Hardware News
BioShock Updated Impressions
September 30, 2006 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, GameSpot has also thrown together some updated impressions on Irrational Games' upcoming first person shooter, BioShock. Here's a little something to sink your teeth into:
BioShock takes place in the fictional city of Rapture, which is a mostly deserted retro-futuristic city at the bottom of the sea. The city is populated by strange creatures known as little sisters, who carry special genetic material known as adam. You need this material to enhance your own physical attributes and increase your odds of survival in this eerie metropolis under the sea. You don't have to hunt the little sisters--who are creepy enough since they look like innocent little girls. The little sisters aren't easy to get to, though, because there are massive creatures known as big daddies. These hulking creatures will do anything and everything to protect the little sisters, so if you want that precious adam, you'll have to work for it.
Click here for more!Alan Wake Preview
September 30, 2006 - Joe "OuTkAsT-1" Topolnisky
Hitting us with a little X06 coverage, GameSpot has taken a look at Remedy Entertainment's upcoming psychological thriller, Alan Wake. Here's some juice on the game's spiffy eyecandy:
The visuals in the game are looking very sharp, thanks to a cracking level of detail. The environments shown off in the demo featured crisp detail that the Remedy boys took pride in showing off, as they adjusted the time of day and tweaked environmental effects such as wind and fog. The game is set to feature high dynamic range lighting that was shown to good effect as time of day and weather conditions changed. At one point, Alan entered a garage at night with all manner of light sources casting shadows every which way, which was mightily impressive. To really sell the environment's dynamic nature, the team created a tornado that ripped through a house near where Alan was standing and showed all the particle effects it stirred up as it tore into a house. Just as impressive were the character models, which were still a work in progress. However, they looked amazing due in no small part to Remedy's desire to create the most realistic-looking characters it could drop into the gorgeous, but disturbing, playground of the game world.
Very yummy! Can't wait to see more of this one. :)SWG: Chapter 3 Interview
September 30, 2006 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has fired-off some questions at LucasArts' Jake Neri regarding the recently released Chapter 3: Smugglers and Scoundrels patch for their massively multiplayer online RPG, Star Wars Galaxies. Here's a nugget on the new smuggling system:
Jonric: How does the new smuggling system function? How does it benefit Smuggler characters, and to what degree if any does it affect or involve other professions?
Jake Neri: The Smuggling System is built around taking missions from various underworld types, smuggling contraband around the galaxy, and of course, making money earning cool loot, new armor and weapons. At the same time, players will earn underworld faction points for the smuggling they do, which will unveil more risky missions that expose them to other players who are bounty hunters. The entire system is a brand new implementation with all new content, so there is plenty of new stuff for players to dive into.p>
Company of Heroes Review
September 30, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has chimed in with their take on Relic Entertainment's hit Strategy title, Company of Heroes. Continuing the high praise, C&VG give this bad boy a 9.3/10. Here's a snippet on how the game handles resource management:
For example, resource management is a part of the game, but tedious gold, wood or Tiberium-farming is not - instead you accrue points by capturing and holding sections of territory, in a system similar to that used by Relic's last effort, Dawn Of War. You also build up special XP points by killing enemies. Yes, it's still resource-gathering, and you still use the points to create new units and unlock new abilities, but it's been cleverly engineered to force you into combat rather than encourage you to hang back, 'turtle up' and spend five hours constructing an elaborate, impregnable and largely pointless stronghold.
Mark of Chaos Preview
September 30, 2006 - Joe "OuTkAsT-1" Topolnisky
The peeps over at PC.IGN get things rollin' by firing up a preview on Black Hole Entertainment's upcoming Strategy title, Mark of Chaos. Here's a snippet on the game's formations:
All of the units can be set in different formations to make them more effective in different situations. For instance, one of the easy changes is spreading melee fighters out in a spread line when coming up against missile troops. It effectively makes it harder for the enemy to hit a large number of your soldiers with a volley. Formations can also be given a directional order by simply holding down the right mouse button and dragging the mouse in the direction you wish them to face. As with the Total War series, unit facing is very important, especially in defensive situations. As you would expect, grabbing more than one unit to move and face them will automatically set them in a smart formation with ranged units sitting behind protective melee fighters.
Guild Wars: Nightfall Impressions
September 29, 2006 - Joe "OuTkAsT-1" Topolnisky
Sticking with the guys over at GameSpot, they have also fired-up some impressions on ArenaNet's upcoming Guild Wars expansion, Nightfall. Here's a blurb on the new customizable heroes:
Heroes are sort of like permanent henchmen who join your character and travel with you. However, heroes are much more powerful and customizable than the henchmen you could hire in earlier versions of Guild War, which makes them more valuable and useful. You will be able to choose up to three heroes to accompany you at a time, and you can customize their inventory. This way, you get to travel in a powerful party, even if you're playing by yourself. Not only that, but if you've got a character with three heroes, and you team up with another player whose character has three heroes, you'll have a full-fledged party that can tackle most of the quests in the game. You don't have to worry about finding seven other people to play with anymore or try to organize all your friends into being online at the same time. Or, if player-versus-player gameplay is your thing, you no longer need to rustle up a large group of friends to tackle another group. Simply take your character and heroes into battle against another player's character and heroes, and you have a group melee with just two people.
Empire at War: Forces of Corruption Dev Diary
September 29, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted a developer diary written by Petroglyph Entertainment's Chris Rubyor regarding the multiplayer improvements in their upcoming Star Wars: Empire at War expansion pack, Forces of Corruption. Here's a snippet on clan ladders:
Outside of custom games, we have also added new options for players to get involved with the online community. Clan ladders have been added to allow players to compete with their friends or other players looking for some epic-scale battles. Also, integrated clan matching has been added to help clans challenge their rivals on the new clan ladders. Clans can do this by flagging their games from the host menu as official clan games, in which the results are then recorded on the clan ladders.
Read on!Scarface Interview
September 29, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has tossed up an interview with Radical Entertainment's Ross Perez regarding their upcoming Action title, Scarface. Topics range from the game's storyline to the voice acting. Here's some lovin':
FiringSquad: How does the player get involved in the rebuilding on Tony's empire?
Ross Perez: In the beginning, Tony reconnects with some old friends. Business gets going quickly, and before you know it you are running large amounts of yayo in from the islands and distributing it to all of the fronts you have purchased throughout Miami. The other cartel leaders take notice, and start organizing attacks on your fronts. To keep your business running, you weed out the rival gangs, install surveillance and ultimately place your own henchman to protect your fronts.
ParaWorld Review
September 29, 2006 - Joe "OuTkAsT-1" Topolnisky
Moving right along, the guys over at PC.IGN have taken a look at Aspyr's recently released Strategy title, ParaWorld. Here's a little something on the game's visual style:
Outside of the story, the game is presented with a great pulp adventure/steampunk style. Dinosaurs and other units are modeled well and environments have some lovely effects. The main female characters have ridiculous costumes, which isn't entirely surprising, but other than that, the game takes wonderful screenshots. In motion, it's not as smooth. Animations tend to be a bit clunky, especially for humans which becomes especially clear in some of the real-time rendered cutscenes in the game. None of the animations are bad enough to put a damper on the fun of the visual style, but they definitely could have been better.
BioShock Preview
September 29, 2006 - Joe "OuTkAsT-1" Topolnisky
Straight from Microsoft's X06, GameSpy has slapped up a preview on Irrational Games' upcoming first person shooter, BioShock. Here's a snippet on some of the bad guys you'll see along the way:
While the first demo we saw focused more on the game's atmosphere, storyline, and other essential info, this one was solely dedicated to the title's intense, violent combat. The title of the demo was "Hunting the Big Daddy," the term that the team at Irrational has given to the hulking, old-fashioned diving suit-clad foes that protect the Adam-carrying Little Sisters (the ultra-creepy little girls that appear throughout the game). They're the only ones you can get Adam from, as they harvest it from the dead bodies scattered throughout the seemingly abandoned Art Deco hallways. And why do you want it? Well, mainly because it allows you to do everything from hacking to inventing.
Alan Wake Multi-Core Info
September 28, 2006 - Joe "OuTkAsT-1" Topolnisky
Finally this evening, AnandTech has slapped up an article on how Remedy Entertainment's upcoming psychological thriller, Alan Wake, makes use of multi-core processors. Here's a bit on the physics:
The physics thread will be used to handle all of the game's physics, which is driven using Havoc's physics engine. As Alan Wake uses Havoc's engine, there is no support for AGEIA's PhysX card and thus the host CPU must handle all physics calculations. During the keynote Markus mentioned that the physics thread used an entire core by itself, later clarifying that on a normal Core 2 Quad processor approximately 80% of one core would be used by the physics thread. With 80% of a single core being used for physics alone, the dual core CPU requirement is no longer so shocking.
