for PC users. Everything is looking very rosy right now.
Doom III: Resurrection of Evil Preview
March 8, 2005 - Joe "OuTkAsT-1" Topolnisky
The Firing Squad is the latest website to fire-up a preview on id Software's upcoming Doom III expansion pack, Resurrection of Evil. Here's a bit on the multiplayer goodies:
Resurrection of Evil will finally offer official 8-player support, as well as Capture the Flag. CTF goes quite a way to solving many of the outstanding issues with Doom 3 multiplayer - namely, it forces players to move. Doom 3 was possibly the most camp-friendly game ever, thanks to its loud footsteps and dark maps. With CTF, teams need to move to defend their flags and capture the enemy's, creating frantic action along the map.
ARM and Falanx Join Futuremarks Handheld Benchmark Development Program
March 7, 2005 - Nicklas Renqvist
ARM and Falanx Join Futuremarks Handheld Benchmark Development Program
Saratoga, CA March 7, 2005 - Futuremark Corporation, a leading provider of computer performance analysis software and services, today announced that ARM [(LSE: ARM); (Nasdaq: ARMHY)], and Falanx Microsystems, an innovative provider of mobile graphic solutions, are the newest members in Futuremark's Benchmark Development Program (BDP) for handheld devices. Other industry leading companies, including ATI Technologies, Bitboys, Imagination Technologies (PowerVR), Intel, Khronos Group, Neomagic, and NVIDIA, have already joined the program.
These new partners are logical additions to the Handheld BDP. ARM® processors power the majority of todays smart phones and handheld devices. Falanx designs and licenses hardware-accelerated 3D graphics technology enabling the emerging handheld gaming market. Together with the other BDP members, their membership contributes to the development of Futuremarks professional and objective performance measurement software for handheld devices.
By investing in becoming members of the program, ARM and Falanx gain significant benefits. As full members, they have access to Futuremarks benchmark development process and can influence the direction of Futuremarks roadmap. Members also have access to benchmark source code, which enables them to use the algorithms already in early stages of their own product development. Conversely, they are able to ensure that their products will perform well in real-life end-user applications.
Futuremark has created the Handheld BDP to further several critical needs of the handheld industry. These include the design and publishing of standardized and objective performance testing tools that are widely endorsed within the industry. Additionally, Futuremarks tools relieve handset manufacturers and operators from having to rely on theoretical performance data, or data derived by manufacturer-specific tests, allowing them to objectively evaluate and compare a variety of products and solutions. For more information of Futuremarks Benchmark Development Programs, visit www.futuremark.com/bdp/
"The development of credible benchmarks for the handheld market is key to enabling us to assess the performance of existing products, and to enhance ARMs offering for the future," said Ed Plowman, 3D graphics product manager for ARM. "The program also provides a common comparison framework for those purchasing the technology, from the silicon provider to end user."
"Falanx is committed to both innovation and standardization, and Futuremarks Handheld BDP will help us to achieve these objectives in our quest to bring high-quality 3D graphics and video to mobile platforms," said Borgar Ljosland, President and CEO of Falanx. "We look forward to teaming with Futuremark, ARM and other BDP members to move the entire industry forward in this exciting market."
"We warmly welcome ARM and Falanx to the benchmark development program for handhelds and look forward to working with both companies in creating tools that the industry and consumers can depend on", said Tero Sarkkinen, Executive Vice President of Futuremark Corporation.
About Falanx Microsystems
Falanx Microsystems develops graphics accelerator IP cores, marketed to semiconductor system-on-chip (SoC) vendors, that deliver high quality multimedia images without compromising performance, power consumption and system cost. Unlike most graphics IP cores, Falanx's Mali Graphics Core-designed from the ground-up for mobile applications such as cell phones, PDAs and portable game platforms-is the only graphics IP core offering a complete integration of 2D, 3D and video, plus software and interoperability drivers, in an all-in-one solution. Falanx is headquartered in Trondheim, Norway, and is privately-held.
About Futuremark® Corporation
Futuremark® Corporation is the leading provider of computer performance analysis software and services. Futuremark® is known around the world for its benchmark products, including the 3DMark® Series and PCMark® (with more than 30 million copies distributed worldwide) and value-added services powered by a database of over 11 million real life benchmarking results. Futuremark® maintains offices in Saratoga, California and Helsinki, Finland. For more information, please visit http://www.futuremark.com.
