Hardware News
Serious Sam II Preview
June 30, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, the GamesDomain has fired-up their take on the Croteam's upcoming Action-packed first person shooter, Serious Sam II. Here's a bit on the spiffy weapons:
Of course, the weapon cache is a mix of traditional and cartoony: You have a requisite shotgun and plasma rifle, but those are supplemented by a host of unusual equipment. There's a cannon that unleashes a siren and blasts of steam when it's fully charged up; a bomb-carrying parrot that launch like homing missiles at enemies (watch out -- if it doesn't find a close target, it may come back at you); and the super-destructive serious bomb, which destroys everything on the screen when used. Some locations also have mounted turrets you can use.
Half-Life 2: Aftermath Interview
June 30, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has Valve Software's Robin Walker in the hot seat this evening, answering questions regarding their upcoming Half-Life 2 expansion pack, Aftermath. They cover the storyline, returning characters and more! Here's a blurb:
GS: After the cryptic ending of Half-Life 2, we have to ask: Will we learn more about Gordon Freeman in Aftermath? The Combine? The G-Man? Can you promise that at least one big secret will be revealed?
RW: We will be doing what we usually do in these games, which is answering some old questions while raising new ones. Dr. Kleiner will be on hand with some informed opinions, as well as a bit of speculation.
Other mysteries will be introduced for the purpose of gradual revelation. We believe that theorizing about the meaning behind the clues in the Half-Life 2 universe, and the motivations of the characters within it, is one of the fun things about being a Half-Life 2 fan.
Star Wars Galaxies Q&A
June 30, 2005 - Joe "OuTkAsT-1" Topolnisky
GamerGod has fired-up an interview with Lucas Arts' Julio Torres regarding the future of their massively multiplayer online RPG, Star Wars Galaxies. Here's a nugget:
Jeff - Keeping that in mind, will we ever see the main characters of the movies be more involved in the game? For example, Vader leading a strike against Rebels, Han and Chewie landing the Falcon to help out a band of rebels, etc?
SWG Julio - We are currently exploring that option. We agree that this would enhance the Star Wars experience in Galaxies.
Bet on Soldier Impressions
June 30, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at GameSpy have slapped up a quick look at Kylotonn's upcoming first person shooter, Bet on Soldier. Here's a little something on the game's multiplayer:
In many ways, multiplayer games will be a lot like standard "King of the Hill"-style matches from other shooters. Instead of simply having to capture the most territory, however, teams will ultimately be competing to acquire a certain amount of cash -- cash being awarded to a team whenever one of its players scores a kill, with higher sums garnered for sophisticated techniques (like headshots). The point of capturing the territories is to gain control of "ticket machines" within them, which allow team leaders to nominate members of their own teams to do battle with a champion chosen by the opposition, in a bout similar to a boss encounter in the single-player game. The battles themselves will take place in isolated sections of the multiplayer maps, and other players can view the proceedings without interfering. Big bucks will be awarded to the winner's team, making these one-on-one bouts quite instrumental in achieving victory.
Black & White 2 Preview
June 30, 2005 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has whipped up a preview on Lionhead Studios' upcoming "god game", Black & White 2. Here's a bit on playing good vs evil:
Choosing to play as either a god of peace or god of war does of course affect the gameplay drastically. Being on the side of peace will put before you some challenges completely different from those you will experience if you decide to join the "dark side." Maybe you are one of those highly enthusiastic individuals who feel that all worldly possessions must be shared (Uhh, I think they are called Communists. -Ed.), so you're always ready to persuade others to satisfy your need by giving you things willingly. Most of the time however, they are not willing to comply and as a result, you are unable to grasp the outrageous selfishness of those who do not happen to share the same views as you. That's when your true nature surfaces and you become forceful. You will be able to do all sorts of terrible things both to your citizens and to other nations, ranging from "shocking" to "unspeakable." If you used to torture insects and small animals when you were a kid, you will be glad to know that the game allows you to vent out all your pent-up aggression and let it out on your creature and your citizens. You can beat your poor creature and make your citizens work extra hours and, if you are sadistic enough, you can even make them work at the mass production of sneakers with hours on end for a lousy pay, with an evil smirk on your invisible face. (All we actually know about you is that you're a child molester and a capitalist pig. We've read it on the palm of your omnipresent, all-knowing hand, which once again makes its appearance in the game.) (So by your description, it's a rhinestone-gloved hand? Just come straight out and call me Michel Jackson, why don't you! -Ed.)
Star Wars: Empire at War Q&A
June 29, 2005 - Joe "OuTkAsT-1" Topolnisky
The Gamer's Hell has caught up with LucasArts' Dave Silverstein for a quick Q&A regarding their upcoming strategy title, Star Wars: Empire at War. They cover everything from missions to hero units. Snip:
7) The games progressive RTS interface will not see players relying on the more traditional resource management approach, but rather it will have them evolving through the securing of planetary trade routes. Would you elaborate on this for us?
Well weve done away with the tedious droids chopping down lumber approach we used in Star Wars: Galactic Battlegrounds. That is not to say weve done away with resource management; in fact, Empire at War offers a ton of gameplay depth to explore in many different ways.
In a typical game session, you will need to manage your income and expenditures of galactic credits as you expand throughout the galaxy. These credits are provided mainly through planets under your control. On a more basic level, the more planets you own, the more income you will get to use to purchase new things like X-wings or Star Destroyers.
If youre really into economic gain, we have that covered too! Each planet provides different levels of income and has certain advantages or disadvantages depending on which side youre playing. Trade routes might modify the amount of income, too. There are also other ways to get credits in the game that can really make a difference in how you expand the influence and control of the Empire or Rebel Alliance throughout the galaxy.
Serious Sam 2 Dev Diary
June 29, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpy this evening is a developer diary written by the Croteam's Roman Ribaric, as he takes a look at the editor used for their upcoming action-packed first person shooter, Serious Sam 2. Here's a chunk:
Simultaneously developing a game along with its engine and editor is indeed as hard as it sounds, but it is also very rewarding. When you develop a general-purpose engine, you have to think about it having a clean and open design. It means that the engine must be able to run all kinds of games, not only games that you are developing in conjunction with the engine. Also, it has to be able to adopt, with ease, all the new technologies that will be added to it. This is also true of the editor. It is of crucial importance for game engines to be developed along with top-quality games. The engine could never get the necessary sharpness and refinement if it weren't tested on a real-world project. Proof of excellence can be assigned to an engine only when it is able to run a AAA title.
Juiced Review
June 29, 2005 - Joe "OuTkAsT-1" Topolnisky
Sticking with reviews, GameSpy has slapped up some impressions on Juice Games' recently released racing title, Juiced. Walking away with a final score of 3/5 stars, this one may be worth a look. Snip:
Like so many racing games these days, Juiced tries to cash in on the hip street racing/tuner car scene, but hits some design potholes. On the one hand, you trick out your cars with fancy decals and neon lighting and battle crews of street racers, trying to earn respect (one of the game's chief forms of currency, alongside cold, hard cash). That's all well and good, but the street tracks in Juiced are all closed-off circuits, not open roads taken over by the racers. Some races take place at purpose-built venues with giant grandstands ... as if it were a Formula 1 race. It's great that Juiced doesn't honor the illegal activities of a lot of real street racers, but at the same time, the game lacks any sense of danger, edginess, or style. The presence of a few characters with dubious accents and affected attitudes doesn't do much to create a vibrant underground racing scene.
Fantastic 4 Review
June 29, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown together a short review on Activision's movie-based Action title, Fantastic 4. Here's a nugget on the different powers each hero has:
Each hero can perform six upgradeable combos and three upgradeable cosmic powers, along with the usual assortment of punches, kicks, and grappling maneuvers. The combo techniques look and act like your everyday string of physical attacks. They're pretty straightforward and lack a little pizzazz, yet they're effective and easy to pull off. Cosmic powers form the backbone of your arsenal, and like the combos, each of these abilities is very effective and easy to use. Cosmic powers exploit each of the character's unique abilities, so they let The Human Torch throw fire balls and raise walls of fire, where Sue Storm can raise shields, project energy waves, and turn invisible.
Ghost Recon: Advanced Warfighter Q&A
June 29, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has kicked up an interview with Mathieu Girard, the producer behind Ubisoft's upcoming tactical shooter, Ghost Recon: Advanced Warfighter. Here's some juice:
Can you please explain to us the main differences between the first opus of Ghost Recon and Tom Clancy's Ghost Recon Advanced Warfighter?
Girard: Actually, Tom Clancy's Ghost Recon: Advanced Warfighter has a lot in common with the features that the fans loved in the first opus, the features from a tactical shooter. We have however improved and increased these tactical features, taking advantage of the technology that the soldiers of the future will use. The other big difference is of course the visual quality which will benefit from the latest next-gen PC rendering and effect. Finally, multiplayer expands towards new modes which also take advantage of our new tactical layer and near-future context.
First PCMark05 Review
June 28, 2005 - Nicklas Renqvist
The good'ol chaps over at 3DVelocity have written a review on our new benchmark, PCMark05. Did they like it? Here's a teaser for you:
For anyone trying to get every ounce of performance out of every component in their PC, PCMark05 is an invaluable piece of software.
The ability to run custom tests within the Advanced and Professional versions allows the user to test exactly how any changes affect their PCs performance; an invaluable tool for any overclocker.
Futuremark Releases PCMark®05
June 28, 2005 - Nicklas Renqvist
Futuremark Releases PCMark®05
Third Generation PC Gauge Defines the New Performance Standard
Saratoga, California USA June 28, 2005 With today's launch of PCMark05, Futuremark furthers its leading position as the benchmark software provider of choice for the PC industry, IT managers, IT media and consumers. PCMark05 is a totally new product and features the most advanced workloads, including HD video transcoding, digital music encoding, advanced threading and trace-based hard disk performance tests.
PCMark05 enables truly objective performance comparisons between the latest PC platforms and architectures and supports all the latest technologies. PCMark05 features tests with advanced threading which enable accurate benchmarking of the latest PCs with multi-core and hyper-threaded CPUs.
As with all Futuremark products, PCMark05 was produced in close cooperation with Futuremark's Benchmark Development Program (BDP). Companies participating in PCMark BDP during PCMark05 development were: AMD, Dell, Intel, Microsoft and NVIDIA.
PCMark05 supports the complete benchmark cycle starting from benchmarking a PC, viewing the resulting benchmark details, comparing the results to those of others and finally providing means for analyzing how to improve the PC's performance. PCMark05 produces highly reliable and detailed benchmarking results with a simple, intuitive user interface. An integrated Online ResultBrowser allows instant results comparison against more than 12 million benchmark results in Futuremark's ever increasing performance database.
PCMark05 features tools for both system and component level benchmarking. System level benchmarking produces a measure of the PC's overall performance. It is a single number that is easily comparable to that of other PCs. However, advanced users and professional testers may want to further explore the performance of individual components such as the CPU, the memory, the graphics subsystem, and the hard disk. Component level benchmarking helps them to isolate the performance of individual components, exposing their strengths and weaknesses. PCMark05 even includes the ability to create custom benchmarks by putting together tests tailored to specific needs.
Key User Benefits of PCMark05:
- Easy to Use: Easy to use for both novice users, benchmarking professionals, industry vendors and press labs;
- Complete Benchmarking Cycle: Benchmark a PC, view the resulting benchmark details, compare the results to those of others, and finally analyze how to improve the PC's performance;
- System and Component Performance: Expose both overall system performance as well as isolate performance of individual PC components;
- Integrated Online ResultBrowser: Instantly compare results to the world's largest database of performance data with global validation.
- System Test Suite: Extensive collection of application-based tests that are relevant in typical home use of a PC; tasks include hard disk drive access, video encoding, audio compression, 2D user interface tasks, 2D graphics memory access, web page rendering, file decryption and encryption, memory access and text editing.
- CPU Test Suite: Includes tests that isolate the performance of the CPU; tasks include file compression and decompression, file encryption and decryption, audio compression and decompression and image decompression;
- Memory Performance Testing: Tests measure the performance of the memory subsystem; these tasks include reading, writing and copying access to data blocks in the L1 cache, L2 cache, and main memory as well as latency tests;
- Graphics Test Suite: Tests measure both 2D and 3D graphics performance of the PC. 2D tasks measure moving and transparent 2D dialog performance, graphics memory performance and video playback performance. 3D tasks exercise pixel shader, vertex shader, fill rate and polygon throughput capabilities for the graphics subsystem;
- Hard Disk Drive Test Suite: Uses disk activity traces from real-life tasks; these tests isolate the performance of the hard disk drive. Disk activities measured include Windows® XP startup, application loading, file writing, virus scanning and general disk usage.