Tap your mouse right here to keep reading! ;)Joint Task Force Review
September 28, 2006 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has whipped up a review on Most Wanted Entertainment's recently released Strategy title, Joint Task Force. Walking away with a solid 72/100, this one may be worth a look. Anyways, here's a snippet on the game's character progression:
Character progression plays a big role in JTF. Just like hero units, officers will have unlockable skills that will become invaluable in the later stages of the conflict. Players will be able to select specific class officers for each of the missions. Depending on whether you want to put more focus on armored units or the footmen, you will select the appropriate class leaders from the officer pool. Certain characters will be required to participate in the missions, as their role is critical to the ongoing story. If one of these characters dies, it's "mission failed," and you'll have to reload from the last saved game.
Family Guy Game Interview
September 28, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSqad has caught up with 2K Games' Melissa Miller for a quick chat regarding their upcoming Family Guy Game. They look at the game's storyline, missions and more! Here's a nugget:
FiringSquad: How do the playable characters in the game differ from each other in the game's context?
Melissa Miller: Stewie's gameplay features his gadgets that he is frequently building on the show. They are used to platform around his levels. Peter's gameplay takes advantage of his brute force and features Brawler gameplay with combos and special attacks. Brian is all about stealth in his levels as he tries to dodge the cops searching for him and find the father to Seabreeze's puppies.
Empire at War: Forces of Corruption Preview
September 28, 2006 - Joe "OuTkAsT-1" Topolnisky
Hitting us with some evening reading, PC.IGN has tossed up a preview of the new units in Petroglyph's upcoming Star Wars: Empire at War expansion pack, Forces of Corruption. Here's a little something to nibble on:
The F9-TZ transport houses squads of infantry units and has the ability to cloak making it invisible to enemy radar and sight. The transport uses repulsor technology allowing it to travel over water.
- Cloak: Causes the unit to disappear making it invisible to enemy radar and sight.
Flight Simulator X Preview
September 28, 2006 - Joe "OuTkAsT-1" Topolnisky
Starting things off, WorthPlaying has thrown together a preview on Microsoft Game Studios' upcoming sim title, Flight Simulator X. Here's a snippet on some of the places you can visit:
Perhaps the most powerful feature of Microsoft's latest flight simulator is the ability to explore locations all over the world from any one of 24,000 airports in 233 countries, from Afghanistan to Zimbabwe. All of the major locations are rendered in good detail, depending on your graphic settings. I flew low over the Statue of Liberty and ran the gauntlet between brightly lit hotels on the Las Vegas strip. I followed the course of the River Thames as it wove between famous London landmarks in my Cessna. Real-world digital elevation models were used to faithfully recreate mountains, valleys and major roads and rivers so that you'll easily be able to recognize major man-made and natural landmarks.
NHL 07 Review
September 27, 2006 - Joe "OuTkAsT-1" Topolnisky
Finishing off the evening, GameSpy has thrown together some impressions on Electronic Arts' recently released hockey title, NHL 07. Here's a funny bit on the game's puck physics:
Puck physics are a bit on the weird side, particularly when a puck is fired on net. When you watch a replay you can literally see the puck change direction as if it were the infamous Magic Bullet. When you rip a shot on net that looks like a sure goal, only to see the puck take a right turn into the goalie's glove, it makes the whole thing feel scripted and cheapens the experience.
Click here to keep reading!Sid Meier's Railroads! Q&A
September 27, 2006 - Joe "OuTkAsT-1" Topolnisky
ShackNews has fired-off some questions at Firaxis Games' Dan Magaha regarding their upcoming Simulation title, Sid Meier's Railroads!. They chat about the different trains, mod abilities and more! Here's some juice:
Shack: What types of trains are available?
Dan Magaha: Right now we have around 40 trains in the game. Each geographical area has between 10-12 unique trains it can use, and the mix of the trains depends on the area. There are more electrics in Germany, for example, and more steams in the UK and US scenarios.
Generally speaking, we've tried to include most of the really important and iconic trains that people recognize, so you'll see the F3 "Super Chief", the 4-8-4 Golden State "Daylight", the 4-6-2 Pacific, the A4 "Mallard", and so on.
Star Trek Legacy Interview
September 27, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has kicked up an interview with Dorothy "DC" Fontana regarding her work on Bethesda Softworks' upcoming title, Star Trek Legacy. Here's a little something to nibble on:
FiringSquad: For Star Trek Legacy you had the huge task of creating a storyline that spanned through all five Trek TV series. How hard was it to create a plot that paid enough service to all five series yet would still stand alone as a solid story?
DC Fontana: Derek and I came up with a villain who could believably span the STAR TREK time line. Once she was in place, the story began to work well as it moved through the various epochs of STAR TREK history.
Medieval II: Total War Preview
September 27, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping things rollin', PC.IGN has thrown up a preview on the Sicily faction in Creative Assembly's upcoming Strategy title, Medieval II: Total War. Here's a bit on one of the Heavy Infantry units:
Dismounted Norman Knights
Norman Knights are a legacy of the Norman adventurers who under Robert and Roger Guiscard conquered Sicily and parts of Southern Italy. Although, similarly equipped to feudal knights, these knights are especially fierce and experienced units, having survived many campaigns as freebooters, making them better fighters than their feudal counterparts.
Company of Heroes Review
September 27, 2006 - Joe "OuTkAsT-1" Topolnisky
EuroGamer has chimed in with their take on Relic Entertainment's recently released Strategy title, Company of Heroes. Scoring a perfect 10/10, you may want to look into this one *wink*. Anyways, here's a bit on the game's resource system:
Before we get into more dramatic areas again, a quick take on the game's resource systems. A word on expending resources: the game's economy is based on the three resources of manpower, munitions and fuel, which you receive for having control of positions (ala Dawn of War), so forcing a player to expand and enter conflict if they want to gain in power. Manpower is mainly used for recruiting, with fuel as a secondary resource for recruiting vehicles. Munitions is used primarily for upgrades or one-off attacks, like grenades. Whether it'll be best to blow all your 125 remaining munitions on a one-off calliope rocket-strike or a handful of precision grenades or anti-tank pipe-bombs is the sort of thing you'll find yourself obsessing over in your passing moments.
EverQuest II: Echoes of Faydwer Q&A
September 26, 2006 - Joe "OuTkAsT-1" Topolnisky
TenTonHammer has cornered Sony Online's Jason "Dymus" Roberts for a quick Q&A regarding their upcoming EverQuest II expansion pack, Echoes of Faydwer. They cover the new Tinkering and Transmuting tradeskills, heritage quests and more! Here's a taste:
Kiara: Can we get a little more detailed look at how Tinkering and Transmuting will work in the crafting system?
Dymus: Both Tinkering and Transmuting are secondary tradeskills which any character can select. Only one can be chosen and advanced as an addition or augmentation to a character's primary tradeskill class. Players will have to choose carefully as they are quite different from one another.
Fundamentally, Transmuting is what allows players to create adornments by breaking down items into their elemental components. Every crafting class will have specific adornments they can create but they need the raw materials that only a character with transmuting skill can provide.
We've implemented Tinkering as a more lighthearted and fun skill where players can create unique gadgets and gizmos not yet seen by everyday Norrathians. Tinkered items can range from useful effects such as a gnomish ring press which increases success in jewel crafting to anti-camo goggles which allow the user to see stealth when activated.
GUN Showdown Impressions
September 26, 2006 - Joe "OuTkAsT-1" Topolnisky
ShackNews has fired-up some impressions on Activision's upcoming Old Western Action title, GUN Showdown, after getting some hands-on time with the PSP version. Anyways, here's a snippet on the game's multiplayer modes:
Gun Showdown has several new multiplayer modes playable via local wireless: straight deathmatch, the CTF-like Capture the Golden Cross, and hold 'em poker game. Each supports up to six players. I tried out some deathmatch, which was, well, deathmatch. You try and shoot guys, they try and shoot you. It controls just like the single-player game, though bots are more active and mobile than the scripted NPCs in the single-player game. I managed to win each of the three rounds I played, though since I wasn't actually going up against any real humans I'm not sure I can make any particularly lofty claims. There are options for bot difficulty level and game time limit from 5 minutes to 20 minutes, and players can choose between eight different maps.
WoW: Burning Crusade Druid Preview
September 26, 2006 - Joe "OuTkAsT-1" Topolnisky
The guys over at Blizzard Entertainment have updated the official World of WarCraft website with some a sneak peak at the Druid talent tree in their upcoming expansion pack, The Burning Crusade. They also offer up some tweaks to the other class talent trees. Anyways, click here for the goods!
DinoHunters Q&A
September 26, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has sat down with Kuma Reality Games' Keith Halper for a quick Q&A regarding their upcoming Source engine-powered first person shooter, DinoHunters. So where did this all come from? Read on:
FiringSquad: First, how did the idea for Dinohunters come about?
Keith Halper: We have long envisioned ourselves as creating an analog for TV within the game world free, ad-sponsored games that would be delivered episodically, just like TV. Kuma\War was our news-like show, but we wanted our next series to be a lighter, funny game that would appeal to our audience in a different way. I had been working with Keith Blanchard, former editor-in-chief of Maxim Magazine, to help us develop the concept, but we hadnt succeeded in getting the right combination of guy game and guy show. Keith is the unparalleled expert in reaching guys, and I trust his judgment completely in this regard. He wasnt laughing at our treatments so I knew we just werent there.