© 2005 Futuremark® Corporation. 3DMark®, PCMark® and SPMark trademarks and logos, Futuremark® character names and distinctive likenesses, are the exclusive property of Futuremark Corporation. DirectX is a registered trademark of Microsoft Corporation in the U.S.A. and/or other countries. All other trademarks are property of their respective companies.
ARM is a registered trademark of ARM Limited. All other brands or product names are the property of their respective holders. "ARM" is used to represent ARM Holdings plc; its operating company ARM Limited; and the regional subsidiaries ARM INC.; ARM KK; ARM Korea Ltd.; ARM Taiwan; ARM France SAS; ARM Consulting (Shanghai) Co. Ltd.; ARM Belgium N.V.; AXYS Design Automation Inc.; AXYS GmbH; ARM Embedded Solutions Pvt. Ltd.; and ARM Physical IP, Inc.
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Futuremark Contact: Futuremark Corporation Phone: +1-408-517-0131 Mr. Tero Sarkkinen Executive Vice President of Sales and Marketing Email: tero@futuremark.com |
Agency Contact: TechWire International Phone: +1-831-429-6288 Leo Pot Email: information@ezwire.com |
The Elder Scrolls IV: Oblivion Q&A
March 7, 2005 - Joe "OuTkAsT-1" Topolnisky
Thanks to ExperienceGaming for sending word that they have thrown up an interview with Bethesda Softworks' Todd Howard regarding their upcoming RPG, The Elder Scrolls IV: Oblivion. They cover the games AI, sneaking and more! Here's some lovin':
XG: In regards to the new Radiant AI system, it has been stated that NPCs will be able to think and react independently of scripts. Does this mean that a player could order an NPC to do something (if in the position of a guild head, etc.), or perhaps find a random unscripted quest due to independent NPC actions?
Todd Howard: Yes, we can do those things. Im not saying they are in there, and were toying now with watching NPCs do things and how we can really get the player to affect that or have more fun with it, or even see it. So I wont give specific examples right now, but well be trying some similar things in places. I can tell you that our goal for the Radiant AI was the Fargoth quest in the beginning of Morrowind, which took some heavy scripting to get Fargoth to behave well, sneak around, steal the ring, put it in the stump, and such. Our early goal for the Radiant AI was that kind of thing just happening, without any scripting. And it works - which is great. But if we didnt tell you what Fargoth was up to, you would have never noticed, or it would have looked really odd. Anyway, thats the stage were at, we have the behaviors, and were trying to maximize the players perception of whats
Star Wars: KOTOR 2 Review
March 6, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPGVault is the latest website to slap up a review on Obsidian Entertainment's recently released RPG, Star Wars: Knights of the Old Republic II - The Sith Lords. Here's a bit on the storyline:
With respect to the story, I'm reluctant to reveal much in the way of detail. One major reason is not to spoil it for you. Based on what I've seen so far, another is that although the critical appears to remain the same, a number of other pieces such as side quests, vary according to how you play. As in the first game, you can take the light or dark path, or try to walk the middle line, although that might actually make things more difficult. The difference this time is that, thanks in large measure to the influence system, your companions' reactions will chance significantly more according to your alignment. It's not surprising that if you run around slaughtering innocents, the good ones won't like it. Not nearly as blatant an example, but more noteworthy, your dealings with one NPC can influence it to become a Jedi.
The Sims 2 University Review
March 5, 2005 - Joe "OuTkAsT-1" Topolnisky
The GamesDomain is the latest website to fire-up a review on Maxis' recently released The Sims 2 expansion pack, University. Here's a bit on some of the new goodies:
The pack adds college-themed objects and items, decor, situations, and opens up new career paths for the kids who make it through school. While college life isn't quite as fun or risque as players might want, the new additions to the game are probably worth the money for hardcore Sims fans looking to enhance the virtual lives of their families.
So how does the game fare? Read on to find out!Freedom Force vs 3rd Reich Preview
March 5, 2005 - Joe "OuTkAsT-1" Topolnisky
Another Freedom Force vs 3rd Reich preview has popped up over at the RPGDot this evening, taking a look at Irrational Games' upcoming RPG. Here's a bit on the games visuals:
Graphically FFv3R looks sharp and runs very well. The bright, solid colours and simple textures hide some of the advances in the engine but the lines are cleaner and the real-time coloured lighting and effects are all improved. The physics and destructible objects are both improved, with buildings now revealing the floors inside as they collapse and so on. FFv3R is no slouch in the sound department, either, with delightful music tracks and great sound effects and audible cues.