PCMark05 is immediately available in three versions. For private home usage there are two versions: PCMark05 Basic, a freeware version with limited functionality and PCMark05 Advanced ($19.95) with extended functionality. For professional and business usage, PCMark05 Professional ($199.95) provides full functionality and additional features enabling test automation. The software are available from http://www.futuremark.com/products/pcmark05/.
Note to Editors
For your free evaluation copy of PCMark05, please email mailto:marketing@futuremark.com?subject=PCMark05Eval and tell us the publication that you represent.
About Futuremark® Corporation
Futuremark® Corporation is the leading provider of performance analysis software and services for PCs and smartphones. Futuremark® is known around the world for its benchmark products, including the 3DMark® and PCMark® Series and SPMark (with more than 30 million copies distributed worldwide) and value-added services powered by a database of over 12 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. All other trademarks are property of their respective companies.
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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 |
PCM05 PR Launch
June 28, 2005 - Nicklas Renqvist
PCM05 Launch DL
June 28, 2005 - Nicklas Renqvist
Guild Wars Interview
June 28, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameCloud have sat down with ArenaNet's Gaile Gray for a quick Q&A regarding the current state and future of their hit Online RPG, Guild Wars. Here's a taste:
Gamecloud - What can you tell us at the moment about plans to bring new content into the game, either via a free download or for a paid expansion pack?
ArenaNet - Our live content team has been working on exciting new game elements since before the game launched. Later this summer we will stream the Sorrows Furnace expansion to all players for no charge. This free live content will contain two large explorable areas, with new quests, new monsters and new items to discover. We will also be introducing some cool new technology into the game, such as a global Observer Mode, which will allow players throughout the world to watch key guild and tournament battles as they are being played. And of course we will continue to refine and add new game mechanics, such as PvP rewards, which will allow players who primarily enjoy PvP to build characters and obtain new skills and items.
In the first half of 2006 we plan to release Guild Wars Chapter 2, which will include even more cool stuff. All chapters are 100% optional and players won't be required to purchase any chapter to play the game.
Ghost Recon 3 Gets Named
June 28, 2005 - Joe "OuTkAsT-1" Topolnisky
Ubisoft has announced the official title for the latest installment in their Tom Clancys Ghost Recon series. Entitled Advanced Warfighter, this tactical shooter is set to hit stores Holiday 2005. Anyways, here's a blurb from the press release (thanks Blue's News):
SAN FRANCISCO, CALIFORNIA June 27, 2005 Today Ubisoft, one of the worlds largest videogame publishers, announced that Tom Clancys Ghost Recon® 3 (working title), the next installment in the smash-hit squad-based action franchise, will officially be known as Tom Clancys Ghost Recon® Advanced Warfighter. Scheduled to ship for Holiday 2005, Tom Clancys Ghost Recon® Advanced Warfighter focuses on the deployment of the Soldier of the Future the warfighter, in military parlance, into the chaos of urban warfare.
Fable: The Lost Chapters Preview
June 28, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted some impressions on the PC version of Lionhead Studios' Action-RPG, Fable: The Lost Chapters, after getting a chance to check it out hands-on. Here's something to chew on:
Fable also doesn't suffer much from getting ported from a console. The character model textures could use another pass, but buildings, foliage, and other objects look fine. Light bloom isn't nearly as strong as the Xbox version, which may be good or bad, depending on your tastes. I prefer it to be more subtle than it was on the Xbox, but your mileage may vary. Facial animation and cutscene walking animations are still a little a little rough around the edges, but I got used to it soon enough. Whatever your tastes, the game looks good, runs quite well, and loads quickly. This build clocks in at 2.65GBs across four CDs, so it doesn't look like anything is getting heavily compressed, like we saw when GTA: Vice City was ported over, for example--from a packed DVD to two CDs. My only complaint would be that the night cycle looked particularly dark.
Star Wars: Battlefront II Dev Diary
June 28, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted a developer diary written by Pandemic Studios' Phillip Hong regarding the teamwork behind their upcoming multiplayer shooter, Star Wars: Battlefront II. Here's a nugget:
With all this new content and so many platforms and localizations, you can see how you need a team of producers to manage the logistics, prioritize the key tasks, and coordinate the team effort to deliver a final, polished game. As producers, we're responsible for all of this to come together, yet we're not the ones physically creating art assets, writing code, or balancing gameplay -- like an artist, programmer, or designer. So how do we do our job? The answer is as cheesy as it is true: TEAMWORK.
Star Wars: Empire at War Q&A
June 28, 2005 - Joe "OuTkAsT-1" Topolnisky
Starting off the week, GameSpot has tossed up an interview with Petroglyph's Joe Bostic regarding their upcoming strategy title, Star Wars: Empire at War. They cover everything from E3 to the game's multiplayer. Here's a clipping:
GS: We saw Darth Vader in action, and it was undeniably cool to see the Dark Lord of the Sith on the battlefield. What other major characters can we expect to see in the game? How do you balance Vader and other hero characters so they don't overwhelm the game? And do you create the missions so that if any of them die, you automatically lose, or are there fallback options?
JB: Darth Vader makes quite an impression. The Dark Side of the Force is powerful on the battlefield. He is not alone, but other than him and Obi-Wan Kenobi, we're still not ready to divulge just who else will be out there. All heroes are powerful in their own way, but not so powerful that the battle necessarily revolves around them. The wise player will use them in conjunction with traditional combat units in order to achieve victory, although there are missions where the hero can single-handedly battle the enemy. Heroes are difficult to kill. More often than not, when the hero is about to "die," he escapes to recuperate and fight another day. Star Wars heroes have an uncanny ability to survive difficult situations, and Empire at War remains faithful to that characteristic.
Civilization IV Impressions
June 27, 2005 - Joe "OuTkAsT-1" Topolnisky
Keeping this slow news day kickin', GameSpot has thrown up some impressions on Firaxis Games' upcoming strategy title, Civilization IV. Here's a bit on the religious system:
The religious system is also undergoing a lot of tweaking. Religion is a new feature in Civ IV, and it will play a significant role in the game, as you can use religion to try to pacify your neighbors and enemies. However, Firaxis' gameplay testing indicated that players found religion to be too vague a concept, so the designers have been tweaking it recently. He showed us an example of religion in action by zooming in on a city so we could see a tiny Christian monastery.
Smith said you could build the monastery after you research the theology advancement. With a monastery, you can churn out missionary units that can proselytize in other civilizations. However, before you can do that, you must have an open-borders agreement with the civilization in question. One change that we noticed had to do with what happens if you convert a rival city to your religion. At E3, we were told if you convert a city to your religion through the use of a missionary, you gain line-of-sight advantages in that city, letting you see what's going on in and around the city. However, that has been removed in the latest version of the game, as it was apparently too much of an advantage, although Smith said it could come back, depending on what further testing determines.
New WarCraft III Bonus Map
June 26, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released a new bonus map for their hit strategy title, WarCraft III: The Frozen Throne. Entitled The Deathrose, this puppy is ment for 2v2 or FFA play. Click here to get downloading!
Brothers in Arms: Earned in Blood Preview
June 25, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted some impressions on Gearbox Software's upcoming first person shooter, Brothers in Arms: Earned in Blood. Here's the scoop on the improved enemy AI:
Earned in Blood is an apt title for this sequel, as Gearbox president Randy Pitchford told us up front that this will be a tougher game than the original. Basically, Gearbox held back in the first game in terms of enemy artificial intelligence, because it was afraid that having players learn a whole new way of playing first-person shooters would be tough enough without having to worry about a cutthroat opponent. As a result, the Germans in Road to Hill 30 were a fairly docile lot and didn't really exhibit maneuver tactics, at least not on the scale of what you did to them. That translated into a puzzlelike experience at times, as you essentially had to suppress an enemy position and figure out how to flank it over and over again. In Earned in Blood, the training wheels come off, and you'll definitely earn your victories in this game. The German AI is a lot more intelligent than before, and it will constantly try to shift positions to prevent from being flanked. It will also spot opportunities, like an unguarded flank on your side, and move to exploit them. "It puts a new layer of pressure and intensity on the player," Pitchford said.
Battlefield 2 Review
June 25, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Boomtown have thrown up their take on Digital Illusions' recently released multiplayer shooter, Battlefield 2. Here's a bit on the new commander feature:
The commander is also a new thing in the game. As commander you have access to an overview map of the battlefield wherefrom you are able to control everything. You can give orders to the various squads, choose where to fire artillery strikes on the battlefield, drop supply crates, place UAV-drones and scan the entire map for enemies. To form a general view of the ever-evolving battle is the key word here and again this is one of the features that make Battlefield 2 much more than just an old wine in new bottles.
The Elder Scrolls IV: Oblivion Q&A
June 25, 2005 - Joe "OuTkAsT-1" Topolnisky
Games.net has posted a quick interview with Bethesda Softworks' Todd Howard regarding their much anticipated RPG, The Elder Scrolls IV: Oblivion. Topics range from physics to the game's AI. Snip:
Games.Net: The Radiant A.I. system looks awesome. How will it affect gameplay? For instance, it's one thing to hear that all the NPCs have real lives, jobs, and goals. Does that ever impact upon the player, or does it just make for a more realistic town environment? Will you ever bump into characters in unusual places, as they go on adventures of their own? How will the A.I. system affect combat? Will wounded enemies exhibit emotions, run away, etc?
Todd Howard: It's all of that. When you first play the game, it's really just for show. It makes the world believable and entertaining, and I think that's important. But as you play, you start to figure out what you can do with these NPCs, and how you can influence their behavior, and when doing a quest, it really comes into play. A simple "get the diamond from that guy... quest can be done in hundreds of ways now. Is he sleeping? When is he home? Does he take the diamond to work with him? Does he like me? Can he sell it? Should I kill him? Pick his pocket? Steal his food and see if he sells the diamond to eat? That's just some off the top of my head.
Serious Sam II Preview
June 25, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpy this evening is a preview on the Croteam's upcoming action-packed first person shooter, Serious Sam II. Here's a bit on the weapons at your disposal:
Sam's arsenal is similarly inspired. You can expect the usual array of chainguns, a rocket launcher, grenade launcher and sniper rifle, but it's the more unique weapons that we're guessing will inspire the most excitement. A saw blade weapon shoots out spinning metal wheels of death, and can be rotated vertically to turn it into a potent melee weapon. There's the "Klodovik" bird, which is a parrot-looking thing that carries a bomb and drops it on the nearest enemy ... or you, if you're not careful.The cannonball launcher returns, but this time it's got a pressure gauge and a red siren that hoots and flashes with the cannon is charged and ready to blow. There's also a bomb weapon, which wasn't actually working in the build we were shown, and yet looks so cool that we can't wait to see it in action (kinda like that kung fu Yakuza midget from the Simpsons .... when it goes off, you just know it's going to be cool).
Titan Quest Preview
June 25, 2005 - Joe "OuTkAsT-1" Topolnisky
Kicking things off, GameSpy has tossed up a preview on Iron Lore's upcoming Action-RPG, Titan Quest. Here's a bit on the visual differences based on item values:
Iron Lore is also a big believer in visual rewards. RPGs are traditionally a statistic intensive genre, a legacy, no doubt, of its Dungeons & Dragons roots. While Titan Quest does have a standard statistics system, the team is working really hard at scaling the visual look of everything in the universe so that players can tell at a glance the relative worth and power of everything. In the case of their own abilities, players can select as many basic skills as their earned skill points allow. Should they choose to specialize in something, however, flame spells for example, their visual representations will be upgraded commensurate with the damage they do. Adding splash damage to a fireball, for example, will actually cause a beautiful ring of flame to spread out from the point of impact. Add more damage potential to a fireball, and it'll get bigger and brighter.
Guild Wars PvP Rewards?