DinoHunters came to me on a long flight from our office in New York to Los Angeles -- Ive developed more game ideas on airplanes that I can count but Im not sure what the inspiration was. It just became clear to me over that a game about babes, dinosaurs, guns and RVs served up a helping from each of the Guys Basic Food Groups. I sent a one-pager it to Keith and the next day he had sent me a terribly offensive, terrifically funny machinima script featuring dinosaur genitalia. So, I guessed he like it.
Age of Conan Interview
September 26, 2006 - Joe "OuTkAsT-1" Topolnisky
Getting things started, Computer and Video Games.com have shot-up an interview with Funcom's Gaute Godager regarding their upcoming massively multiplayer online Action-RPG, Age of Conan - Hyborian Adventures. They chat about the game's adult nature, character creation and more! Here's the scoop on PvP:
Few details have been spilt regarding Age of Conan's PvP gameplay - can you give us some info on this?
Godager: PvP will basically come in 4 forms. First off, if there is enough demand for it, we will set up specific servers with free PvP combat.
Secondly, on the regular servers, we have the Siege PvP where different guilds and super guilds build battle keeps in the desolate regions of Kragsfell in the Border Kingdoms. Then other guilds may lay siege to their castles trying to wrest the areas and the bonuses they yield from their hands.
Thirdly we have PvP mini-games where you are put into smaller play areas to battle it out in team vs team action.
Finally we have the Age of Conan exclusive, drunken brawling. You enable this by going to bars and taverns and drinking yourself into a stupor. You will then be able to attack other drunks in a fun-and-games approach, where you don't use your level, equipment or abilities to fight, only how drunk you are.
Shadowrun Preview
September 25, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping the weekend kickin', 1Up.com has thrown together a preview on FASA Studio's upcomg first person shooter, Shadowrun. Here's a snippet on gameplay balancing:
The balance that keeps this from all getting out of hand is that using tech negates some of your magical ability. A column of dots works as your magic gauge. Each spell takes a certain number of them to cast. The catch is that the different techs you equip will blackout a number of these dots as well. The final wrinkle in the mix is that each race has it's own meter and magical aptitude. Dwarves have the most capacity, with twelve dots, but their magic doesn't naturally recharge well, forcing them to leach magic from foes (or friends) to use spells. Elves have the second most capacity, and recharge quickly, but take the most severe penalty for equipped tech. Trolls and Humans each have six spaces, but with considerably different approaches. Trolls are the tanks of the game, able to absorb incredible amounts of damage, but without an advantage in magic or tech. Humans, as usual, are the Jacks-of-all-trades. With aptitude in tech they take significantly reduced penalties for using it. This allows them to equip plenty of gadgets and still have the ability to cast a spell or two.
Cell Factor Preview
September 24, 2006 - Joe "OuTkAsT-1" Topolnisky
Continuing their coverage of this year's TGS, PC.IGN has shot-up a preview on Artificial Studios' upcoming first person shooter, Cell Factor. Here's a snippet on the game's sychic abilities:
Of course the big draw of Cell Factor is the psychic ability. By hitting the space bar, our character held up his left hand alongside the gun and emitted a psychic shock wave. Any objects in the immediate vicinity were tossed forward, and killed any opponents in close proximity. In the level there were plenty of boxes and smaller objects to toss around, but also stacks of heavy-looking concrete pillars. Drilling concoctions of these across the level to squish a foe was pretty satisfying, especially because it came with its own special text, "psych kill."
Counter-Strike: Source Weapon Pricing Changes
September 23, 2006 - Joe "OuTkAsT-1" Topolnisky
Valve Software has finally announced the weapon pricing changes for their hit first person shooter, Counter-Strike: Source. The interesting thing is, prices will be based on global market demand and will be changed weekly. Here's the scoop:
The cost of weapons and equipment that you purchase in Counter-Strike: Source are now based on an algorithm that calculates the global market demand for various weapons. As more people purchase a certain weapon, the price will rise and other weapons will become less expensive.
Starting October 11th, the prices you pay for weapons in Counter-Strike: Source will be updated every Monday based on the volume of purchases over the previous week.
Titan Quest Patch
September 23, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at THQ have released a brand-spankin' new patch (v1.20) for their hit Action-RPG, Titan Quest. Fixing the normal load of bug and making some gameplay tweaks, you can get your hands on this sucker at one of the following mirrors:
Hellgate: London Hands-On
September 23, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has also fired-up a preview on Flagship Studios' upcoming Action-RPG, Hellgate: London, after getting some hands-on time with this bad boy at this year's TGS. Here's a snippet on some of the character's special abilities:
By climbing along the roof of a ruined subway car, we emerged in the ashy waste of Tottenham. The buildings around us were crumbling, streets deserted and desolate save for the hordes of zombie-like enemies wandering around. We were free to switch between first and third person perspectives, we preferred to keep the camera pulled back so we could keep an eye on our swinging swords. Pressing the left mouse button performed a quick sword strike, while hitting right mouse triggered a longer animation but more powerful blow. Keeping LMB depressed made our character continuously flicker his blades around his head as if there was a cloud of bees near his face.
NeverWinter Nights 2 Preview
September 23, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has posted an article taking a look at the different companions you'll meet along the way in Obsidian Entertainment's upcoming RPG, NeverWinter Nights 2. Here's a nugget on an elven wizard named Sand:
Sand is an elven wizard, known both for his quick wit - and his inability to keep it in check. He has a ramshackle alchemy and magic shop in the Docks, and from there, he keeps his pulse on the comings and goings of anyone of interest in Neverwinter. He knows a great deal about local politics, the Neverwinter Council, and has a sharp eye for trouble... and ways to make a profit from it.
Many believe Sand's name comes from his tendency to rub people the wrong way. Compliments and praise from him are rare, but when he joins forces with someone he trusts, his deduction abilities, grasp of politics, and his cunning use of spells and potions make him a powerful ally.
WoW: The Burning Crusade Interview
September 23, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has Blizzard Entertainment's Frank Pearce in the hot seat this evening, answering questions regarding their upcoming World of WarCraft expansion pack, The Burning Crusade. Topics range from class changes to flying mounts. Here's a taste:
In what ways will Shaman and Paladin classes change now that you're making them available to both Alliance and Horde factions?
Frank Pearce: A lot of that will change right out the gate with the launch of The Burning Crusade because we're introducing new spells and abilities for all the classes and extending the talent trees. A lot of the homogenisation of the Paladin and Shaman occurred as a result of their roles in raids... we'll be trying to create raid experiences that hopefully will provide people with alternatives and viable alternatives in talent builds and whatnot.
Dawn of War: Dark Crusade Goes Gold!
September 22, 2006 - Joe "OuTkAsT-1" Topolnisky
Here's a tidbit for all you Strategy fans out there. THQ has announced that their upcoming Warhammer 40,000: Dawn of War expansion pack, Dark Crusade, has gone gold and will be hitting stores on October 9th. Here's a snippet from the press release:
AGOURA HILLS, Calif., Sept. 21 /PRNewswire-FirstCall/ -- THQ Inc. (Nasdaq: THQI) today announced that Warhammer(R) 40,000: Dawn of War: Dark Crusade(TM) has reached the gold master stage of development and is now entering manufacturing. Developed by THQ's critically acclaimed studio Relic Entertainment, Warhammer 40,000: Dawn of War: Dark Crusade is a hybrid expansion to the award winning Real-Time Strategy (RTS) hit Warhammer 40,000: Dawn of War, and will be playable as a stand alone game. Warhammer 40,000: Dawn of War: Dark Crusade is scheduled to begin shipping to retailers worldwide on October 9, 2006.
BioShock Video
September 22, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at Irrational Games have released some of the first gameplay footage from their upcoming First-Person Action RPG, BioShock. Including developer narration, you can get your grubby little paws on this sucker at PC.IGN, the FileShack or FilePlanet. So what are you waiting for? Get downloading! ;)
Battlefield 2142 Impressions
September 22, 2006 - Joe "OuTkAsT-1" Topolnisky
After getting to check out the beta, Boomtown have slapped up some hands-on impressions of Digital Illusions' upcoming multiplayer shooter, Battlefield 2142. Here's a nugget on the new Battle Walker vehicle:
Undoubtedly, the star of the show as far as the vehicles were concerned was the towering Battle Walker. Looking something like Robocop's ED-209 on steroids, it was a lumbering behemoth that could go toe-to-toe with anything else on the field and emerge standing on two feet. As a consequence, it was the most in-demand vehicle, and I didnt get the chance to experience it first hand during my entire play test, except from the business end. One small consolation however, is that all its stomping generates a lot of noise, so you are given plenty of warning that it is coming your way.
Cryptic Studios Q&A
September 22, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has thrown up an interview with Cryptic Studios' Jack Emmert regarding future titles, City of Heroes and more! Here's a little something to chew on:
FiringSquad: What can you tell us about plans for additional content update for City of Heroes/Villains and do you see the company releasing any paid expansion pack in the future?