Dungeon Siege II Q&A
March 5, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has caught up with Gas Powered Games' Daniel Achterman for a quick Q&A regarding their upcoming Action-RPG, Dungeon Siege II. Topics range from multiplayer to their future plans. Here's a nugget:
GameSpot: Could you give us a brief overview of Dungeon Siege II's multiplayer game? How will it differ from the original?
Daniel Achterman: There are three big new features in Dungeon Siege II multiplayer. The first is that each player can control multiple characters, so it feels like you and your friends are each controlling part of a single, large party. The second is that you can save multiplayer games and pick up right where you left off. And the third is that everyone gets his or her own quest rewards, so there's less arguing about who gets the rare "Bloodletter" sword.
Dungeon Siege II multiplayer has a really cool feel to it. It's fast, and there's always a ton going on. There are spells flinging fire and lightning around, mobs of monsters running about, and special powers doing all kinds of crazy things. On one level, you're doing everything you can to screw over the monsters as quickly as possible, but you're going to be most successful if you're working with the other players, which is pretty fun to do with everything that's going on.
Star Wars: KOTOR 2 Review
March 5, 2005 - Joe "OuTkAsT-1" Topolnisky
Thanks to Techconnect Magazine for sending word that they have thrown together a review on Obsidian Entertainment's recently released RPG, Star Wars: Knights of the Old Republic II - The Sith Lords. Here's something to chew on:
While maintaining the same blend of direct-action RPG with emphasis on character development and storytelling, KOTOR II also introduces some new elements to the original's winning formula. The most notable is the 'influence' that the player has over their fellow characters. Rather than relying exclusively on scripting for character interaction, the player will have to try and gain as many kudos points as they can throughout the game, by acting in agreement with each NPC's wishes. Gaining influence with a character means that they will reveal more secrets about their past, and be more willing to listen to the main character's entreaties for change.
Gauntlet: Seven Sorrows Preview
March 4, 2005 - Joe "OuTkAsT-1" Topolnisky
The GamesDomain has slapped up a short preview on Midway Games' upcoming Action title, Gauntlet: Seven Sorrows. Here's a bit on the spiffy new Junction Skill System:
Additionally, the game features something called the "Junction Skill System," which is a means of coordinating special attacks. One player puts down a junction seal, which creates orbits of other seals. The other players capture those seals, and an attack happens within that area. The attacks range from hailstorms to firelines and energy bombs. The Valkyrie uses a mini-game to launch bird attacks at enemies.
Read on!
Brothers in Arms: Road to Hill 30 Q&A
March 4, 2005 - Joe "OuTkAsT-1" Topolnisky
Sticking with GameSpot, they have caught up with Gearbox Software's Randy Pitchford for a quick chat regarding their upcoming tactical shooter, Brothers in Arms: Road to Hill 30. They look at everything from the games design to their future plans. Here's a clipping:
GS: We have to ask this: Now that Brothers in Arms' development is done, are there any future plans for the game as a possible series or as the basis for PC expansion packs? Any plans for additional updates to the core game, via Xbox Live downloadable content, tournament rankings or clan setups, map packs, or editing tools for the PC version? What's in the future for the game?
RP: Brothers in Arms is definitely a long-term commitment from Gearbox and Ubisoft. I'm really excited about the future of these characters, and we have some amazing surprises for fans soon. E3 2005 will be a very good time to look for more about Brothers in Arms.
Star Wars: Republic Commando Dev Diary
March 4, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has fired-up a developer diary written by LucasArts' Ryan Kaufman regarding the central characters in their first person shooter, Star Wars: Republic Commando. Here's some juice:
From the get-go, the RC team was concentrating on gameplay, squad mechanics and a satisfying combat experience. But they didn't have a lot of back-story on their squad. We needed to give the commandos that extra something. Searching for a way to differentiate our soldiers, I developed the idea of the commando "pods." It seemed logical that the Kaminoan cloners would train the commandos together, from day one, to cement their bond and intensify their squad cohesion. Karen Traviss expanded on that notion by suggesting that external experts were recruited secretly to Kamino, and we decided that Jango Fett would prefer ex-Mandalorian soldiers for these crucial roles. So the story expanded. And those details gradually crept into the game, enriching the squad banter and adding a layer of realism and grit.