June 24, 2005 - Joe "OuTkAsT-1" Topolnisky
ArenaNet has announced plans to add a PvP Rewards System for their hit Online RPG, Guild Wars. Expected in the next major content update, this feature should help both the hardcore and casual gamer unlock items, runes and skills through good old PvP. w00t!
Call of Duty 2 Q&A
June 24, 2005 - Joe "OuTkAsT-1" Topolnisky
TotalVideoGames.com has sat down with Infinity Ward's Vince Zampella for a short Q&A regarding their upcoming first person shooter, Call of Duty 2. They look at the game's AI, weather effects and more! Here's a clipping:
One element the team has worked on has been to present a more open battlefield/play area and combined with improved AI conveys even more realism such as the Battle Chatter System. Can you explain exactly what major elements of the AI have been improved and what a more open-ended design will bring to the overall experience?
Call of Duty 2: Click for screenshotsCall of Duty 2s squad-based gameplay takes everything that was great in the first game and goes much deeper and is much more advanced. Because the level objectives are non-linear with multiple pathways, the AI engine has been designed so squadmates can realistically work with you no matter what path you chose and call out enemies with the Battle Chatter system. We are going to throw a lot of enemies at you in intense gameplay moments. You will be glad you can depend on your squad to literally cover your blind spots without you having to tell them.
On the flip side, you will hear your enemies call out your squads position and make counter moves depending on which path you take and which objectives you go after first in any given level. Enemies lay down cover fire for each other to maneuver themselves into a position to destroy you. They are fast, aggressive, take cover, seek out machine gun positions and shower you with grenades which is everything you will basically try to do to them.
Civilization IV Preview
June 24, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has fired-up a preview on Firaxis' upcoming strategy title, Civilization IV, after getting some hands-on time with the latest build. Here's a bit on the interface improvements:
Gamers who've had to struggle with the complications of the interface are also in for a treat. The actual game map now reveals which terrain tiles are being worked and shows off a number of civic improvements. Little pop-up windows and small suggestions about how to improve the area around each city will definitely help new players get started quickly. Those players who do choose to dive down into the detail of city view will find that information is much clearer there as well. Each city improvement will list the specific bonus it imparts to a city's coffers, contentment and culture. No more guessing or thumbing through the civilopedia to find out just how much those temples are helping you.
DAoC: Darkness Rising Interview
June 24, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has posted an interview with Walter Yarbrough, the Producer behind Mythic Entertainment's upcoming Dark Age of Camelot expansion pack, Darkness Rising. They cover everything from instances to beta plans. Here's some juice:
Jonric: What are your main goals for Darkness Rising? What significant new features are adding, and how will they benefit the players?
Walter Yarbrough: Darkness Rising will introduce several new systems that will add to the player's ability to customize and tweak their characters. First and foremost, with the introduction of player mounts, our players will finally be able to charge into battle. By earning a class-specific champion weapon, our players will be able to increase their combat power, and visually showcase their achievements to everyone around them. And finally, by earning Champion Levels, our players will be able to earn sub-classing abilities that will enable them to add some custom abilities to their arsenal.
Battlefront II Interview
June 24, 2005 - Joe "OuTkAsT-1" Topolnisky
The Gamer's Hell has kicked up an interview with LucasArts' Corrine Wong regarding their upcoming multiplayer shooter, Battlefront II. Here's a bit on how the Force will be handled:
5. You plan to unleash the Force and make Jedi powers available to players. How do you plan to resolve the tricky issue of allowing players to feel the awesome power of the Force without overpowering them?
Ah, good question. First of all, the Jedi class is not always available to the player. In single-player mode, the player needs to earn the right to play as a Jedi by completing certain objectives. In multiplayer mode, the host determines the parameters at which you can be a Jedi. Secondly, the ability to yield a lightsaber and use your cool Force powers comes with a time limit. The nice thing is that your time limit can be extended if you effectively use your Jedi. However, if you choose to kill your buddies and allies or get hit by an enemy one too many times, your time is shortened. So use your Jedi wisely - and be good to your fellow teammates!
City of Villains Interview
June 23, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has sat down with Cryptic Studios Jack Emmert for quick Q&A regarding their upcoming stand-alone City of Heroes expansion pack, City of Villains. They chat about everything from E3 to the different missions. Here's a blurb:
GS: What can you tell us about the missions in City of Villains and how they'll differ from those of City of Heroes? How different will the gameplay and objectives be? Will missions be kept as accessible and (optionally) as minimally time-consuming as those in City of Heroes could be?
JE: We've added new mission types into City of Villains as well as upgrades to existing City of Heroes missions. For instance, some missions now have security cameras that villains will need to sneak past, or risk detection and capture. We're also focusing much more on mission customization at launch so that a number of stories will stand out for their unique gameplay and/or art.
Most importantly, we're keeping to our original intent: A player should be able to log on, play for an hour, log out, and feel like he or she accomplished something. We're not trying to create quests that last for hours and hours and require mind-numbing expanses to travel; we want City of Villains to let you be the bad guy as quickly as possible!
The Future of World of WarCraft
June 23, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment's Shane Dabiri has posted an article on the official World of WarCraft forums, taking a look at the current state of the hit MMORPG and their future plans. Here's a taste:
We are committed to delivering the highest quality online experience for our players. Some of our upcoming plans have already been mentioned on our community site. For example, in our next major update, we will be releasing Blackwing Lair, a 40-person raid dungeon, where you will be able to battle against the epic dragon Nefarian and his minions. We are also working on a 20-person dungeon called ZulGurub, and the mysterious lands of AhnQiraj in Silithus. Outside of dungeons, we want to continue adding new world events, such as a carnival that will take place in Mulgore and Elwynn forest.
Of course, on top of all this, each content update will also bring new quests, items, professions recipes, and continued class improvements. Some have asked about an expansion and what it might hold. I wanted to let players know that it is in the works, and well release details as soon as we can.
Battlefield 2 Review
June 23, 2005 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad is the latest website to slap up a review on Digital Illusions' recently released multiplayer shooter, Battlefield 2. Here's a bit on the weapons:
In previous Battlefield titles, the class of infantry spawned dictated not only the special equipment available to the player, like satchel charges, mines, or a rocket launcher, but also the effectiveness of his primary weapon. Battlefield 2 evens out the main weapons significantly - the superiority of the M16 over the M4 or MP5 is noticeable, but not dominant. In fact, the only default weapons that don't fall into the assault rifle or SMG category are shotguns and sniper rifles. The shotguns are absolutely deadly at close quarters but their utility beyond 30 feet is questionable at best since the hit pattern becomes quite random, while the sniper rifle is balanced by its relatively low damage potential. The pump-action shotgun of the Chinese engineer seems to have far and away the best single-hit damage, though this is balanced out by a tepid rate of fire.
Unreal Tournament 2007 Q&A
June 23, 2005 - Joe "OuTkAsT-1" Topolnisky
Gamecloud has sat down with Epic Games' Jeff Morris for a quick chat regarding their upcoming first person shooter, Unreal Tournament 2007. Topics range from new gameplay modes to mod support. Snip:
Gamecloud - Can you give us any hints about any new weapons and/or vehicles that might be introduced in the new game?
Jeff Morris - Weve got a number of ideas that were prototyping, for both hand held and vehicle mounted weapons. UT has a potent tradition of innovation when it comes to weapons and UT2007 wont be any different. Expect most favorites to return, some with minor and not so minor tweaks, as well as a few brand new ones.
UT2007 is planning on tripling the number of vehicles that shipping the in original UT2004. The classic Onslaught vehicles are all returning with new functionality and tweaks. An example of those types of tweaks is the booster we added to the Scorpion. Useful for feeding enemies into the front mounted anti-personnel blades, it can now be used to ram enemy vehicles. If you eject while the booster is engaged, youll eject into the air as the vehicle detonates on impact with the force of a redeemer. There are going to be 9 brand new vehicles added as well, drawn from the sinister Necris assassin guild. Some of the wildest weapon ideas are going to show up on this new teams rides.
Hellgate: London Preview
June 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, GameSpot has whipped up a quick preview on Flagship Studios' upcoming First Person RPG, Hellgate: London. Here's a bit on the game's setting:
One of the reasons London was chosen for the setting is because the city has such an intriguing history to it, as it's been home to some of history's greatest calamities, such as the Great Fire of London, the plague, and the Blitz. It's also got great architecture, which helps make the buildings in the game look good. But most importantly, there's the Underground, which consists of far more than the world-famous Tube. There are ancient Roman aqueducts, old bomb shelters, and Victorian ballrooms. Most interesting, though, are the disused and abandoned Tube stations. Apparently, to keep people out of them, the British government actually pays people to guard them. The game plays on this real-world anecdote by postulating that those guards may be there to guard against something else. In the game, the demonic gateway originates underground. We got to see some of this subway action during the demonstration, as the game showed us some of the underground levels, all of which are randomly generated.
Battlefield 2 Review
June 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Another Battlefield 2 review has popped up over at the GamesDomain this evening, taking a look at Digital Illusions' recently released multiplayer shooter. Walking away with a perfect score of 10/10, this one sounds like a real keeper! Snip:
A new scoring system rates players on teamwork instead of the number of kills, which does a great job of driving the gameplay. Your points are based on the class you're playing, which is a slightly reworked set of the usual suspects. The onscreen information is customized for the distinct abilities of your class. For instance, the support class, who carries extra ammo, sees a bar over teammates that indicates how much ammo they have left. Medics see a health bar, along with icons on the minimap that point out fallen teammates, who can be revived with shock paddles. Battlefield 2 makes every effort to let you play your class to its fullest.
New Far Cry Patch
June 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Crytek Studios has released a new patch (v1.32) for their hit first person shooter, Far Cry. Fixing a bunch of bugs, you can grab this 20mb bad boy from one of the following mirrors: Rock on!
The Matrix Online Q&A
June 22, 2005 - Joe "OuTkAsT-1" Topolnisky
Gamecloud has fired-up another interview regarding the sale of the popular MMORPG, The Matrix Online. This time they chat with Sony Online's Chris Kramer, touching on the transition gamers will see and their future plans. Here's a blurb:
Gamecloud - How will the transition from Monolith from Sony Online take place and how long do you believe that transition will take?
Chris Kramer - The transition will take a few weeks, but will be mostly invisible to MXO subscribers. At a certain point, MXO players will be asked to sign up for a free Station ID (avoid the rush by signing up now: http://www.station.sony.com/en/) as well as to re-enter their billing information through the game. SOE has very stringent privacy policies that prevent our company from sharing sensitive user data for the protection of our subscribers.
RollerCoaster Tycoon 3: Soaked Review
June 22, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has tossed up some impressions on Frontier Developments' recently released RollerCoaster Tycoon 3 expansion pack, Soaked!. Here's something to nibble on:
Water parks are one of the last vestiges of park bound entertainment that had managed to escape the eyes of Chris Sawyer and Frontier up until now. The implementation of water parks is pretty good here. Pool complexes make up the basis for a water park section. One or more entrances (called locker rooms) can be placed around the edges of the pool complex and will allow peeps to come in and out whenever they wish. These locker rooms also house the pool cleaning agent, which your repairmen will have to refill from time to time. Honestly though, it takes a long damn time for the pool to get dirty, even when setting the inspection time to never. Along with that, a lot of the park guests didn't really seem to care how dirty the pool was. They just kept on frolicking in water the game itself describes as "disgusting."
pcm05 coming soon
June 21, 2005 - Nicklas Renqvist
PCMark05 - Coming Soon!
June 21, 2005 - Nicklas Renqvist
We are pleased to announce we will soon release our next generation application-based benchmark - PCMark®05. PCMark05 is Futuremark's third installment of the popular PCMark series, and its a premium tool for measuring overall PC performance.
We are also announcing our new naming scheme for PCMark05 and all our future products.
- Basic: Freeware version with limited functionality
- Advanced: For Home use only with with extended functionality
- Professional: For Business use with full functionality and additional features
Special Free Upgrade: Users who have ordered PCMark04 Pro within 30 days before launch will receive PCMark05 Advanced for free! Hurry up, there's still some time left..
Keep your eyes open for more details and the release of PCMark05!