Jack Emmert: Issue 8 is right around the corner with plenty of new content. Were adding Veteran Rewards for those whove been with us for a while as well as giving heroes a brand new type of mission! As for retail expansions, there are none planned.
EVE Online Interview
September 22, 2006 - Joe "OuTkAsT-1" Topolnisky
Shack News gets things started by firing up an interview with CCP Games' Magnus Bergsson regarding their massively multiplayer online title, EVE Online. Here's a bit on how World of WarCraft has effected the game's userbase:
Shack: How do you explain the recent popularity of the game?
Magnus Bergsson: What happened was, when World of Warcraft came out, our growth kind of went flat for three or four months. It only increased a little bit. But then very shortly after that, about four or five months after the launch of World of Warcraft, the increase just started growing and growing. One of the reasons of course is that World of Warcraft brings so many new people into this genre in general.
However, [Blizzard] are getting them into the game and people are leveling out. It's a type of game you don't play for that long, because it is a leveling game. When you actually reach a certain level you are happy with, you might leave. So we have seen a lot of World of Warcraft users come into EVE Online.
Dawn of War: Dark Crusade Preview
September 21, 2006 - Joe "OuTkAsT-1" Topolnisky
Bringing the evening to an end, PC.IGN has thrown together a preview on Relic Entertainment's upcoming Warhammer 40,000: Dawn of War expansion pack, Dark Crusade. Here's a some juice on the hero units:
The last major persistent characteristic of the game is the hero. Each her will gain experience through victory and will earn the chance to upgrade with more powerful weapons and armor. Most of the heroes are pretty cool looking characters to begin with but by the end of the campaign they'll be decked out with all sorts of weapons and armor that not only make them look good, but grant insane amounts of power as well. While these guys are already powerful on their own, heroes will also be able to carry an honor guard with them to help with invading territories. These honor guard units are basically more powerful versions of those found in the normal game. Almost every territory captured allows for one more type of honor guard to be added to the hero's retinue at a PRP cost. By the end of the campaign, players will be pushing into enemy territory with a fairly large force.
Guild Wars: Nightfall Preview Event Keys
September 21, 2006 - Joe "OuTkAsT-1" Topolnisky
The guys over at ArenaNet have released activation keys for the upcoming Guild Wars: Nightfall free preview event that begins this weekend. Running September 22nd through the 24th, you will get the chance to check out all the new skills, PvP arenas and more! Click here to learn more!
Epic Games Interview
September 21, 2006 - Joe "OuTkAsT-1" Topolnisky
Rolling right along, Computer and Video Games.com has fired-off some questions at Epic Games' Mark Rein regarding everything from UT 2007 to Gears of War. Here's a snippet on the new hover boards in UT 2007:
One of the most exciting additions we've seen so far are the hover boards. How did you guys come up with those?
Mark Rein: Well one of the problems we found with UT2004 is if you died and accidentally spawned in a location where everybody had taken all the vehicles you ended up being stuck running as fast as you could on a fairly-long distance - you're out of the game for a long period of time and it's very hard to catch-up if somebody took-off in a vehicle, and we thought It'd be really nice if we could give people the ability to traverse areas of the map two-to-three times faster than they can now. It's not as fast as the Scorpion but it's a lot faster than running on foot.
So that's really how it was born; you have this kind of portable hover board and you can get around the map a lot quicker. You're at a disadvantage when you're on it because you can't use your weapons, but one of the things you can do - which we used to call when I was a kid up in Canada; 'bumper hitch'. You have a tether which you can tether on to other vehicles and get a ride. So the cool thing is somebody can come by in a Mantas or Scorpion and give you a lift, so that's kind of nice. So I just think it's a really smart way to make sure you're always in the action or always about to be in the action - that's the whole point of UT.
Company of Heroes Review
September 21, 2006 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip has shot-up their take on Relic Entertainment's hit Strategy title, Company of Heroes. Scoring an impressive 93/100, Relic seems to have made another fan. Anyways, here's a nugget on the game's AI:
Granted, no AI is perfect, and neither is this one (with some minor issues with stray members of the squad and some weird decisions by squads with deployable heavy weapons) - but as far as strategy games go (and any video games for that matter), Relic has done a stellar job. They have allowed the player to focus on the actual tactics of leading the troops, rather than worrying whether one of your drones will do something
mindless. For the first time in any strategy game I was confident enough with letting my soldiers handle the most basic actions, just as long as I didn't make totally ridiculous demands from them (which they'll follow, of course, if you so desire). Likewise, the enemy AI would do a good job of assessing the situation on the battlefield, retreating when the situation gets dire and utilizing the cover and any sort of heavy weapons laying about to the best of their abilities.
All this is extremely important for the game, as it opens up a whole new plane of tactical possibilities. Company of Heroes takes tactical RTS gameplay to a whole new level.
Shadowrun Hands-On
September 21, 2006 - Joe "OuTkAsT-1" Topolnisky
ShackNews has whipped up a preview on FASA Studio's upcoming first person shooter, Shadowrun, after getting some hands-on time with this bad boy. Here's a snippet on the game's magic and tech system:
The centerpiece of Shadowrun, and what largely sets it apart from objective-based team games such as Counter-Strike, is the game's surprisingly deep magic and tech system. Each player starts out with a certain amount of initial money, and then gains more in game by killing enemes, scoring points, and performing various beneficial actions. A game of Shadowrun is made up of six rounds, each four minutes in length. At the beginning of each rounds, players have access to a buy menu where they can acquire weapons and tech. Weapons in Shadowrun are fairly rooted in reality, but are very archetypal in nature, covering broad weapon classes rather than going in-depth into a huge arsenal such as in Counter-Strike. There's the pistol, submachine gun, medium-range rifle, sniper rifle, shotgun, rocket launcher--the type of stuff you've come to expect from an FPS, essentially. Then, there's the katana, which is extremely short range but also extremely powerful when used successfully.
Bad Day LA Review
September 20, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at PC.IGN have chimed in with their take on Enlight's Action title, Bad Day LA. Scoring a 2.7/10, this one seems to be falling short on a lot of reviews lately. Here's a snippet on the game's humor styling:
The aim was mass-market success due to personality, humor, and some easily digestible gameplay. Unfortunately the humor is sadly juvenile up to the point of being tasteless and offensive. Keep in mind this comment comes from someone that considers fart jokes high humor. F-bombs and other four letter wonders abound but are used without timing or purpose. IGN isn't exactly a PG environment but curse words, when used for humor, should be more about situation and emphasis, not overwhelming force of numbers. Cussing does not equal funny. Crapping in the street does not necessarily equal funny. Neither does extreme violence. I'm not exactly a king of comedy but it's hard to imagine that I couldn't have done a better job writing less excruciating humor.
Dark Messiah of Might and Magic Q&A
September 20, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has caught up with UbiSoft's Waubert de Genlis for a quick Q&A regarding their upcoming First Person Action-RPG, Dark Messiah of Might and Magic. Topics range from the game's storyline to working with the Source engine. Here's a taste:
FiringSquad: What other unique gameplay elements do you consider to be important?
Waubert de Genlis: Dark Messiah of Might and Magic provides a unique experience thanks to its innovative context-based first person melee combat system. It really allows you to feel sword combat like never before in a game.
Then of course the fact that you can use the environment as a weapon is a key aspect of the game, because it fits into our goal of letting the player experiment with several ways of completing a mission.
LEGO Star Wars II Review
September 20, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpy has also kicked up a review on Traveller's Tales' recently released Action title, LEGO Star Wars II: The Original Trilogy. Walking away with an impressive four and a half stars out of five, they really seemed to enjoy it. Anyways, here's a little something to nibble on:
Once you've finished running through the "story" mode for all three movies (which took me about seven hours), LEGO Star Wars II contains a multitude of features that encourage replaying levels over and over. In "free" play, you can switch characters at will, which means secret items and areas on the initial levels that required Force powers or bounty hunters to reach suddenly become accessible. There's a hub area in the Mos Eisley cantina where you can mix and match your own strange LEGO Star Wars characters, and you're shown a running percentage of how much of the game you've completed (after finishing Story mode, I was still only at 32%). And of course, it would be a disservice not to mention the co-op mode: there's no Internet play, but two players can work as a team and control two of the on-screen characters, making it a perfect game to play with your kids (or parents, or girlfriend, or whoever).
GTR 2 Impressions
September 20, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpy keeps the content flowing by firing-up a preview on SimBin Development Team's upcoming racing title, GTR 2. Here's an interesting bit on the new MoTeC technology feature:
GTR 2's realism factor gets another boost thanks to the game's incorporation of MoTeC technology. MoTeC is the brand name of professional racing's most popular telemetry products. Everything that a car does or that happens to a car on the track is recorded by the MoTeC system, which compiles massive amounts of such data for future reference. After the race, engineers (and now, players of GTR 2) can analyze the data using special software tools to gauge car performance and identify areas that could be tweaked.