Elder Scrolls 4: Oblivion Interview
March 4, 2005 - Joe "OuTkAsT-1" Topolnisky
WarCry has posted an interview with Bethesda Softworks' Ashley Cheng regarding their upcoming RPG, The Elder Scrolls 4: Oblivion. Written in article format, they cover the games world, storyline and more! Here's a blurb:
. While Cheng was just a wee bit vague about the game's plot, he was more than happy to get into greater detail regarding the game's design. "Technically, Oblivion is larger than Morrowind in terms of landmass," he told us. "The content itself is richer and deeper. We're spending much more time designing, implementing, and playtesting each quest for the game. Our dynamically-created landscapes and forests allow us more time for handcrafting the cities, settlements and dungeons." And the oft-maligned AI of the NPCs that populate these cities, settlements and dungeons? Taken care of, apparently. "We completely revamped our AI systems and the interface in the Construction Set so we can quickly implement robust, 24/7 scheduling with dynamic conversations. Our NPCs are living entities with their own lives."
Dungeon Siege 2 Preview
March 4, 2005 - Joe "OuTkAsT-1" Topolnisky
Kicking things off, 1Up.com has posted a preview on the Dryads backstory in Gas Powered Games' upcoming Action-RPG, Dungeon Siege 2. Here's a nugget:
Dryads resemble human females in many ways. (If there are male Dryads, they keep themselves well-hidden. None has ever been seen.) They are similar in size and physical characteristics. Their most striking feature is their green or brown skin, a throwback to their connection with forest plant life. They decorate themselves with swirling dark-blue tattoos, in honor of the water spirits that they see all around them.
Close Combat: First to Fight Preview
March 3, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at PC.IGN this evening is a hands-on preview of Destineer's upcoming tactical shooter, Close Combat: First to Fight. Here's a bit on the games AI:
The AI is pretty tough. It's just slightly slower than you. That is, when you enter a room quickly, ready to strike, you have a split-second jump on it. Which makes sense, but they still turn around quickly to fight. The environments make for very good use of the enemy's quickness as well. For instance, I entered a warehouse filled with stacked crates. The shelves often had head-high windows for enemies to shoot from. Moving here was tricky because you couldn't determine where the windows were. Enemies peak around from all areas, and when you do get the jump on them, they take cover. Oftentimes, they quickly spin out to take pot shots. They may wait several seconds before coming out again. Or, they might find another area and wait for you to move. They too function on morale. They'll attack until you've weakened them, after which they'll move back, retrench, and wait. And if you are really hard on them, they'll turn and run.
Freedom Force vs. The Third Reich Preview
March 3, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted an article written by Irrational Games' Alexx Kay, giving us an overview of the Rumble Mode in their upcoming RPG, Freedom Force vs The Third Reich. Here's a clipping:
Massacre mode is a bit different. In this mode, you'll take four heroes against your opponents and score one point for each of their heroes you knock out. For every one of you heroes that's knocked out, you lose a point. You can play this mode with two to four players in team-based or free-for-all formats. The trick with this mode is that a KO'ed hero respawns back at their starting location. The player or team with the most points at the end of the time limit is the winner.
Brothers In Ams Q&A
March 3, 2005 - Joe "OuTkAsT-1" Topolnisky
Shack News has caught up with Gearbox Software's Matthew Armstrong for a quick chat regarding the multiplayer portion of their upcoming tactical shooter, Brothers in Arms: Road to Hill 30. They cover mission objectives, controlling your squad and more. Here's a blurb:
Shack: Can you start off by explaining what makes Brothers in Arms multiplayer different from other games?
Matthew Armstrong (Multiplayer Level Designer Lead): Brothers in Arms is a squad based shooter. As most people know, you command one or two fire teams in battle with a simple interface. The multiplayer game is for Brothers in Arms. We did not make some standard multiplayer game and tack it on. So you have a Multiplayer squad based shooter. You have one or two fireteams to command, and you have a mission objective. There is no deathmatch and no flag to capture. Brothers in Arms is not that kind of game.
The mission objectives vary greatly, and each mission is also quite different. We have a straight forward mission where the Americans are trying to deliver orders to a waiting convoy and the Germans have set up an ambush to stop them. We have a Mission where the Germans are trying to destroy a set of locks in an effort to flood fields and bog down the incoming American armor. We have a mission where the Americans have been misdropped behind enemy lines on D-day with no support and must search for explosives to destroy a nearby bridge. Some of our missions are fast, others have a more deliberate and tense pace. No matter which mission, though, if you don't use your fire teams effectively, you will probably lose.