Microsoft Windows Game Advisor 3.0 Launches
June 21, 2005 - Nicklas Renqvist
Microsoft Windows Game Advisor 3.0 Launches
Brand New Game Advisor uses Futuremark Technology to offer enhanced features Users can now post reviews and check out comments from gamers
Looking for exciting Windows titles that are a perfect match for you and your computer? Futuremark is proud to announce that the Microsoft Windows Game Advisor 3.0 is now available at http://www.windowsgaming.com. Taking the guesswork out of choosing new Windows computer games, the Game Advisor is a powerful Web-based tool that sorts through a variety of genres and age-group choices to present the best matches for gamers of all levels, and with one click, determines if a game will run on the user's computer.
The Windows Game Advisor 3.0 offers several new features designed to make choosing a game simple and fun. By popular demand, the Game Advisor now lets users review and rate their favorite games and search reviews and comments from fellow gamers, creating a valuable community of reliable gaming knowledge. For additional suggestions, the Game Advisor now recommends game titles based on your search history.
Users can search by 10 different genres, five different age ranges, ESRB* ratings and more than 300 titles from 57 game publishers to find games. With so many titles, there's definitely something for everyone users have viewed millions of games since launch. Users can even create personal accounts to keep track of their favorite games and receive updates on new game content.
Powered by Futuremark technology, the Game Advisor works by scanning the user's PC hardware configuration and estimating performance capabilities based on Futuremark's PC performance database, which includes more than 12 million records of 3DMark® and PCMark® benchmark results. The results are compared to the gaming performance requirements of more than 300 game titles. Futuremark's technology takes the hassle out of determining system requirements, making it easy to find great games for Windows.
"Being the leading provider of performance analysis tools and services, we are delighted to see the continued and ever increasing success of the Windows Game Advisor. As today's launch of Version 3.0 shows, our technology is able to accommodate greatly increased features and functionality," said Tero Sarkkinen, executive vice president of Futuremark.
The Game Advisor makes it simple to find a game to play and check it out in depth or buy a gift for others. It'll test whether the game will run on your Windows PC and give you recommendations to get your PC "game ready" if needed. You can even see how your computer rates against all other Game Advisor users' PCs, or how your computer stacks up to several new computers from OEM partners, including Dell, HP and Alienware.
"For the millions of people who already play games on their Windows PCs and the millions that are just joining the ranks, the Game Advisor is just the tool to ensure a great gaming experience," said Lisa Sikora, group product manager of Microsoft's Windows Gaming. "The Game Advisor has been an amazingly popular feature on our Windowsgaming.com website and thanks to Futuremark, we look forward to offering enhanced features, such as the opportunity for users to post reviews and read other player's comments."
In order to use this unique service, please visit: http://www.microsoft.com/windowsxp/games/gameadvisor/default.asp
Note to Editors
To download high-resolution screenshots of the Windows Game Advisor, go to http://www.futuremark.com/pressroom/pictures/?gameadvisor3 or contact us via email marketing@futuremark.com?subject=Request_GameAdvisor_Screenshots
About Games for Windows
Games for Windows are built to harness the powerful technology of Windows to provide gamers with the most innovative games possible. Games for Windows utilize the performance and stability of Windows to bring seriously fun gaming to everyone. Reliability, compatibility and the freedom of customization empower gamers to create their own gaming destiny. More information is available at http://www.windowsgaming.com.
About Futuremark® Corporation
Futuremark® Corporation is the leading provider of performance analysis software and services for PCs and smartphones. Futuremark® is known around the world for its benchmark products, including the 3DMark® and PCMark® Series and SPMark (with more than 30 million copies distributed worldwide) and value-added services powered by a database of over 12 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. All other trademarks are property of their respective companies.
*ESRB, the Entertainment Software Rating Board, is a system that helps parents and other consumers choose the games that are right for their families. ESRB ratings have two parts: rating symbols that suggest what age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.
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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 |
Symbian Joins Futuremark's Smartphone Benchmark Development Program
June 21, 2005 - Nicklas Renqvist
Symbian Joins Futuremark's Smartphone Benchmark Development Program
Largest smartphone operating system provider also licenses Futuremark source code
Saratoga, CA and Symbian Partner Event, Tokyo, Japan June 20th, 2005 Futuremark® Corporation, a leading provider of performance-analysis software and services, announced today that Symbian is joining its handheld benchmark development program. In addition, Symbian is licensing source codes for Futuremark's current SPMark04 product and two forthcoming handheld benchmark products.
"Symbian's stamp of approval of Futuremark's Smartphone Benchmark Development is evident in its joining the program," said Tero Sarkkinen, Executive Vice President of Sales and Marketing for Futuremark. "Having the world's largest smartphone operating system provider working with us as we define and implement industry standard performance gauges testifies just how important it is for the whole Symbian ecosystem to have unbiased high-quality benchmarks," Sarkkinen added.
Symbian develops Symbian OS, the market-leading open mobile operating system for advanced mobile phones (also known as smartphones), that is licensed to the world's leading handset manufacturers. . Futuremark Corporation has created industry's first publicly available Symbian OS platform performance test suite, SPMark04. It measures the performance and power efficiency of Symbian OS-based smartphones, and includes OpenGL ES API 3D game scenes, image processing, as well as native Symbian OS applications such as address book and calendar. In addition, Futuremark is currently working on next generation OpenGL ES and mobile Java performance benchmarks.
"As Symbian enters the mass market with Symbian OS smartphones, we are committed to delivering the best possible platform to our customers, who in turn can offer the best possible mobile phone user experience," said Mike Whittingham, director, strategic programs, Symbian Ltd. "Futuremark's products will help Symbian and the Symbian ecosystem delivers the best in class products by offering a standard metric to measure Symbian OS phone performance from which we will all learn." Whittingham added.
About Symbian Ltd
Symbian is a software licensing company that develops and licenses Symbian OS, the global open industry standard operating system for advanced, data-enabled mobile phones.
Symbian licenses Symbian OS to the world's leading handset manufacturers. The following Symbian OS licensees have Symbian OS-based mobile phones in production and / or in development: Arima, BenQ, Fujitsu for NTT DoCoMo FOMA, LG, Lenovo, Mitsubishi, Motorola, Nokia, Panasonic, Sendo, Sharp, Siemens, Samsung and Sony Ericsson. In the first quarter of 2005, more than 6.75m Symbian OS-based mobile phones were sold worldwide, taking the installed base of Symbian OS phones to more than 32 million.
Symbian has its headquarters in London, United Kingdom with offices in the United States, Europe, Israel and Asia (Bangalore, Beijing, Seoul and Tokyo).
For further information about Symbian please see www.symbian.com or email press@symbian.com.
About Futuremark® Corporation
Futuremark® Corporation is the leading provider of performance analysis software and services for PCs and smartphones. Futuremark® is known around the world for its benchmark products, including the 3DMark® and PCMark® Series and SPMark (with more than 30 million copies distributed worldwide) and value-added services powered by a database of over 12 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. All other trademarks are property of their respective companies.
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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
June 21, 2005 - Joe "OuTkAsT-1" Topolnisky
Telefragged has Bethesda Softworks' Todd Howard in the hot seat this evening, answering questions regarding their upcoming RPG, The Elder Scrolls IV: Oblivion. They look at the marksmanship skill, the AI system and more! Here's a taste:
Finger: Marksmanship was fun to use in Morrowind, but in a lot of ways it was also a big hassle. With Oblivion, will Bethesda be overhauling the system to make it easier to use while keeping it comparable in damage to melee attacks or spellcasting?
Todd Howard: Marksmanship was one of many things we completely overhauled. The way bows and arrows work now is much, much more realistic than anything we've done before. Our goal was to provide a combat system where you could play and finish the game using only that weapon (or magic) if that's what you wanted to do. It's much less geared toward melee combat and is more balanced to allow players to play the game however they want.
Supreme Commander Announced
June 21, 2005 - Joe "OuTkAsT-1" Topolnisky
First revealed last week, the folks over at THQ and Gas Powered Games have now officially announced their new stategy title, Supreme Commander. Here's a nugget from the press release:
CALABASAS HILLS, Calif., June 20 /PRNewswire-FirstCall/ -- THQ Inc. (Nasdaq: THQI - News) today announced that it has entered into a worldwide publishing agreement with Gas Powered Games, founded by game design visionary, Chris Taylor. The two companies will work together on the Windows PC Real-Time Strategy (RTS) game Supreme Commander. With Supreme Commander, Taylor, an early pioneer in the RTS category, will mark his return to a genre that he helped popularize.
Battlefield 2 Reviews
June 21, 2005 - Joe "OuTkAsT-1" Topolnisky
With Battlefield 2 now hitting stores, PC.IGN, GameSpy and GameSpot have all fire-up reviews on Digital Illusions' much anticipated multiplayer shooter. So is the game worth your hard earned cash? Break out those reading glasses and find out!
New SWAT 4 Patch Released
June 21, 2005 - Joe "OuTkAsT-1" Topolnisky
Irrational Games has released a new patch (v1.1) for their tactical first person shooter, SWAT 4. Included are multiplayer versions of three singleplayer maps, mod tools and more! Hit one of the following mirrors for the goods!
The Matrix Online Interview
June 21, 2005 - Joe "OuTkAsT-1" Topolnisky
GameCloud has caught up with WB Interactive's Jason Hall for a quick chat regarding the recent sale of The Matrix Online to Sony Online. Here's a clipping:
Gamecloud - First, The Matrix Online was officially launched less than three months ago. Why was the decision made to move its continuing development to Sony Online and why was it done so soon after its launch?
Jason Hall - WBIE wanted this acquisition to be beneficial for our paying subscribers, and we are convinced that our work with Sony will deliver on that promise through a combination of our content and their enthusiastic experiences in the growing game. Like any expanding business, we are always looking for new opportunities to explore with getting our creative game content to the most consumers possible. Our partnership on The Matrix Online with SOE is beneficial to us in not only allowing us to combine our strengths and work closely together, but also in helping grow our overall relationship. More gamers will now be exposed to The Matrix Online, and SOE will continue running The Matrix Online at the high level players have enjoyed the game.
Day of Defeat: Source News
June 20, 2005 - Joe "OuTkAsT-1" Topolnisky
Valve Software has updated the Steam website with some news on Source engine-powered port of Day of Defeat. Here's what they had to say:
The initial plan following the launch of Half-Life 2 was to get a near direct port of the existing Day of Defeat up and running and release it to the community. After this release, the plan was to take the approach of iterating on the art and gameplay of Day of Defeat through the end of the year. We finished this porting work a few months ago, released this version to a small group of beta testers, and then took stock of where we were. We didn't feel like the game was good enough from a visual perspective to release.
We decided to rework all of the content of Day of Defeat: Source before the full public release, hoping that people would be happier waiting for the product to ship while we gave DoD the attention it deserved. We hope our assumptions turn out to be accurate.
Battlefield 2 Interview
June 19, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has fired-up an interview with Benjamin Smith, the Assistant Producer behind Digital Illusions' upcoming multiplayer shooter, Battlefield 2. They cover eveything from level design to Battlefield TV. Here's a blurb:
GS: Finally, crazy moments happen all the time in Battlefield games. What's your favorite moment so far during Battlefield 2's development?
BS: Honestly, my favorite moment is a little embarrassing. I was piloting a helicopter quite poorly and decided to bail out. I opened my chute and was just about to touch down when my teammate ran under me, heading for an antiair defense station. Well, I landed on top of him, squishing him and gaining a team kill. I knew that the commander's supply crate could crush players, but I had no idea that another player could until I got firsthand experience. It was hilarious! It also goes to show just how cool our physics system is.
Supreme Commander Revealed
June 18, 2005 - Joe "OuTkAsT-1" Topolnisky
ShackNews has word that the latest PC Gamer reveals a new strategy title from Chris Taylor's Gas Powered Games. Entitled Supreme Commander, the game is being hyped as the spiritual successor to Total Annihilation. Anyways, click here to learn more!
Battlefield 2 Preview
June 18, 2005 - Joe "OuTkAsT-1" Topolnisky
1Up.com has slapped up a new preview on Digital Illusions' upcoming multiplayer shooter, Battlefield 2. This one takes a look at the different vehicles in the game. Here's a bit on the tanks:
Tanks: Tanks are pretty self-explanatory, but it's important keep in mind that they are definitely not invincible on the modern battlefield. Threats come from all directions and as the highest profile target out there you can assume everyone is gunning for you. Very seldom will a tank get taken out in one shot, but they can get pecked to death fairly quickly. Knowing when to abandon the shell before it goes up is the mark of a good tanker. Another key, and this goes for all the turreted vehicles, is learning to watch the small icon that shows which way your gun is facing relative to the front of the base. This becomes a critical combat skill to master because you need to use the cockpit view for the crosshairs to target your weapons. Without the perspective of the chase camera it's easy to get disoriented driving while rotating this way and that in a fight.