WoW: The Burning Crusade Preview
September 20, 2006 - Joe "OuTkAsT-1" Topolnisky
Getting things started, bit-tech.net has thrown together a preview on Blizzard Entertainment's upcoming World of WarCraft expansion pack, The Burning Crusade. Here's a nugget on the two new playable races:
Burning Crusade will introduce two new races for both the Alliance and the Horde (the two opposing sides for those who aren't familiar with WoW). Those are the Draenei - an alien race who have crash landed on Azeroth, and the Blood Elves a former band of High Elves who were cast out for using demonic energies. The question of introducing the new races was one of the toughest problems Blizzard has faced, a problem which the company hopes it has overcome through deep and intricate lore. An even more difficult task faces me now as I try to sum up the back-stories of these two races into a reasonable paragraph sized offering.
Shadowrun Preview
September 19, 2006 - Joe "OuTkAsT-1" Topolnisky
Finishing off the evening, the guys over at Evil Avatar have thrown up their take on FASA Interactive's upcoming first person shooter, Shadowrun. Here's the scoop on what we can expect from the gameplay:
At the roots of the game is a Counter-Strike style round based first person shooter. The main game itself is essentially capture the flag. To win a match the team must win 6 rounds. What makes this game different than Counter-Strike is that each match itself is sort of like a mini-RPG. Whatever magic and technology you buy you keep with you regardless of living or dying in the current round. What this does is create this kind of ramp up game play scenario. The first round is pretty docile with just your straight pistol fighting. The next round people begin to buy the technology and the magic. And by the time you get to round 6 most teams will be fully outfitted with magic and technology. You dont retain your weapons though; these must be bought every round unless you survive. Players gain cash for just about every positive aspect including killing enemies, healing, resurrecting teammates and completing objectives. Team killing does give a negative penalty.
Rock on!Star Trek Online Interview
September 19, 2006 - Joe "OuTkAsT-1" Topolnisky
MMORPG.com has kicked up a short interview with some of the guys behind Perpetual Studios' upcoming massively multiplayer online RPG, Star Trek Online. Written in article format, they touch on everything from space combat to the game's development status. Here's some juice:
Stinnett was excited to tell us that the team had hit a stage where they could play some semblance of the game. They can play the game, add new features, test them and tune them. Until recently, theyd still been in a text simulation phase, but it is an entirely different beast to see systems in action.
The team is currently hard at work fleshing out combat, both space and avatar problems. The challenge they face is that very few MMORPGs have done space combat. They have a framework to learn from with their land-based combat, but only a few examples of space. The same rules do not apply. That is one of the main reasons they are so excited to have a graphical client running; they can see if what works on paper works in action.
Moonstruck Games Q&A
September 19, 2006 - Joe "OuTkAsT-1" Topolnisky
FiringSquad has sat down with Moonstruck Games' Ryan Wenke for a quick Q&A regarding their newly formed company, their first title and more! Here's a little something to nibble on:
FiringSquad: How did the idea of Survival (working title) come about?
Ryan Wenke: When we gathered around the good old round table, we discussed ways to push this industry forward, forging new paths and opportunities for gamers. Being deeply inspired by previous titles such as Savage: The Battle for Newerth, we knew that we wanted to create a hybrid. Through examination, we realized that many hybrids on the market simply dont live up to their expectations. We feel developers tend to not provide enough of each genre, but more of a glimpse which doesnt do justice. We want to keep the roots of each genre intact, never straying away from the essentials. By doing this, we enhance the players experience inside our game world, and open the doors to a different view on game development.
Battlefield 2142 Impressions
September 19, 2006 - Joe "OuTkAsT-1" Topolnisky
Sticking with previews, WothPlaying.com has slapped up some impressions on Digital Illusions' upcoming multiplayer shooter, Battlefield 2142. Here's a nugget on unlocking all the different goodies:
New to the Battlefield series is the ability to customize your kit down to individual items. Performing well in battle will net you a higher rank, which will, in turn, give you an additional unlock point to spend. Unlock points can be spent in any one of the four classes (Assault, Sniper, Engineer, Support) to unlock items such as personal cloaking fields; grenades; squad spawn beacons; attachments for your weapon, such as rocket pods and under-slung shotguns; and a variety of other add-ons. This allows the player to customize his loadout to nearly exactly what he needs in the situation he plans to send himself into. Of course, better weapons are also unlockable, but only after one spends three other unlock points in a specific class tree.
Half-Life 2: Episode Two Preview
September 19, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com gets us back in the swing of things by firing up a preview on Valve Software's upcoming Half-Life 2 expansion pack, Episode Two. Here's a snippet on one of the new weapons:
The demo didn't go into much detail about new weapons, although it did suggest weapons may often be in short supply, as considerable use was made of the Gravity Gun. However, we did see one new weapon, the Strider Buster: a sort of magnetic mine which you can attach to Striders' backs, and then explode by shooting it.
Elveon Preview
September 18, 2006 - Joe "OuTkAsT-1" Topolnisky
Hitting us with some evening reading, GameSpy has slapped up a preview on 10Tacle Studios' upcoming Action-RPG, Elveon. Here's a nugget on the game's combat:
Elveon's gameplay could be described as a free-roaming take on Soul Calibur with multiple opponents but without the button-mashing. The developers are aiming for a certain austere elegance in the combat system, to match the elegance of the Elven cultures they've created. Everything is motion-captured from real-life martial artists, whose movements were based on actual "Elven" fighting styles developed for this game.
BioShock Interview
September 17, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has sat down with Irrational Games' Ken Levine for a quick Q&A regarding their upcoming First-Person Action RPG, BioShock. Here's a little snippet on what the gameplay has to offer:
IGN: How would you say BioShock is innovating gameplay in the first-person shooter genre?
Ken Levine: From the core experience, it's creating a world that allows the player to express himself in a huge range of ways; from a weapons perspective to a world interaction expression and what he can do in the world. Whether it's shooting or using his genetic powers, to hacking into machines and crafting items, to taking over security systems. The world is very responsive to what the player does. You can see the little sisters and big daddies in action, and they are these dynamically generated actors that go about their business and do their thing. And the player has a huge ability not to just observe and interact with them, but to change the way they interact with the world and the environment. You saw a little bit of that at e3, and you'll see more of that at X06. The player has tools to change the dynamics of the world. There are two components to that, one is to create those tools, and the other is to make the world listen to those tools and behave consistently and interestingly with those tools. Out of those tools, and the broad range of expression and sensitivity the world has -- that's where emergence comes out of.
CliffyB Interview
September 16, 2006 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, ShackNews has caught up with Epic Games' Cliff "CliffyB" Bleszinski for a quick Q&A regarding everything from Gears of War to the gaming industry in general. Here's a little something to nibble on:
Shack: Many feel the gaming industry is stagnating. Concepts being regurgitated endlessly, sequels being churned out at Tomb Raider-esque speeds, et cetera. What are your thoughts on the current state of the industry? Do you see things as picking up, or is some real innovation needed?
CliffyB: I think things are stagnating a bit because it's hard enough to do what's been done before and even do it right. Games that make you play for an extended period of time without auto-checkpointing. Unintuitive controls. Horrible dialogue and voice acting. Crappy cameras. The list goes on. Making a videogame is such a difficult process that quite frankly I'm surprised any ever actually get done and that some of them are fun.
Now, I'm not saying Gears is going to be a perfect game how much people like it remains to be seen. What I do know is that we as an industry have to perfect what we've got before we continue to try to completely reinvent it.
Shot-Online Review
September 16, 2006 - Joe "OuTkAsT-1" Topolnisky
The guys over at PC.IGN have also fired-up a review on onNet's recently released Persistent Online Sports title, Shot-Online. So how does the game stack up? Read on to find out! Snip:
Actually hitting the ball takes a lot of guesswork when you first start out, especially since you need to consider lie, weather conditions, and foot angle. The game lets you know where the wind is coming from and where your ball will theoretically land, but it's up to the player to get a feel for their power to judge impact strength. This become more of an issue on greens, where there's very little information regarding how far your putt will travel at a given power level. Instead, a significant amount of guesswork is required to read the imprecise slope displays. Eventually you get a general feel for it, but the slopes never seem to affect the ball consistently.
Dark Messiah of Might & Magic Preview
September 16, 2006 - Joe "OuTkAsT-1" Topolnisky
Moving right along, PC.IGN has thrown up some hands-on impressions of Ubisoft's upcoming First Person Action-RPG, Dark Messiah of Might & Magic. Here's a nugget on the game's combat system:
Combat is a visceral and bloody experience. The game is in first-person so most of the action is up close and personal. Those familiar with first-person melee combat games in the past are probably groaning but developer Arkane has done a decent job developing the control system so that it works decently in the setting. It's hard to force the amount of combat options normally shown in a hack-and-slash as body movement, like those twirling acrobatic moves you see in games like God of War or Prince of Persia. They have done an admirable job offering basic slashing moves with heavier power moves of different varieties and special moves that can be added once certain skills have been accessed.