Star War: Republic Commando Review
March 3, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at the Games Domain have slapped up a review on LucasArts' first person shooter, Star War: Republic Commando. Here's an interesting bit on the death system:
Dying is handled in an unusual manner. Tough to the end, neither you nor your squad can be killed permanently, only floored and left helpless. If any of the other members are alive, they can revive their downed companion with some kind of medical instrument, healing half their health and putting them back on their feet. Your boys can do a fairly handy job of mopping up resistance before reviving you, so the game is by no means done if you do keel over.
Click here to keep readin'!Stronghold 2 Preview
March 3, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted a preview on FireFly Studios' upcoming strategy title, Stronghold 2, after getting a chance to check it out hands-on. Here's something to nibble on:
We also had a chance to play a siege battle as both the defenders and the besiegers. The battle is set up so you have no chance to actually build anything; you either wait for the attackers to come into range, or you charge the walls with ladders, depending on which side you play. The defenders have a few advantages, including archers, a catapult that hurls small boulders, and the ability to drop rocks onto the heads of attackers at the base of the walls. Defending can be quite a challenge, especially when your catapult falls short and takes a chunk out of your own wall. The attackers, meanwhile, have hordes of bowmen to provide covering fire while men with ladders run up and place them against the wall. After that, heavily armored knights can scale the wall and battle their ways past the defenders. To win, they must defeat the defending lord, who's located atop his keep. This is when the fight can get desperate, as its usually becomes a race to see which side runs out of men first.
Doom 3: Resurrection of Evil Interview
March 2, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has slapped up an interview with id Software's Matt Hooper regarding their upcoming Doom 3 expansion pack, Resurrection of Evil. Topics range from new weapons to the games physics. Snip:
GNPC: So was the expansion back motivated by continuing the story, or was it about content that you couldn't fit into the original game
?
Matt Hooper: There wasn't a whole lot of a conscious effort to say, "Hey, we can't fit this in DooM 3, let's move it over to the expansion. There probably are a couple of things just by default that worked their way into the expansion because we thought it worked better. Like some of the weapons, for instance. DooM 3 has such a huge arsenal of weapons. It's like, everything ever created. There's, you know, a couple different machine guns, and there's plasma guns, there's projectile weapons, there's rocket launchers--there's just everything. There was no room to fit other things.
So when we started talking about the expansion, that's why we added things like the grabber weapon that throws back the enemies' projectiles, because we thought that was new and fresh, and we didn't want to just introduce some new machine gun, or something like that. There was a lot of clamoring for the double-barreled shotgun in DooM 3, so we had to add that back in there. But there wasn't this holding back of things that we didn't want to do in DooM 3. It was more just, "Hey, let's do what's cool for the expansion."
New WarCraft III Patch
March 2, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released a new patch (v1.18) for Warcraft III: Reign of Chaos and The Frozen Throne. Included are a bunch of bug fixes, new editor goodies and a whole lot more! Click here for a list of what's new and to get downloading.
The Matrix Online Dev Diary
March 2, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has fired-up a developer diary written by Monolith's Toby Ragaini regarding the storyline in their upcoming massively multiplayer online RPG, The Matrix Online. Here's a blurb:
Some of the very early story-based Critical Missions are playable in beta. If you want to ensure that you get assigned to these exclusive and top-secret missions, make sure your Reputation with the Organization is as high as possible. The higher your Reputation is with the sponsoring Organization, the more missions you will have access to. Increasing your Reputation is done by performing any mission, even normal, non-critical ones. Prove yourself to your chosen Organization, and you will be recognized for your contributions.
Read onThe Sims 2 University Review
March 2, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpot tonight is another review on Maxis' recently released The Sims 2 expansion pack, University. Here's a nugget on playing instruments:
Speaking of music, your sims can now play cool new instruments. You can buy an electric upright bass, a drum kit, and a guitar, replete with effects pedal board, and more. As ever, the animations for the new items are a kick to watch, so you'll see show-off guitarists playing behind their backs and drummers flipping their sticks into the air midsong. Not only can your sims practice to earn creativity points, but also they can perform for tips by playing rock, country, or jazz tunes, though you can't actually load the instruments into a taxi for a gig at a community lot. Oddly and inexplicably, child sims can't use these neat new instruments. (So much for starting your own sims Partridge Family.) For that matter, they can't use some other new items, like the pool table, which serves as a new solo or group activity. At the pool table, sims can not only play, but also perform tricks or hustle for simoleons.