World of WarCraft Q&A
June 18, 2005 - Joe "OuTkAsT-1" Topolnisky
World of War.net has kicked up an interview with Blizzard Entertainment regarding their hugely successful MMORPG, World of WarCraft. They look at everything from class-based quests to new professions. Snip:
Worldofwar.Net: Blizzard has received some criticism about the speed of new content arriving on the servers. Will we see more regular content, especially content that actually affects the game world and not just other instances/battlegrounds?
Blizzard: In the few months following the launch of the game, we focused most of our resources on improving realm stability. Once we were able to provide a stable play experience, we turned our focus to content. Since that time, weve provided 3 major content patches in the last 4 months, and we will do our best to continue patching in new content at this rate moving forward.
In addition, we have a dedicated team of developers whose job it is to implement world events into the game. A good example is the Darkmoon Faire, a traveling carnival that appears every so often in Mulgore and Elwynn Forest, thats coming up in the next patch. We will also continue to hold in-game Holiday events, like the Feast of Winter Veil, Noblegarden, and Childrens Day.
Heaven vs. Hell Trailer
June 18, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at PC.IGN have posted a new trailer showing off TKO Software's upcoming strategy title, Heaven vs Hell. You can find this puppy in both WMP and Quicktime format right here. So what are you waiting for? Get downloading!
Guild Wars Review
June 18, 2005 - Joe "OuTkAsT-1" Topolnisky
The Gamer's Hell has fired-up their take on ArenaNet's hit Online RPG, Guild Wars. With a final score of 9.4/10, the game continues getting great feedback. Anyways, here's a bit on the PvP system:
Guild Wars also has specially designated PvP (Peer Versus Peer) servers that are designed solely for the purpose of destroying other humans. Your character will start off at the maximum Level 20, and from there you can customize his or her battle style and appearance. This is fun for new players because they can finally control a powerful character, and the more advanced users can bring items over from their role-playing characters to give them an extra edge. The purpose of these servers is to find the greatest human players from all over the world and have them enter the coveted Hall of Heroes. In order to earn this title, you must join up with teammates, either members of your guild or random partners, and defeat your opponents from several predestined locations. The battles usually last only a matter of minutes, so you can expect the fighting to be fast paced and intense. Another game type has a set time limit, and the team to destroy the most computer-controlled creatures is deemed the winner. Either way, the PvP servers offer considerable action for any gamer who doesnt prefer to spend hours and hours building up their chosen character.
The Movies Preview
June 17, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Computer and Video Games.com have slapped up some quick impressions on Lionhead Studios' upcoming sim title, The Movies. Here's a bit on the interface:
The first thing that strikes you is the game's almost complete lack of on-screen icons. "We've taken them away and replaced them with little bubbles that appear when you hover your mouse over something," explains Lionhead's founder and head Peter Molyneux.
"We call them intelligent Tool Tips. In most games, you end up playing the whole game in the menu because that's where all of the information is. These Tool Tip bubbles mean you can play the game in the real gaming world, as they give you all of the information you need in the main part of the screen."
To prove his point, Molyneux hovers his mouse above a wannabe actor queuing outside a Stage School in a pre-built movie studio. Within a second, two bubbles sprout from the man, describing his strengths and weaknesses, as well as details about his temperament and appearance.
Battlefield 2 Preview; Part 3
June 17, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted the third part of their preview on the maps in Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's a clipping:
Kubra Dam
This map was featured prominently in early released screenshots of Battlefield 2, for obvious reasons: it really shows off the level of detail and immense scope of the game. The Kubra Dam is a strategic site located in the Saudi desert, but the project is still under construction, giving the central part of this map a kind of "Death Star Under Construction" look to it. The enormous pipelines and towering cranes will dwarf your little soldier. Even set at 32 players, this is a gigantic map.
EverQuest: Depths of Darkhollow Announced
June 16, 2005 - Joe "OuTkAsT-1" Topolnisky
Sony Online has announced a new expansion pack for the original EverQuest. Entitled Depths of Darkhollow, we can expect new enviroments, creatures and more! Anyways, here's a clipping from the press release:
SAN DIEGO, June 15 /PRNewswire/ -- Sony Online Entertainment Inc. (SOE), a worldwide leader in massively multiplayer online gaming, today announced EverQuest®: Depths of Darkhollow(TM), a new expansion for the incredibly popular PC Massively Multiplayer Online Role-Playing Game (MMORPG), EverQuest®. EverQuest: Depths of Darkhollow is scheduled to be available at retail and for digital download from Sony Online Entertainment for U.S. $29.99.
WoW: Battlegrounds Impressions
June 16, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has posted some impressions on the recently released Battlegrounds PvP feature for Blizzard Entertainment's hit MMORPG, World of WarCraft. Here's a bit on the Alterac instance:
Miguel: This, in my opinion, is the definitive WoW PvP experience. The map is huge, densely populated with players, NPCs, and monsters, and it greatly rewards coordination and strategy. Case in point: try taking the Alliance base without both Lokkmar (the huge, summonable epic boss that aids the Horde in its assault) and a group of beefed-up wolf raiders. It's impossible. The arches on those last two guard towers will chew you up, not to mention the entire Alliance raid that's sure to have gathered in the meantime. It's insane. My last match lasted six hours, and I got over 1,000 honorable kills. It was really late at night by the time it was over, but once we took that last graveyard, and destroyed one of the last guard towers, I knew it wasn't going to be long.
Click here to read more!NeverWinter Nights Patch
June 16, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at BioWare have released a new patch (v1.66) for their RPG, NeverWinter Nights. Fixing a bunch of bugs and adding some new mod goodies, you can find a list of what's new right here or just start downloading. So what are you waiting for?!
Star Wars: Battlefront II Q&A
June 16, 2005 - Joe "OuTkAsT-1" Topolnisky
The GameCloud has LucasArts' Shara Miller in the hot seat this evening, answering questions regarding their upcoming multiplayer shooter, Star Wars: Battlefront II. They cover everything from new weapons to the different planets. Here's some juice:
Gamecloud - What will the new planets be like for Battlefront II?
Shara Miller - For the first time ever, were able to span planets from all 6 Star Wars films. Youll see some classic icons from the movies -- great set pieces that are now part of the American psyche, like the Tantive IV from the opening scene of A New Hope (OK, its not a planet, but you get the idea). But youll also see a great assortment of Episode III planets, like Utapau and Mustafar. The team chose each planet and location based on potential for great gameplay, such as battle settings in the movies that players would have fun reliving or just as cool spots that lent themselves to more great ideas. Well be talking more about individual planets and locations as we head into the summer and fall.
Freedom Force vs. the Third Reich Review
June 16, 2005 - Joe "OuTkAsT-1" Topolnisky
Getting things started, Fragland.net has thrown together a short review on Irrational Games' Strategy-RPG, Freedom Force vs. the Third Reich. Here's a bit on the game's storyline:
The rather twisted storyline is also very nicely integrated and greatly adds to the comic-like atmosphere of the game. Because the plot contains a lot of twists I won't go deeper into it, but be sure to expect a lot of intergalacticly modulated words! Add to that the obvious overacting that is so typical for the comic book empire (ed. - Gee willickers, doccie...) and you'll know why this game tends to get rather funny from time to time.
Call of Duty 2 Impressions
June 15, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, TotalVideoGames.com has posted some E3 impressions on Infinity Ward's upcoming first person shooter, Call of Duty 2. Here's a bit on the new Battle-Chat feature:
One of the key features that have been implemented into Call of Duty 2 is Battle-Chat, a dynamic audio element that in the presentation created a strong sense of realism and depth. Used by allies and enemies alike, the Battle-Chat system relays various battlefield information to the other soldiers in a squad so that tactical changes and battle progression can be continually updated. The element is a good indication of just how strong the AI in the game actually is, which certainly at this stage seems to be one of the defining points of the game; another was the reaction of intense seat of the pants gunfights that occur in the game, which was undoubtedly boosted by the implementation of Battle-Chat.
Alan Wake Interview
June 15, 2005 - Joe "OuTkAsT-1" Topolnisky
AlanWAKE.Net has posted an interview with Remedy's Sam Lake and Petri Jarvilehto, asking them fan-submitted questions regarding their upcoming Psychological Action Thriller, Alan Wake. Here's a nugget:
jared14: What others things could happen at nightime in Alan Wake besides those robed figures that was shown already behind closed doors.
SL: Without revealing too much, I can say that night equals danger and action in the game, and that in turn contains a lot more than those robed figures. Whats more, Wakes strange dreams play an important role in the game (much more so than Max Paynes dreams did), and dreams, as we all know, are often seen during the night.
Guild Wars Review
June 15, 2005 - Joe "OuTkAsT-1" Topolnisky
GameIndustry.com has slapped up a review on ArenaNet's rockin' Online RPG, Guild Wars. With a final score of 4 1/2 gems out of 5, this title continues to get good feedback. Anyways, here's a bit on the instances:
Guild Wars comes into its own when it comes to quests. Once a quest is selected and you head out of the towns, which act as central hubs, the mission world is generated just for you and your party. The beauty of this is, the experience feels entirely yours. There are no parties of similar characters hunting the same boss as you and tracing your every move. And more importantly, there no morons stealing your kills! Its just you and your friends in your own instanced zone.
Battlefield 2 Preview
June 15, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpy have taken a quick look at the maps in Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's some juice:
The Zatar Wetlands
This map featuring swampy terrain around the Red Sea coastline consists of a series of large islands separated by swamps and rivers. On anything but the 16-player version it's a large map, so grabbing a vehicle to scoot from one point to the next is a must. Air vehicles are plentiful, so numbnuts are constantly parachuting into points behind the lines.
Age of Empires III Q&A
June 15, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has caught up with Ensemble Studios' Dave Pottinger for a quick Q&A regarding their upcoming strategy title, Age of Empires III. Topics range from the random map generator to the game's AI. Snip:
GS: Tell us about how the game's new technology is being used to augment gameplay. For instance, can we expect to see real-time weather effects, like rain that actually affects your soldiers' or cities' performances? Burning buildings that spread flames to nearby structures? Water physics that actually affect the handling of ships at sea?
DP: The biggest example where the new technology affects gameplay is in the physics. The first time you see a heavy cannon blast a musketeer over a town center only to have the musketeer's limp body come to rest on the apex of one of the gables is when you've discovered something new and cool. We're still figuring out the right mix of gameplay versus eye candy for stuff like that, but we are experimenting with some neat ideas. The new technology has also created a huge impact on the gameplay, through indirect means, as well. The game looks so great just running that we felt it critical to add more animations and better unit behavior for things such as combat and movement. Those clearly affect gameplay, but they also might not exist if the rest of the game didn't look so hot.
Battlefield 2 Preview
June 14, 2005 - Joe "OuTkAsT-1" Topolnisky
Another Battlefield 2 preview has popped up over at 1Up.com this evening, taking a look at Digital Illusions' upcoming multiplayer shooter. Here's a clipping:
Flying a helicopter isn't easy, and even with its relaxed realism it's still an acquired skill in Battlefield. The pattern that started to reveal itself in Battlefield: Vietnam is sure to be in full effect in Battlefield 2. As weaponry gets more sophisticated, so does the training necessary to operate it effectively. In less experienced hands that formidable Cobra becomes a sitting duck for heatseaker missles and TOW rockets. Knowing how to best use whatever you're fighting with will be more important than ever in Battlefield 2. To be sure, one of the first things you'll want to do is pick a soldier class or two that appeals to you, and start working towards mastering them.
Serious Sam II Trailer Released
June 14, 2005 - Joe "OuTkAsT-1" Topolnisky
The Croteam has released a new trailer (well, the E3 one) showing off their upcoming Action-packed first person shooter, Serious Sam II. Topping off at 5megs, you can grab this sucker from one of the following mirrors:
Call of Duty 2 Screenies
June 14, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Voodoo Extreme managed to snage two new screenshots from Infinity Ward's upcoming first person shooter, Call of Duty 2. Hit the image below to check them out!