Age Of Empires III: The Warchiefs Q&A
September 16, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has Ensemble Studios' Sandy Petersen in the hot seat this evening, answering questions regarding their upcoming Age Of Empires III expansion pack, The Warchiefs. They cover everything from the game's new playable factions to their demo plans. Here's a snippet:
FiringSquad: What can you tell us about the new playable sides in the game?
Sandy Petersen: All three of the new tribes will have characteristics which will interest most Age of Empires III players. All three natives are perfect for someone who likes to attack early as the Iroquois and Aztecs have strong early games, while the Sioux are well suited for hit-and-run style players with fast units. Aztec units reward meticulous play, the Sioux reward thinking on your feet, while the Iroquois reward players who appreciate options. Playing as each of the natives also comes with challenges gamers must overcome, for example the Aztecs and Sioux experience difficulty countering artillery units and players must plan ahead to be effective against them.
Company of Heroes Review
September 16, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpy gets the evening started by slapping up their full review on Relic Entertainment's hit Stratey title, Company of Heroes. Staying with the herd, they score this bad boy a perfect 5 out of 5! Anyways, here's a snippet on the rockin' gameplay:
Of course, presentation means nothing without the gameplay to back it up, and Company of Heroes doesn't disappoint. While the game's strategic model draws heavily from Warhammer 40,000: Dawn of War, it's been significantly modified. The game has three main resources: manpower, munitions and fuel. These resources are acquired by capturing strategic points on the map and connecting them to the player's HQ. The resource model alone adds huge layers of genuine strategy (as opposed to the mere tactical maneuvering of units) to the game. For the first time I can remember in an RTS, geographic positioning and using the entire map are actually important, and a player needs to keep the overall course of the battle in mind even while managing individual troops. If, for example, a certain map has only a few low-level fuel sectors, that'll mean that vehicles and tanks will be pretty rare, and control of those sectors can be the key to victory.
Gothic III Q&A
September 15, 2006 - Joe "OuTkAsT-1" Topolnisky
The official Gothic III website has been updated with an in-house interview that features Aspyr's Blaine Christine chatting about their upcoming RPG. So what can we expect from the game's combat system? Read on:
A major part of any RPG is its fighting system. What is combat like in Gothic 3?
Combat is easy to learn, but difficult to master. The Gothic series defaults to a third person perspective so the player can easily fight multiple enemies at once without losing track of who is attacking from where. The WASD keys control character movement while each mouse button (left and right) is a different type of attack. Combining mouse button clicks in different orders results in different combination attacks and holding the right mouse button activates the block function and special attacks. Naturally different weapon types have different attacks and combos as well. All in all, its a very intuitive and fun fighting system.
In addition to all of that, there is of course magic use and long range weapons as well. My personal favorite is the bow because you can quickly make an Orc into a hedgehog because you see the arrows stick (and stay) wherever you shoot them! Sweet!
BioShock Interview
September 15, 2006 - Joe "OuTkAsT-1" Topolnisky
ShackNews has thrown together an interview with Irrational Games' Ken Levine regarding their upcoming first person shooter, BioShock. Here's a nugget on the game's AI:
Shack: How do NPCs, such as the Big Daddy and the Little Sister, function? Is there some sort of AI hierarchy that dictates all the actions an NPC takes? If so, what is it?
Ken Levine: I cant think about the AI in BioShock without getting all excited. Our lead AI guy John Abercrombie has really outdone himself. Our goal was to create a giant web of interactivity. The Little Sisters and Big Daddies are a great example: They have a co-dependent relationship. The Little Sisters look to the Big Daddies for their survival. Hell actually grab her by the scruff and pull her out of the line of fire if the situation warrants. Shell run behind him and hide when threatened. Theyll even mourn each other when one is killed. Its quite a sight to see, really like nothing Ive ever seen in a game before.
Guild Wars Update
September 15, 2006 - Joe "OuTkAsT-1" Topolnisky
The fine folks over at ArenaNet has released an update for their hit Online RPG, Guild Wars. Including a load of class skill tweaks, you can find a list of what's new right here or just load the game up to start downloading. Now get to it! ;)
Enemy Territory: Quake Wars Preview
September 15, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has kicked up a quick preview on the Ark level in Splash Damage's upcoming multiplayer shooter, Enemy Territory: Quake Wars. Included are some new screenshots and an in-depth description of the map. Here's a taste:
Deep within the Arctic circle lies the Ark, a high-security private DNA bank and bioresearch facility built on the shores of an icy coastal inlet. The GDF have tasked the Ark facility with decoding the Strogg genome. The Ark has recently reported a success in reverse-engineering Strogg biotechnology which might even allow a reversal of the Stroggification process. The Strogg command Nexus have learned of the GDF's plans and tasked a Strogg strike team to immediately penetrate the Ark and destroy all research and intelligence materials therein. The GDF must deploy rapidly to protect the Ark from the Strogg raiders.
The vital research is in a Laboratory hidden deep within the Ark facility, behind massively armoured doors. The only way the Strogg can gain access to the lab interior is by destroying the doors with a Mining Laser, but they cannot deploy this massive excavation device until they disable the GDF Jamming Tower which is scrambling their deployment sensors.
Company of Heroes Review
September 15, 2006 - Joe "OuTkAsT-1" Topolnisky
Voodoo Extreme gets things rollin' with their take on Relic Entertainment's recently released Strategy title, Company of Heroes. Here's a snippet on the game's cover system and AI:
Through technology beyond my realm of understanding Company of Heroes' levels are packed with information about 'cover.' Each object, dip in the terrain, and new object created through a player's interaction with the world provides a certain level of cover to the game's units, with the interiors of buildings providing additional protection from small arms fire, though not necessarily from grenades and similar ordinance, and the game's units know this, so if positioned within a farmer's field they make a beeline for the tractor or nearby hay bale to dramatically increase their chances of seeing another sunset.
EQII: Echoes of Faydwer Preview
September 14, 2006 - Joe "OuTkAsT-1" Topolnisky
Finishing off the evening, GameSpy has thrown together a short preview on Sony Online's upcoming EverQuest II expansion pack, Echoes of Faydwer. Here's a snippet on the new Fae race:
The pixie-like Fae may not seem very imposing at first glance, but given their affinity for magic (as well as the fact that their models look many magnitudes better than the ones currently in the game), there should be a healthy population of them flitting about Norrath come November. They're diminutive (about a head shorter than Gnomes, if they weren't slightly airborne), they have very detailed wings, and they're prone to mischief. In game terms, they're more suited for spell-casting classes than physical ones, for obvious reasons, though it bears mention that the one that was shown to us in a recent demo was a ranger.
Stargate Worlds Interview
September 14, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has whipped up an interview with Chris Bernert, Senior Game Designer behind Cheyenne Mountain Entertainment's upcoming massively multiplayer online RPG, Stargate Worlds. They chat about the game's combat system, development status and more! Here's some lovin':
FiringSquad:What can you tell us about Stargate World's combat?
Chris Bernert: We are pretty excited about our combat system from our preliminary prototypes. Lets just say that our combat system is more visceral than what most players are used to in the current crop of MMOs. Our system encourages the players to use cover while in combat and its very advantageous also to keep moving. Weapon use is tactical so its not just the standard option of Well this sword has the best DPS so thats what I better use systems that you see in most MMOs today. Also, our enemies are sneaky and dont play fair. Well, they do but it just feels like they are cheating because instead of standing in one spot and taking a beating, they practice self preservation.
F.E.A.R. Extraction Point Demo
September 14, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at TimeGate Studios have released a singelplayer demo from their upcoming F.E.A.R. expansion pack, Extraction Point. Weighing in at 550megs, this sucker lets us try out the spiffy new minigun and more! Anyways, hit one of the following mirrors to start downloading:
Empire at War: Forces of Corruption Hands-On
September 14, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has kicked up a preview on Petroglyph Games' upcoming Star Wars: Empire at War expansion pack, Forces of Corruption, after getting some hands-on time with this bad boy. Here's a nugget on the new planets:
There are 12 entirely new planets in the expansion, bringing the total number to 54. If you've only seen the films, you probably won't recognize many of them but, if you've been exposed to the extended universe (or played loads of other Star Wars games), then you're bound to recognize at least a few. Each planet comes with new bonuses, corruption options and, in some cases, even indigenous species. Kamino, Mustafar and Utapau look just as they did in the prequel trilogies, while Felucia and Dathomir hold true to their representation in games and novels. Other planets include Mandalore, Muunilinst, Myrkr, and Saleucami. Players will also be able to visit the cluster of black holes known as The Maw. The new selection of maps also includes plenty of three-sided setups for multiplayer. There's even a nine-player map in the mix for players who really crave larger battles.