Freedom Force vs. The Third Reich Q&A
March 2, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has Irrational Games' Ken Levine in the hot seat this evening, answering questions regarding the multiplayer portion of their upcoming RPG, Freedom Force vs. The Third Reich. Here's some juice:
GS: How will characters be managed in multiplayer? Will players use characters from the single-player game in multiplayer, or will they be able to use custom heroes?
KL: We wanted to give players a balanced multiplayer roster, while at the same time, [we wanted to] let them play with the characters exactly as they were in the single-player campaign. The best solution for this was to give players two different versions. You'll be able to select single-player and multiplayer versions of nearly every character. The multiplayer versions have been rebalanced so that there are no dominant characters.
The autobalance feature is something that can be used for fan-created characters as well. Each character's overall abilities are ranked. We were very careful about balancing the characters that are included, and we wanted to make certain that [this balance] didn't all get thrown out the window when people started recruiting their own heroes.
Dungeon Siege II Preview
March 1, 2005 - Joe "OuTkAsT-1" Topolnisky
Rolling right along, GameSpy has slapped up a preview on Gas Powered Games' upcoming Action-RPG, Dungeon Siege II. Here's the scoop on D2's combat system:
One change in the way the game is played is that the development team is striving for what they call "more visceral combat." Attacks won't happen until you click the mouse, or click and hold for big attacks. And although Dungeon Siege II will still allow you to adventure with a whole party of characters, the new emphasis is on your main character. Instead of constantly switching around and giving orders to everyone, you'll be focused on your main character almost exclusively. The idea is for you to feel more like a participant in a battle, and not some kind of director who's removed from the action.
Definitely my biggest complaint with the first one. Good to hear!
The Sims 2 University Review
March 1, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at PC.IGN have whipped up a review on Maxis' The Sims 2 expansion pack, University. Walking away with a final score of 8.5/10, they seemed to like it. Here's a blurb:
When a sim first moves to a university (either from creating a young adult or moving a teenager from a neighborhood) they'll have a couple of choices of residence if they've got the money from scholarships (one of the new gameplay additions that gives players a reward for keeping a teenage sim's grades high) but chances are, your sims will be moving into the dorms. This is both a blessing and a curse and an interesting new bit of gameplay. Dorms are homes to your sims, but also are home to NPC sims that fill up the empty room in the dorms that aren't occupied by player created sims. This means you'll have to contend with others for the bathroom, showers, and food (though this will rarely be an issue) but will more importantly give your sims a quick way to get to know several sims and make some friends. Other NPCs will feel free to drop by and say hi, giving you a plethora of people to meet and greet, which is great, as you'll want a large number of friends to choose from.
Splinter Cell: Chaos Theory Preview
March 1, 2005 - Joe "OuTkAsT-1" Topolnisky
The GameHelper has posted some impressions on Ubi Soft's upcoming stealth title, Splinter Cell: Chaos Theory, after checking out the recently released singleplayer demo. Here's a nugget:
The demo mission itself isnt all that long, but it offered more than enough of a chance to explore the new environment and get a feel for how the game plays. Sams usual equipment is available to mess around with including the venerable SC-20k with a number of optional attachments, a limited number of grenades, and the usual silenced pistol with a cool little modification that allows Sam to shut down electronic equipment temporarily from a distance (like lights and whatnot). There are also a couple of new visor modes that get a workout, such as a first-person zoom-able scanner (which is used to complete a secondary objective in the demo to determine the origins of a set of weapon crates based on their ID tags) and a specialized visor that scans for electrical devices that can be affected in some way, including lights, generators, and certain objectives.
SWAT 4 Preview
March 1, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has tossed up a preview on Irrational Games' upcoming tactical shooter, SWAT 4. Here's a bit no the mission objectives:
The briefing for each mission incorporates a number of objectives. "Bring order to chaos" and "Rescue all of the civilians" are universal. Accomplishing them requires neutralizing or arresting all the suspects, and taking everyone else who isn't wounded or incapacitated into custody. Every operation also has specific goals such as dealing with the above-named Niu and Jimenez, and capturing the MAC-10. Killing an innocent constitutes an automatic failure, so charging in with guns blazing isn't a very good recipe for success. Instead, the idea is to go slowly and carefully. The optiwand is a very valuable tool for spotting potential dangers. It's probably worth equipping at least two officers with them in case one is disabled; if there's a way to take items from fallen comrades, I've yet to see it, which seems a bit odd.
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