GTA: San Andreas Review
June 14, 2005 - Joe "OuTkAsT-1" Topolnisky
Starting off this slow news day, the GamesDomain has fired-up a quick review on the PC version of Rockstar's hit Action title, Grand Theft Auto: San Andreas. Here's a bit on the open gameplay and customization:
The last three GTA games have been all about free-form gameplay. San Andreas takes that concept to new heights with mini-games, flying lessons, skydiving, bike riding, gambling, and of course, the requisite missions required to help drive the storyline. One of the biggest improvements in this iteration is the ability to personalize CJ to suit your taste and your style of gameplay.
The customization starts with the typical clothing and hair options, but moves far beyond that. If you like, you can spend a few minutes in the gym every day to turn CJ into a muscle-bound thug. Or, you can hang out at the pizza parlor and go for the fashionably obese look. Performing actions like riding bikes or even just running increases your skills, making you better at the multitude of actions you can perform.
Guild Wars Interview
June 13, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Mesmerize have sat down with ArenaNet's Gaile Gray for a quick Q&A regarding their hit Online RPG, Guild Wars. They look at the observer mode, future content and more! Here's a clipping:
Bonus Question: Will expansion packs offer new features and functionality or are expansions limited to fresh content and more options?
I asked Mike O'Brien about this, and he explained that our philosophy is that new features will be free and new content will usually have a cost. So features will be rolled out in our free Game Updates and content will be offered in our upcoming chapters. Mike said that features are things that improve or expand functionality. Examples of features would be account storage, chat or trade improvements, or such features as Observer Mode. And as mentioned, features will be included in a Live Update between chapters because they are part of the engine, and we are constantly improving that.
Chapters, on the other hand, will offer new content. This will include a new storyline, new regions, new skills, new possible strategies, new PvP options, and a whole bunch of other great things. Chapter 2 is going to be so exciting that we are not going to hold engine improvements in order to encourage you to buy Chapter 2. We will give you the new engine improvements for free, as they are developed, with confidence that you will buy Chapter 2 for the great new content that it will offer.
Vampire: Bloodlines Patch
June 12, 2005 - Joe "OuTkAsT-1" Topolnisky
The developers may be gone, but apparently the support isn't! An unofficial patch (v1.5) has been released for Troika Games' hit RPG, Vampire: The Masquerade - Bloodlines. Weighing in at 9megs, this puppy includes some gameplay tweaks and a bunch of bug fixes. You can grab it at either 3DGamers or Worthplaying. So what are you waiting for? Get downloadin'!
Battlefield 2 Demo Released!
June 11, 2005 - Joe "OuTkAsT-1" Topolnisky
Getting us ready for the weekend, Digital Illusions has released a 546mb demo from their upcoming multiplayer shooter, Battlefield 2. Included are both single and multiplayer modes set in the Gulf Of Oman map. Hit one of the following mirrors to get downloading!
Hellgate: London Dev Diary
June 11, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted a developer diary written by Flagship Studios' Phil Shenk regarding the creation of the Templar class in their upcoming first person RPG, Hellgate: London. Here's a nugget:
The design of the Templar class was a challenge from the beginning. It's one of those things where I had a good idea in my head what he should feel like, but I was having trouble coming up with the specifics. I knew that the Templar were supposed to feel like modern-day (or near-future) knights. But they couldn't feel archaic; they had to feel bad-assed to a modern audience. We knew that there was the potential risk that the design could be either too fantasy-looking or too generically sci-fi. The whole design process was a delicate balancing act between these two extremes.
Imperial Glory Review
June 11, 2005 - Joe "OuTkAsT-1" Topolnisky
Also over at GameSpy this evening is a review on Pyro Studios' strategy title, Imperial Glory. Here's a bit on the quest system and it's rewards:
The game's "Quest" system works very well. You are presented with certain tasks or goals for your empire that, once reached, grant additional funds, buildings, or units to your kingdom. This is a fantastic addition that adds some variety as well as sets alternate plans into motion in order to reach specific goals that otherwise might not be as important.
So how did the game fare? Read on to find out!Battlefield 2 Preview
June 11, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpy has slapped up a hands-on preview taking a look at Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's a bit on the game's visuals:
Graphically the game towers above the previous games in the franchise. The level of detail is what sets it apart: the soldiers look incredible, bristling with equipment. The vehicles are true to life down to every little antenna. And the maps themselves are packed with little touches, from reeds that sway in the wind to power lines stretched between buildings. With the right video card, everything in the game throws realtime (thought somewhat pixelly) shadows. It runs great on our most powerful systems at GameSpy; we'll continue testing it on other systems to see if a beast of a computer is really required to play.
Gothic III Q&A
June 10, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPGDot has posted an interview with JoWooD's Stefan Berger regarding their upcoming RPG, Gothic III. Written in article format, they look at the franchises popularity in North America, the control changes and more. Here's some juice:
"Like in Ultima 7, you would go into a shop at night and no one is there. Everyone is sleeping. In Gothic we want to make a living, breathing world where at night guards would tell you to be quiet because people are sleeping. You can go into a bar and have a drink with someone. If you go to a farm and kill someone, the next time you go there, his friend will say, "You killed my friend. Get out of here!"
Battlefield 2 Interview
June 10, 2005 - Joe "OuTkAsT-1" Topolnisky
Moving right along, GameCloud has slapped up an interview with Electronic Arts' Ben Smith regarding their upcoming multiplayer shooter, Battlefield 2. Here's a nugget on the new Commander mode:
Gamecloud - The new Commander mode gives one player a chance to control his or her troops. Do you feel this new mode will be a popular one?
Ben Smith - Im personally a big fan of Commander mode, and it can be a nice change for players who want to take a round a little easy. On the urban maps, I tend to lay up somewhere with my trusty sniper rifle and use Commander mode as a side-job. In that case I mostly use the Commander tools to provide the best intelligence possible to me team on enemy movements, and fire my artillery only in choice situations.
Prey Preview
June 10, 2005 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has chimed in with their take on Human Head Studios' upcoming Doom 3 engine-powered first person shooter, Prey. Here's a bit on the cool out-of-body feature:
Apart from being able to walk up walls, Tommy also has a connection with an Indian spirit, which serves as his spiritual guide. Tommy communicates with the spirit in order to obtain an out-of-body state, which allows his spirit to leave his body and access areas that are out of Tommy's reach. When in this state, Tommy can also perform other things that he isn't able to do in his corporeal form. Still, he is allowed to eliminate his enemies in this form as well, so this makes for quite an interesting concept. The most interesting thing about it may be the fact our main protagonist cannot die. If he is killed, for example, in the middle of a battle, he transcends into his spirit form and continues to move in the spiritual world, fulfilling different challenges and fighting his way back into his material form. He will, however, be able to continue right where he left off, as his shift from the spiritual to the material world will put him back in the exact moment he was killed.
The Matrix Online Review
June 10, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Boomtown have thrown together a review on Monolith's massively multiplayer online RPG, The Matrix Online. Walking away with a final score of 6/10, they didn't seem that impressed. Here's a bit on the combat system:
MxO is understandably very combat-orientated in the spirit of the Matrix world and the combat system is what makes or breaks the game for most people. The key word here is turn-based (although MxO uses the word exchanges); a word that evokes images of board games, Dungeons and Dragons and games like Alpha Centauri. Does it work? It quite possibly could if it wasnt for the clumsy camera controls and handling.
Hellgate: London Interview
June 10, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has sat down with Flagship Studios' Bill Roper for a quick chat regarding their upcoming first person RPG, Hellgate: London. They look at everything from weapon upgrades to online modes. Snip:
We've heard you can customise your weapons. How does that work?
Bill Roper: All the weapons are randomly generated within the gameworld, so you won't always find the same weapons your friend has. But we also wanted to make the weapons very customisable. Every weapon has customisation slots for items and holy Relics you find within the world, and they change how the weapon works in very specific ways. By adding these modifications to their weapons players can create very personalised ways of dealing with enemies.
Okay, here's an example. I find this item in the world. It's randomly created, and its effect on my weapon are totally random - how much extra damage it will do, how much speed it will add, how much extra ammo I'll be able to carry and so on. I go into my inventory and pick it up, and it tells me where it fits on my weapon. When I add it on it not only changes the specs of my weapon, but the way the model looks in the gameworld. Better yet, it could change the appearance of my weapon's discharge: the muzzle flash, the trail of the projectile, the explosion, the effect on the monsters and what physically happens to the monsters when they get hit. For us the biggest thing was that you're going to see your weapon a lot, and we wanted players to be able to customise it so that it becomes an extension of their character.
The Elder Scrolls IV: Oblivion Q&A
June 9, 2005 - Joe "OuTkAsT-1" Topolnisky
The Game Chronicles has Bethesda Softworks' Todd Howard in the hot seat this evening, answering questions regarding their upcoming RPG, The Elder Scrolls IV: Oblivion. Here's a bit on the impressive forests you will see:
GCM: Could you detail for us how the forests in the game were constructed, and how this was integrated into the rest of the game?
Todd Howard: Its one of those things weve always wanted to do in a game full real-time forests for you to explore. Our tech for creating forests is something we spent a long time on. Were combining procedural generation of landscape (based on its soil type and years of erosion), trees (based on species and random growth clustering), and grass (base on regional patterns) to create some really amazing areas. Combine this with full canopy shadows from the trees and it really takes you to another place.
As far as gameplay a forest really is one of the richest environments you could explore. The dynamic compass helps you find things because the first thing we experience with the forest was Im lost. Being lost in the forest was not the kind of heroic experience we envisioned.
Earth 2160 Interview
June 9, 2005 - Joe "OuTkAsT-1" Topolnisky
Total Video Games.com has tossed up an interview with Phil Hassinger, the producer behind Reality Pump's upcoming strategy title, Earth 2160. They look at the different units, the visuals and more! Here's a clipping:
How varied are some of the vehicles, building, etc. on offer?
Because of the open research, the modular construction system, the number of different unit types, the number is nearly uncountable, somewhere between 10122 and 10128. The basic chassis are very different and the units of each race are also very different. But sometimes a big rock shot down with a simple bazooka launched by one ED soldier can destroy a whole high-tech LC base while it is rolling down a mountain and the avalanche is crashing into everything.
GTA: San Andreas Review
June 9, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot is the latest website to fire-up a review on the PC version of Rockstar Games' hit Action title, Grand Theft Auto: San Andreas. Here's a bit on keeping your character fit:
Yes, that's right. CJ needs to stay in shape if he's to perform at his best, which is a new feature for the GTA series. The game keeps track of a lot of different statistics that increase and decrease as you play. Your physical fitness is the most overt statistic, as you're able to work out in gyms to improve your muscle and stamina ratings, and you'll have to occasionally eat to prevent your muscle stat from occasionally draining a bit. Eating, however, can increase your fat statistic. CJ's body shape will change depending on what you do and for how long. While this might sound like a whole lot of busywork, it's actually a very small part of the game. And the best way to handle it is to spend a few minutes working out in the early parts of the game to build up your muscle (giving you a bonus to your melee attacks) and your stamina (which dictates how long you can sprint before getting tired). Then you should eat occasionally to maintain your ratings without gaining too much fat. You really don't have to spend too much time on it, and earning the ability to sprint for long periods of time makes getting around (and getting away) much easier.
Battlefield 2 Preview
June 9, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Computer and Video Games.com have slapped up some impressions on Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's something to nibble on:
The ground rushes towards me as the novice gunship pilot struggles to both reacquire his target and avoid crashing headfirst into the crane's tower. The ground, followed by certain death, (followed by a 15-second wait to respawn back on the beach), 007's done for this time for sure. Except for a split second later when a sudden head jerk follows the unfolding of a life-saving parachute, to yelps of surprise and delight from the onlookers. The master storyteller, playing their emotions like a fiddle. A gentle, controlled descent back towards the safety of friendly lines as the pilot loses the fight for control above, clips the rotors on the boom arm and plunges into the ground and respawn menu below.