Battlefield 2142 Preview
September 14, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has posted an article taking a look at Digital Illusions' upcoming multiplayer shooter, Battlefield 2142. We get the scoop on the game's vehicles, Titan gameplay mode and more! Here's a taste:
Even if they're a touch too contemporary in their design to fit with the chronology, the vehicles certainly feel more useful than in previous games. Generally, up until now, APCs have been treated like second-rate tanks by Battlefield players, who would rather hop into a jeep to get anywhere fast, or heavy armour to cause maximum damage. In 2142, APCs and transport VTOLs are a vital piece of kit, since without them the only way to get aboard an enemy Titan is to spawn alongside your squad leader. APCs house turrets that with a right-click can be ejected into the sky and guided towards the launch bay of the enemy mothership. To be launched skyward in these pods is an unexpectedly stomach-churning experience (a fun one too, since you can use your pod as a guided bomb - although that feature is likely to be nerfed quite heavily). In short, Digital Illusions are ramping up the teamplay requirements.
Company of Heroes Review
September 13, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameSpy have chimed in with their take on Relic Entertainment's just-released Strategy title, Company of Heroes. Judging from some of these early reviews, Relic has hit gold with this one! Anyways, here's a clipping:
The more time I spent with Company of Heroes, the more those satisfying tactical moments kept rushing at me. There was the first time I used suppressive fire to pin down four German squads just to buy me a few seconds to rush in engineers with satchel charges and bring down a building. There was my desperate fight against the German Panzers that I faced with nothing but riflemen until I finally realized that I could actually steal German heavy guns. I was leapfrogging infantry and setting up heavy machine-gun squads to watch every access point only to nearly lose my marbles when the Germans managed to sneak in a sniper. The beauty of Company of Heroes is that it finally brings a realistic sense of small-squad tactics and the necessity for combined arms to an RTS in a way that's easily understandable, mostly manageable and has never been done this well.
Europa Universalis III First Look
September 13, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping things rollin', GameSpot has slapped up some first impressions on Paradox Interactive's upcoming Strategy title, Europa Universalis III. Here's a snippet on picking your nation:
Naturally, not all nations are created equal--many enjoy specific advantages provided by their populations, their global locations, their technological advancement, and the loyalty and happiness of their people. To help you choose your nation during your selected time period, Europa III will offer a quick-reference menu that shows each nation's vital statistics, such as its military strength or economic power, rated on a scale of 1 to 6 (to stay true to the Europa series' board-game roots). Depending on the country and the time period, nations will be divided into individual city-states with their own levels of technological, financial, and martial development.
Valve Software Interview
September 13, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has caught up with Valve Software's Gabe Newell for a quick Q&A regarding everything from Episode Three to Portal. Here's a little something to nibble on:
What can you tell us about Portal?
Gabe Newell: Portal is sort of at that beginning stage, where it's showing a lot of potential and we're working through all the technology issues, such as: "Oh, how do sounds work through portals and so on?" We're used to using DSPs as a method of determining sound attenuation, but that doesn't work when you're putting holes in everything. And we're looking at gaming issues: we want to make sure we can teach people how to use these things - it's such a change from how people are used to thinking of the world working. You know, a cliff is no longer a barrier - it's kinetic energy that you haven't used yet. Is it something that people can pick up on? It's great for us to get that out there earlier and learn as much as possible from gamers about how it's going to be received.
WoW: Burning Crusade Preview
September 13, 2006 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has updated the official World of the WarCraft website with a preview of the Priest class changes in their upcoming expansion pack, The Burning Crusade. You will find a new talent tree to play around with and a short list of spiffy new skills. Click here for the goods!
Marvel: Ultimate Alliance Q&A
September 13, 2006 - Joe "OuTkAsT-1" Topolnisky
Starting things off, ShackNews has posted an interview with Activision's Matthew Paul regarding their upcoming Action title, Marvel: Ultimate Alliance. They chat about everything from super powers to the game's storyline. Here's a clipping:
Shack: What's Marvel: Ultimate Alliance all about?
Matthew Paul: Marvel: Ultimate Alliance is about being able to put together your dream team of Marvel Super Heroes and take them on an epic adventure to save the universe from Dr. Doom. It's the Marvel game everybody's been waiting for. There has never been a game like this before. Although there have been Marvel games in the past, Marvel: Ultimate Alliance is the only game with access to the entire Marvel universe so just about every character you can think of is probably in the game in one form or another. And that's what you want to see in Marvel licensed games a blow out of a huge cast of characters, a deep story and intense combat.
NHL 07 Review
September 12, 2006 - Joe "OuTkAsT-1" Topolnisky
Also over at PC.IGN this evening is a short review on Electronic Arts' latest hockey title, NHL 07. Scoring a solid 8 out of 10, this might be one to check out. Anyways, here's a nugget on the new skill stick revolution feature:
That's not to say that the development team at EA didn't do a good job, most likely with limited resources. The big addition to the gameplay is what EA has termed the "skill stick revolution." If you opt for the keyboard, then you are missing out on the revolution, obviously. In fact, you're missing out, period. Ditch the keyboard for a duel analog USB gamepad or go play the console version. Back to the revolution. In short, passing has been mapped to the right analog stick, and with good results. By flicking the right stick in the direction of a teammate, you'll flick a pass in his direction. If you flick the stick in another direction, like toward the offensive zone, you'll dump the puck, allowing your speedier wingers to race down the ice, similar to the new style of play in the NHL with the new rink dimensions and rule changes. Still, this new passing system feels like a simple change, like moving shooting from one button to another.
NHL training camps are starting up this week. Can't wait for the season to start! :)Company of Heroes Review
September 12, 2006 - Joe "OuTkAsT-1" Topolnisky
Moving right along, PC.IGN has thrown up a review on Relic Entertainment's just-released Strategy title, Company of Heroes. Walking away with a final score of 9.4/10, they really seemed to enjoy it! Here's a snippet on the game's campaign:
The campaign in general is wonderfully designed and follows Able Company and Fox Company Paratroopers from the storming of Normandy to the defeat of the German 7th Army as Polish, Canadian, and US troops closed the Falaise Pocket. Fighting will take players from open roads and farming communities to the dangerous hedgerows of Hill 192 and tight city quarters of Cherbourg and St. Lo. Campaign missions are prefaced by excellent briefings that give a tiny history lesson and explain the situation using animatics and maps of France. Some striking in-engine cutscenes serve as bookends to most scenarios. The occasional mid-mission cut adds in extra detail. While usually unimportant to actual gameplay, they serve as exciting and rewarding intermissions mid-action.
Dawn of War: Dark Crusade Interview
September 12, 2006 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has fired-off some questions at Jonathan Dowdeswell, the Producer behind Relic Entertainment's upcoming Warhammer 40,000: Dawn of War expansion pack, Dark Crusade. Topics range from Games Workshop to the new classes. Here's some juice:
Which Warhammer 40K race has it been the most fun to put in the game and its expansion packs?
This depends entirely on which team member you ask. I think most people would say that Necrons have been the most fun. They're a race of metal skeletons that want to devour your soul - how can they not be fun? I've personally had a lot of fun working on Chaos. I'm not sure why, but I've always enjoyed working on them more than any other race.
Brain Zoo Studios Q&A
September 12, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has caught up with Brain Zoo Studios' Mohammad Davoudian for a short Q&A regarding the CGI cutscenes they do for various games. Here's a snippet on some his favorite work:
FiringSquad: What are some of the CGI cut-scenes for games that Brain Zoo is most proud of?
Mohammad Davoudian: Definitely everything we did from Darkwatch. The sheer amount of awards for animation that came out of that project was an outstanding recognitition of the effort put forth by both Brain Zoo and High Moon.
We are working on a PS3 title we're not yet allowed to mention, but some of our best work has been produced on that project, and I wish we could talk about it more. If we get the green light, John, you'll be the first one we call!
As for other notable game projects, I'd say Shrek and Finding Nemo were great examples of our ability to match what the animated film had done (on a much smaller budget I might add.)
Dawn of War: Dark Crusade Unit Preview
September 11, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted an article taking a look at the Harlequin units in Relic Entertainment's upcoming Warhammer 40,000: Dawn of War expansion pack, Dark Crusade. Here's something to nibble on:
Graceful and athletic, harlequins are superb fighters capable of attacking their enemies on many different levels. Thanks to their mobility, harlequins are capable of quick strikes, as well as messing with their enemies' minds with psychological attacks. The good news for opponents of the Eldar is that harlequin units are extremely rare, so you'll never see more than three of them on a battlefield at a time.
Portal Preview
September 10, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping this weekend kickin', 1Up.com has taken a look at Valve Software's upcoming first-person puzzel title (which will be included with Episode 2), Portal. Here's a little history on the game:
Portal started life as a class project from a group of students at videogame design school DigiPen. The team created a first-person game using portals called Narbacular Drop, and one day Valve head Gabe Newell saw the game at a presentation and hired the team immediately. But since DigiPen owns the rights to Narbacular Drop -- and to create something more polished and accessible -- the team shifted the basic idea into the more stylish Portal, which takes place at the futuristic looking Aperture Science Center. "I personally really like the change that we've made," says level designer Kim Swift. "Putting it in the Half-Life 2 universe gives us a whole range of story things that we can use."