It's the greatest thing we've ever seen. At least, it is until a bit later on when I discover the jet fighters sitting on the carrier decks have an alternative hover mode by pointing the rotating engine downwards. Then that becomes the greatest thing we've ever seen until a bit later than that when, as a medic, I finally manage to successfully use the defibrillators to shock and stun an unaware enemy.
Bad Day L.A. Interview
June 9, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted an interview with Enlight's American McGee regarding his latest creation, Bad Day L.A.. They cover everything from the characters to poking fun at the fear culture. Snip:
IGNPC: How did you get the idea for Bad Day L.A.?
American McGee: First off, there was the infamous Sunset Blvd billboard from the Department of Homeland Security: "Bio-chemical terror attack! Are you prepared?" Sitting in midday traffic with my windows rolled down and a nice Los Angeles breeze blowing through my car, I thought, "No. No, I am not, and neither is anyone else." And why should we be? If you look into it, you'll realize that you have a higher chance of being killed by a pig than by any form of terrorist attack on US soil.
For me, that billboard was the proverbial straw that broke the camel's back. Suddenly, I felt an overwhelming urge to do something about this issue. If I were a film director or a political blog writer, I would have been inspired to go off and make a movie or write an article
But seeing as how I make video games for a living, I felt that I had to find a way to inject this ageless message into a game: We have nothing to fear but fear itself.
New Half-Life 1 Patch
June 8, 2005 - Joe "OuTkAsT-1" Topolnisky
Yep, the first one! Valve Software has released a new patch via Steam for the origional Half-Life. Included are some exploit fixes and changes to the master server query protocol. You can find out what's new by tapping your mouse right here!
Grand Theft Auto: San Andreas Review
June 8, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has whipped up a review on the PC version of Rockstar Games' Action title, Grand Theft Auto: San Andreas. Here's a bit on the characters in the game:
These characters and personalities that make up the story of San Andreas are a huge part of why this game is so damn good from a strictly story-based point of view. Not only is the cast believable and fun in the way they're written into the plot, but their also absolutely excellently voiced. The entire cast, minus a couple, is brilliant. Rockstar managed to find the perfect people to voice each of the characters and make them human. Samuel Jackson plays the a smarmy corrupt cop, Chris Bellard (aka Young Maylay) does a perfect turn as the main character CJ, and even Peter Fonda steps in perfectly for one of the supporting roles of The Truth. What's ear catching about all of these roles is that it sounds like these people were all really having some fun voicing them and took the job seriously, something that kicks ass in itself given all of the craptastic voice work that we hear in so many other games.
World of WarCraft Patch Released
June 8, 2005 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released a new content patch for their hit massively multiplayer online RPG, World of WarCraft. The big new feature in this update is Battlegrounds, an instance that pits Alliance vs Horde for some PvP fun. You can find a list of what's new right here or just load up the game to start downloading!
Tim Sweeney Interview
June 8, 2005 - Joe "OuTkAsT-1" Topolnisky
Beyond3D has caught up with Epic Games' Tim Sweeney for a short Q&A regarding everything from the improved Unreal Engine 3 tools to BSP geometry. Here's a clipping:
Intel17: For the next Unreal Engine game, do you guys use a lot of BSP geometry, or is almost everything a high poly mesh, because lighting and shadowing effect them uniformly and quality cannot be discerned? Tim Sweeney: By object count, the levels are about 25% BSP. By polygon count, they're around 1% BSP. Mainly, BSP is for high productivity in building the shells of levels, and for a small speedup indoors using cell/portal culling techniques.
Battlefield 2 Impressions
June 7, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has tossed up some impressions on Digital Illusions' upcoming multiplayer shooter, Battlefield 2. Here's a nugget on the squad system:
The new squad mechanic in Battlefield 2 seems extremely useful. A few players on each side can designate themselves as squad leaders by selecting the squad tab on the class-selection bar. You can also choose to join another person's squad from the same interface (up to six players can populate a single squad). There are several advantages to being part of a squad in Battlefield 2. One of these is coordination. The squad leader can designate areas on the map for attacking or defending, and these objectives are denoted on the screens of all players in the squad. Another advantage to being part of a squad is that the squad leader acts as a mobile spawn point. If you die, you have the option of spawning right next to your squad leader, if he or she is alive. If the squad leader is driving a vehicle, you'll actually spawn right into the same vehicle if there's an open seat. The advantage here is tremendous, as it allows you as a squad member to get right back into the action after you die and helps keep the pressure on the enemy.
Civilization IV Q&A
June 7, 2005 - Joe "OuTkAsT-1" Topolnisky
Fragland has slapped up an interview with Barry Caudill, the senior producer behind 2K Games' upcoming strategy title, Civilization IV. They look at the game's combat system, engine and more! Here's a taste:
Balancing the game must be a huge challenge. Are there any major balancing issues from Civ III you want to address?
Culture has been revamped from Civ III. We thought it was a great idea that didn¡¦t get the treatment it deserved. In addition, we have also eliminated static eras and revamped the tech tree to make people feel more in control of what they want to research and when. Civilization III had a very advanced AI but many people felt that it ¡§cheated¡¨ a bit too much. For many reasons, the AI has to have some bonuses to keep it competitive, especially at higher levels, but Soren Johnson (lead designer/programmer on Civ IV) has taken the criticism to heart and will be spending most of our remaining development time making sure this game has the best Civ AI ever.
New Close Combat Patch
June 7, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at Destineer have released a new patch (v1.02) for their tactical shooter, Close Combat: First to Fight. Weighing in at 3megs, this sucker includes Dedicated Server support, enhanced observer mode options and more! Hit one of the following mirrors to get downloading:
LucasArts Interview
June 7, 2005 - Joe "OuTkAsT-1" Topolnisky
Boomtown has fired-up an interview with LucasArts' Jim Ward regarding everything from story telling to the next-gen consoles. Here's a clipping:
What about online games? Currently, maybe 10 percent of a game's buyers also play it online. Will that change?
I think Microsoft and Sony would very much like to. They are creating new business models, with micro payments and so on, that could potentially be a great benefit for the gamer but also be a revenue stream for us all. So we like to see that grow, and you are absolutely right, multiplayer is about ten percent of the market place, and while it's a lot of fun, we cannot forget the rest of the 90 percent of the market.
Earth 2160 Preview
June 7, 2005 - Joe "OuTkAsT-1" Topolnisky
Starting things off, PC.IGN has kicked up a preview on Reality Pump's upcoming strategy title, Earth 2160, after getting a chance to check it out hands-on. Here's a bit on the tech trees:
As I mentioned before, the tech tree of each faction is quite a bit different from the other. After building a research module, new weapons, armor, and other upgrades can be researched to better unit performance. The trick is, the more advancement you stick onto the design of your units and the more expensive they'll be. But that's one of the cool things about this game. The decision is completely up to you. While basic vehicles are always available, the vehicle construction feature allows great customization of vehicles. A basic chassis can be combined with an array of weapons, shields, armor, and engines to create very different types of vehicles to fight against different types of enemies. These new variations can then be given a new name and added to the roster of vehicles available for production. It reminds me quite a bit of the vehicle creation system in Alpha Centauri actually.
Guild Wars Review
June 6, 2005 - Joe "OuTkAsT-1" Topolnisky
The Armchair Empire has chimed in with their take on ArenaNet's hit Online RPG, Guild Wars. Here's a nugget on the PvP system:
And yes, the game's level cap is currently set at level 20. For those who like meatier RPGs this may be a bit of a turn off. However, there is quite a bit of PvP play to be had in Guild Wars, as guilds can clash in the various arenas of the game world, thus significantly extending the life of the game. The competition is fierce between the various player guilds to keep their rank on the up-and-up, and there is also a lot of competition between regions to claim top spot, as guilds from Europe, North America, and Korea battle for bragging rights in PvP play. The good thing about the PvP aspects in the game, though, is that players don't have to partake in it if they don't want to. If you love PvP, then by all means, hop onboard, but if you hate it, that's fine too, just enjoy the quests. Hopefully we'll see the level cap go up eventually so to give players who are not interested in PvP something to do once they hit 20, but we'll just have to wait and see on that.
Read on!Quake 4 Preview
June 5, 2005 - Joe "OuTkAsT-1" Topolnisky
Hitting us with more E3 lovin', GameSpy has whipped up a quick preview on Raven Software's upcoming first person shooter, Quake 4. Here's a bit on the returning weapons:
Although id and Raven are still keeping a lot of QUAKE 4's secrets under wraps, we did manage to wrangle out some info about the game's weapons. Both the railgun and hyperblaster will return, along with the nailgun -- in fact, using the game's physics system, you'll be able to use the nailgun to climb walls. Of course, the rocket launcher will be back, as will rocket jumping.
Hellgate: London Preview
June 4, 2005 - Joe "OuTkAsT-1" Topolnisky
Boomtown has fired-up a quick preview on Flagship Studios' upcoming first person RPG, Hellgate: London. Here's a bit on the combat system:
In contrast to many other RPGs, the battle system in Hellgate does not have a hit/miss factor. If you fire a missile at an opponent, it will always hit. There is, however, a chance of scoring critical hits that inflict more damage. Some of the 21 weapons planned for the game will also deal DoT (Damage over Time). 21 weapons may not sound like much for an RPG, but the number actually comes close to a hundred if you count all of the sub-types.
Imperial Glory Review
June 4, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at GamesDomain have posted their take on Pyro Studios' recently released strategy title, Imperial Glory. Here's some juice:
Research, performed in nations' capital cities, is just as important as diplomacy. You can develop along democratic or autocratic lines, and eventually choose between four different government styles. These have quite subtle effects, like improving relationships with countries with similar styles and enabling a small number of specific research advantages.
Prey E3 Trailer Released
June 4, 2005 - Joe "OuTkAsT-1" Topolnisky
Human Head Studios has released the E3 trailer from their upcoming first person shooter, Prey. Weighing in at a hefty 177megs, you can grab this bad boy from one of the following mirrors:
F.E.A.R. Preview
June 4, 2005 - Joe "OuTkAsT-1" Topolnisky
WorthPlaying.com has thrown up a preview on Monolith's upcoming first person shooter, F.E.A.R.. Here's a bit on the game's physics:
We did notice an unusually believable sense of physics present in every detail of F.E.A.R. Enemy corpses remained on-camera after you shot them, and bullet holes from missed shots remained in walls and other setting objects. An upgraded version of the Havok physics engine called Havok 2 was driving the titles rag doll physics, and the leap upwards from the original version of Havok was amazing. There was a real sense that bullets had velocity and mass in the gameplay, with enemies flying back and jerking wildly when your shots connected.
Call of Duty 2 Preview
June 3, 2005 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpy have tossed up some E3 impressions on Infinity Ward's much anticipated first person shooter, Call of Duty 2. Here's a bit on the improved AI:
Infinity Ward claims a lot of work has gone into the enemy AI to help deal with the more open areas. "If you've got [enemies] in a tight position, they're going to fall back, they'll gather up friends, they'll try to flank you, they'll set ambushes for you," says Infinity Ward President Grant Collier. "We really wanted to bring the AI quality up for the enemy, up to the level we had for your fellow squadmates [in CoD1]." Although it was hard to tell for sure from the demo, it did seem like the enemy AI had been improved since Call of Duty, offering something a little more interesting that the usual barrage of enemies who stand out in the open waiting to get shot or go through predictable scripted actions making them easy to pick off.
SWG: Rage of the Wookiees Review
June 3, 2005 - Joe "OuTkAsT-1" Topolnisky
GameSpot has whipped up a review on Sony Online's Star Wars Galaxies expansion pack, Rage of the Wookiees. Here's a bit on the new Kashyyyk planet:
Unlike every other planet in Star Wars Galaxies, Kashyyyk cannot be reached via shuttle or even by using your own ship's instant "travel" command. Why you have to fly to Kashyyyk manually (or at least using your autopilot) isn't clear, particularly since the space that surrounds it is no more dangerous than the areas around other planets. The fact that you can't take a shuttle to Kashyyyk does mean that you'll need the Jump to Lightspeed expansion to play Rage of the Wookiees, though, and you'll find a lot more space missions in the expansion in addition to those on the wookiee home planet's surface. Rage of the Wookiees also introduces asteroid mining to Star Wars Galaxies, which gives crafters, and any of you more interested in making credits than enemies, a good reason to get up into space.
Carmack on Technology Patents
June 3, 2005 - Joe "OuTkAsT-1" Topolnisky
Thanks to Blue's News for this tidbit! id Software's John Carmack has posted some comments on Slashdot's boards regarding technology patents in the gaming industry. Here's a clipping:
Patents are usually discussed in the context of someone "stealing" an idea from the long suffering lone inventor that devoted his life to creating this one brilliant idea, blah blah blah.
But in the majority of cases in software, patents effect independent invention. Get a dozen sharp programmers together, give them all a hard problem to work on, and a bunch of them will come up with solutions that would probably be patentable, and be similar enough that the first programmer to file the patent could sue the others for patent infringement.
Why should society reward that? What benefit does it bring? It doesn't help bring more, better, or cheaper products to market. Those all come from competition, not arbitrary monopolies. The programmer that filed the patent didn't work any harder because a patent might be available, solving the problem was his job and he had to do it anyway. Getting a patent is uncorrelated to any positive attributes, and just serves to allow either money or wasted effort to be extorted from generally unsuspecting and innocent people or companies.
Yes, it is a legal tool that may help you against your competitors, but I'll have no part of it. Its basically mugging someone.
Alan Wake Preview
June 3, 2005 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has slapped up a preview on Remedy Entertainment's upcoming Psychological Action Thriller, Alan Wake. Here's a bit on the storyline:
In fact, Alan Wake isn't your ordinary horror novelist. (Though I hear they're a wired lot, mind you.) He leads a seemingly normal life with his fiancée, writing novels inspired by nightmarish dreams he experiences each night. The sudden disappearance of his fiancée leaves him desperate in more ways than one - he stops having nightmares, but he is also left without his only source of inspiration. Exhausted by the lack of sleep and driven to madness by writer's block caused by his fiancée's disappearance, he decides he needs help and heads for the Pride Falls hospital for some much needed therapy. That's where the strange things really start to come into play, because the attendant in the hospital bears a striking resemblance to his fiancée. For some strange reason, Wake's insomnia is miraculously cured, and he starts having nightmares again. This does not bring Alan the solution he hoped for, as he soon discovers he is unable to distinguish reality from fiction. The underlying sense of danger awakens in him, making him realize Pride Falls isn't just a small, quiet, American town it appears to be. Wake has obviously found his own version of Silent Hill, and he's been drawn against his will into the nightmare which, after all, may be real (This sounds exactly like the summer between my sophomore and junior years- Smap).
ooOOOoo! This sounds pretty cool.
Unreal Engine 3 Interview
June 3, 2005 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has caught up with Epic's Mark Rein for a brief chat regarding their Unreal Engine 3 and next-gen consoles. Here's a bit on the whole PC vs Consoles thing:
So you're not exactly predicting the death of the PC in the midst of this next-gen frenzy?
Mark Rein: You know, it used to be id, and Epic, and a few others aimed at all those high-level games, but now because everybody's doing PS3 and Xbox 360, they're all gonna be doing high-level games. So when they do bring them to the PC, they're gonna be great.
And we actually adjusted our pricing structure on Unreal Engine 3 basically to say "you're paying for all three whether you're using it or not, so you may as well do PC!"
We're evangelising to all our customers, we want them to do PC, because we make royalties, so the more they do...[laughs]
Velocity Micro Joins Futuremark's PCMark and 3DMark Benchmark Development Programs
June 2, 2005 - Nicklas Renqvist
Velocity Micro Joins Futuremark's PCMark and 3DMark Benchmark Development Programs
Saratoga, CA and Espoo, Finland - June 2, 2005 - Futuremark® Corporation, the most trusted name in computer performance analysis software and services, today announced that Velocity Micro, Inc., a leading provider of ultra performance personal computers, is the newest member of its Benchmark Development Program for PCMark and 3DMark product lines.
Benchmark Development Program (BDP) is Futuremark's cooperative relationship with leading hardware and technology manufacturers aimed at the design of unbiased, high-quality benchmark software. Futuremark provides BDP Members with specifications and pre-production versions of benchmarks and, in turn, evaluates the feedback provided by the Members.
The best benchmark software is an outgrowth of inputs from semiconductor and system companies. As such, Velocity Micro's membership in BDP adds balance by complementing the inputs from the chipmaker side. As a member, Velocity Micro will have access to all confidential 3DMark and PCMark roadmaps, specifications, and benchmark development versions. In addition, its feedback will influence benchmark design and implementation.
"We are delighted that Velocity Micro has joined our Benchmark Development Program. Its participation in our program will greatly benefit all users of independent benchmarks," said Tero Sarkkinen, Executive Vice President of Sales and Marketing for Futuremark. "We look forward to Velocity Micro taking an active role in the program and lending a unique perspective to our benchmark development process."
"We're excited to partner with Futuremark on this endeavor," said Randy Copeland, Velocity Micro President & CEO. "We recognize its importance in the benchmarking community and applaud Futuremark's effort in creating standardized benchmarks for the industry."
More info of BDPs: www.futuremark.com/bdp/
About Velocity Micro
Velocity Micro is the premier high-performance personal computer provider in North America. Founded in 1992, Richmond, Va.-based Velocity Micro custom builds award winning gaming, mobile, multimedia, office, and smb solutions. For more information on Velocity Micro, please visit http://www.velocitymicro.com or call, toll-free, (800) 303-7866.
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 12 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. All other trademarks are property of their respective companies.
|
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 |
City of Villains Preview
June 2, 2005 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, the RPGVault chimes in with their take on Cryptic Studios' upcoming City of Heroes expansion pack, City of Villains. Here's a bit on the base building feature:
As for PvP, it looks like much of the action will be linked to another core feature, base building. Using a variety of ready-made components, you'll be able, presumably together with your gang, to create your own headquarters, with storage space, a hospital, a teleporter et al. The last of these will be a necessity since that's how you'll access your private lair; it won't appear in the world at large. In all likelihood, you'll want to have some defenses too. If your band manages to obtain any of the special items that give the entire membership a boost, other groups will be able to challenge you for it. The ensuing battles will take place at mutually agreeable times - in your base.
Read on!Imperial Glory Review
June 2, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown together a quick review on Pyro Studios' strategy title, Imperial Glory. Walking away with a final score of 8.5/10, this one might be worth checking out! Anyways, here's a blurb:
When you finally do field a sizable army, you'll really start to appreciate what the game has to offer. The pageantry of Napoleonic war really shines through here, from the brightly colored cavalry uniforms to the smoke clouds of a well-coordinated infantry volley to the dirt kicked up by your cannon shot. All of it comes through beautifully here, both from a standpoint of gameplay and basic appearance. In terms of the gameplay, all of the major troop types of the era are represented here so you'll get the chance to appreciate the fine distinction between fusiliers and grenadiers. Since each nation gets a unique army list, you'll have to adapt to each new enemy you fight.
Battlefield 2 Golden!
June 2, 2005 - Joe "OuTkAsT-1" Topolnisky
EA has announced that their upcoming multiplayer shooter, Battlefield 2, has gone gold and should be hitting stores June 21st. Here's a clipping from the press release:
This just in from the front lines
Battlefield 2 has officially gone GOLD! The game will begin shipping under the EA GAMES brand starting Tuesday, June 21, 2005.
In Battlefield 2, players will choose to fight for one of three military superpowers: the United States, China, or the newly formed Middle East Coalition. Armed with the latest modern weaponry, players can take control of any of the games 30+ vehicles. Players can also hone their skills against improved enemy intelligence in the new single-player campaign before competing online with up to 64 players in some of the most intense battles on the PC.
Half-Life 2: Deathmatch Update
June 2, 2005 - Joe "OuTkAsT-1" Topolnisky
The guys over at Valve Software have released an update for the Deathmatch portion of their hit first person shooter, Half-Life 2. Here's a list of what's new:
- Score in teamplay mode no longer wraps back to zero 0 when it goes past 127
- Fixed bug in player bounding boxes while crouching
- Added cvar "cl_autowepswitch" to allow automatic weapon switching to be turned off
- Flashlight no longer turns off when auxiliary power is drained
- Auxiliary power now resets when a player respawns after drowning
- Fixed explosive barrels to allow burning after respawn
The Elder Scrolls IV: Oblivion Preview
June 2, 2005 - Joe "OuTkAsT-1" Topolnisky
ShackNews has posted some E3 impressions on Bethesda Softworks' upcoming RPG, The Elder Scrolls IV: Oblivion. Here's a bit on sweet looking forests:
The presentation had us wading through a lush forest. Since these are huge, dense forests that can make even the most experienced explorer feel lost, a scrolling compass will be set at the bottom of the screen which directs the player to points of interest. Use it to move about and encounter new things. As we moved through the forest, a deer frolicked past. If you so chose, you could kill the deer for its meat. Eat it to regain health or mix it with other items, such as wild mushrooms, for specific potions. There will be a huge amount of different combos that can mixed that do different things.
Alan Wake Interview
June 1, 2005 - Joe "OuTkAsT-1" Topolnisky
EuroGamer has kicked up an interview with Remedy Entertainment's Petri Järvilehto and Sam Lake regarding their upcoming Psychological Action Thriller, Alan Wake. Topics range from vehicles to the weather system. Snip:
Eurogamer: You made a big deal out of the dynamic weather and lighting in the game - we saw that lighting has a big impact on the gameplay, but didn't really see whether the weather effects would be more than cosmetic. Can you shed some light on how the changing weather will impact upon the gameplay?
Petri Järvilehto: The changes in the weather affect everything on global scale. Visibility changes, audio cues will behave differently, driving dynamics change and so on. Pretty much what you'd expect to happen in the real world as well.
The dynamic nature of the environment is something that we use to create drama as well... for example, when you start a mission branch, it's a nice peaceful morning, and as you keep completing missions a storm begins to rise and that continues and gets worse and worse when you progress through the sub-mission tree.
With a world this dynamic, even the same location can feel radically different depending on the time of day and the weather.
Dungeon Lords Review
June 1, 2005 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown together a quick review on Heuristic Park's Action-RPG, Dungeon Lords. Here's a bit on the game's questionable visuals:
The absence of art could also stem from the lack of technology to support it. The draw distance is one of the shortest I've seen lately (which can compound the "get lost in the forest" routine) and environmental detail isn't the spectacular. All you need to do is look at the water for the heartiest laugh the game wasn't supposed to provide. Water in large bodies like lakes, as a general physical rule, tends to lay flat across a surface aside from waves. But somehow Dungeon Lords has you swimming uphill and downhill in the middle of a lake. It's absolutely bizarre that someone would see this and think it looked good in any way shape or form.
The Witcher E3 Report
June 1, 2005 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has slapped up some new E3 content, taking a look at CDProjekt's upcoming Action-RPG, The Witcher. Here's something to nibble on:
The protagonist is Geralt, an expert slayer of monsters. The title of the endeavor refers to his profession. In fact, he's the most renowned practitioner of his gruesome craft, a swordsman specifically selected while still a child, then subjected to intense training plus a series of mutations that transformed him into an unequalled master of the blade as well as a very capable magic user. He's not invincible though. In a fistfight, for example, he's as likely to fall as any average man. And when play begins, his mortality is exposed; he's very weak and can't remember much at all, including how he arrived at his condition.
Splinter Cell: Chaos Theory Patch
June 1, 2005 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Ubisoft have released a new patch (v1.03) for their rockin' stealth title, Splinter Cell: Chaos Theory. Fixing a bunch of bugs and multiplayer issues, you can grab this 33mb bad boy from one of the following mirrors: w00t!
Guild Wars Review
June 1, 2005 - Joe "OuTkAsT-1" Topolnisky
Boomtown is the latest website to fire-up a review on ArenaNet's hit Online RPG, Guild Wars. With a final score of 9/10, they seemed to really dig it! Anyways, here's a bit on the PvP:
Now this is where the game shines since the PvP is the focus of Guildwars. You can fight one on one, 2 on 2, 4 on 4 and 8 on 8 plus there are guild battles (which I havent been a part of yet). In terms of preparation PvP is quite different from PvE.
When Im soloing using henchmen I rarely change my skill line-up but for PvP you have to think ahead or at least experiment until you have found a few combinations of skills that work (and even then you might have to change that as soon as your opponents have an answer). The best players work their way up to the so-called Hall of Heroes and get their teams listed on the Guildwars website.
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