Elveon Preview
September 9, 2006 - Joe "OuTkAsT-1" Topolnisky
Also over at PC.IGN tonight is a short preview on 10Tacle Studios' upcoming Action-RPG, Elveon. Here's a little something on the game's combat and weapons:
All of the attack actions were motion captured using real weapons and it shows in the way spears are swung. They look like they actually have a weight to them. The weapons will also interact realistically with the environment. Blades will glance off of walls and other obstacles directly and it really looks like they're colliding into something instead of bouncing off in the general vicinity of where it should hit. This makes spear combat in small hallways difficult, forcing you to equip the proper weapons for each situation.
Click here for more!EverQuest: The Serpent's Spine Preview
September 9, 2006 - Joe "OuTkAsT-1" Topolnisky
Hitting us with a little evening reading, PC.IGN has kicked up a preview on Sony Online's latest EverQuest expansion pack, The Serpent's Spine. Here's a bit on the new areas and races:
The build we saw was running The Serpent Spine's beta server, and we got a chance to check out bits of Crescent Ranch. Players can expect a bunch of new quests and merchants there. It's apparently an abandoned ogre city, so much of the architecture is colossal compared to the players running around. Players can even visit some titanic dragon lords who've taken up residence in a section of the city. Most of those running around had picked the Drakkin race. Being the first characters created using the updated graphics engine from two years back, they're more detailed than most other EQ races. Each has scale-like patterns along their ribs, horny protrusions along their foreheads, and significant tattoo patterns. The color patterns of all the features can be altered in the character creator, depending on which dragon sire players choose to align their character with.
Sword of the Stars Review
September 9, 2006 - Joe "OuTkAsT-1" Topolnisky
The fine folks over at GameSpy have thrown up a review on Kerberos Productions' recently released Strategy title, Sword of the Stars. So how does the title stack up against the competition? Read on to find out!
Managing a space empire is remarkably easy in Sword of the Stars. Unlike the reams of spreadsheet-like information that 4X gamers are be used to, planetary production, colony and resource management is reduced to just a couple of sliders. Need to devote more of global production to research rather than shipbuilding? Just slide to the right. Need to globally allocate production across the empire? Just click on the easy-to-read pie chart. There are no colony build queues to manage or planetary installations to construct and building, designing and moving space fleets across the universe is also done with simple to understand menus. In terms of accessibility, it makes empire management a snap and essentially allows planets to run themselves. The effect of this is especially welcome in large galaxy games or in multiplayer where needing to futz with individual planets would already make a fairly slow game intolerable.
Star Trek Online Interview
September 9, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has posted an interview with Perpetual Studios' Glen Dahlgren regarding their upcoming massively multiplayer online RPG, Star Trek Online. So what kind of timeline are we talking here? Read on:
FiringSquad: We know that the game is based on a slightly future version of the Next Gen/DS9/Voyager timeline but what sort of historical references can we expect to see to the original series in the game?
Glen Dahlgren: As I mentioned, were pushing our timeline out twenty years beyond what has been shown on screen. Were evolving everythinguniforms, technology, ships, etc.however everything in our game is still Trek. There are established themes and construction techniques weve maintained in our design to evolve the look rather than supplant it. Whats more, twenty years isnt that far out; youll still see characters you know and love (or hate); youll still be able to visit planets or systems that youll easily recognize; youll relive themes that pervaded many Star Trek episodes; and, of course, we always have time travel
Star Wars: Forces of Corruption Hands-on
September 9, 2006 - Joe "OuTkAsT-1" Topolnisky
Getting things rollin', GameSpot has taken a hands-on look at Petroglyph's upcoming Star Wars: Empire at War expansion pack, Forces of Corruption. Here's a snippet on some of the game's new missions:
Forces of Corruption will feature a lot more tactical missions than the regular Empire at War campaign. These missions often involve no base or unit building. Instead, you have to battle through a level with a predetermined group of units. For example, a tutorial/prologue campaign will introduce you to many of the new features in the expansion, as well as walk you through a land battle where you can command Zann and his loyal henchman, Urai Fen, as they attempt to steal something from Jabba the Hutt. This prologue goes to explain how Zann ends up in prison at the beginning of the campaign. Thankfully, Zann has some unique abilities, such as being able to bribe squads to fight for him, and he has a powerful blaster that can level an enemy squad in a single shot. Urai Fen is powerful, as well, and he has a cloaking ability that lets him sneak up on enemies.
Hellgate London Interview
September 8, 2006 - Joe "OuTkAsT-1" Topolnisky
Finally this evening, HellgateGuru.com has sat down with Flagship Studios' Ivan Sulic for a quick chat regarding their upcoming Action-RPG, Hellgate London. Topics range from PvP to how death is handled in the game. Snip:
6. What are your plans for a global community of players in Hellgate: London? Will the servers be divided by locations or could everyone play on a single server, like in Guild Wars?
Ivan Sulic: We currently do not have plans for any international lockouts. This, however, may change as development continues. Then again, all things might.
7. When your character dies, does he suffer from any sort of death penalty? Also, do you have to retrieve your body to get back all of your equipment as in Diablo II, or do you have a different way of handling that?
Battlefield 2142 Preview
September 8, 2006 - Joe "OuTkAsT-1" Topolnisky
The ActionTrip is the latest website to fire-up some hands-on impressions on Digital Illusions' upcoming multiplayer shooter, Battlefield 2142. Here's a little something on the Titan Assault gameplay mode:
The 32-player map I played in the beta is called Verdun and it features the Titan Assault mode of play. Essentially, TA is a spin on the Conquest mode - in order to defeat the giant enemy ship controlled by the other team's commander, your team will be required to capture and hold missile silos, which are needed to bring the enemy Titan's shields down. Players must destroy the Titan's shields, board the craft, fight to its reactor core and detonate it from the inside - all while defending their own Titan. From this short explanation, it's easy to see how the Titan Assault mode can be more involving than the regular Conquest game.
ET: Quake Wars Dev Diary
September 8, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpy has slapped up a developer diary featuring Splash Damage's Paul Wedgwood as he talks about the technology behind their upcoming multiplayer shooter, Enemy Territory: Quake Wars. Here's a bit on the terrain rendering:
In truth, it's an ingenious, but actually pretty straightforward, idea. Somewhat like normal mapping (where a texture that looks super high-poly is applied to a low-polygon model to give the impression of lots of polygons), John Carmack's code applied a highly detailed texture to a comparatively low-polygon terrain model -- the result (after around another year of collaborative development between our two companies) was a terrain rendering system that had lots of incidental benefits for gameplay. We could now derive vehicle traction, particle effects, audio effects and various other gameplay affecting elements from the MegaTexture itself (rather than relying on the underlying polygons). This gave us far greater accuracy for these effects, yet used even less polygons. It's probably not hard to imagine what the next generative step for this technology might be, but more on that some other time.
Click here for more dev diary lovin'!LEGO Star Wars II: The Original Trilogy Review
September 8, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown together a review on Traveller's Tales' Third-Person Action title, LEGO Star Wars II: The Original Trilogy. Scoring a solid 8/10, this may be one to check out! Anyways, here's a snippet on switching between playable characters:
What makes LEGO Star Wars truly unique is that players will be in control of at least two characters at a time, and sometimes as many as six. Using a quick tap of the button, gamers can hop back and forth between anybody in their party -- be they Jedi, Rebel, Droid, or whatever -- and each of these archetypes play entirely different. So while Luke Skywalker and Obi-Wan Kenobi may be ideal for taking out large groups thanks to their jumping lightsaber attacks, only droids can access certain areas that allow you entry to the next section. Moreover, the standard blaster characters can mean the difference between life and death when fighting enemies from a distance and Traveller's Tales has done an excellent job of balancing things so that you'll have to rely on all these styles to succeed.
Star Trek Legacy Q&A
September 8, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad starts things off by tossing up a brief Q&A with Mad Doc Software's Gary Conti regarding their upcoming Strategy title, Star Trek Legacy. Here's a snippet on working with some of the TV actors:
FiringSquad: What was it like working with the actors on their roles? Did it take a while for them to get into character?
Gary Conti:It was fantastic. All five were friendly and professional; it was truly a treat. The sessions went smoothly - they are all so familiar with those characters that they just stepped right into them.
Company of Heroes Dev Diary
September 7, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpot has slapped up a developer diary written by Relic Entertainment's Erin Daly regarding the design behind their upcoming Strategy title, Company of Heroes. Here's a snippet on the missions:
Next came the missions. Company of Heroes focuses on authentic battles. We wanted to deliver the most compelling and highly charged missions that the Allies undertook in this epic invasion: Securing the crossroads town of Carentan, capturing the port city of Cherbourg, and pushing the Allied advance through the deadly hedgerows before taking the ruined city of St. Lo. We pored over history books, memoirs, and war letters, learning everything we could about these storied battles. From that background we developed the mission objectives and structure, trying to stay true to the essence of the battle and capture the emotional intensity of the event.
Read onArchlord Impressions
September 7, 2006 - Joe "OuTkAsT-1" Topolnisky
Rolling right along, EuroGamer has offered up some new impressions of NHN Games' upcoming massively multiplayer online RPG, Archlord. So what does this game bring to the table? Read on:
Admittedly, players of Lineage II or any other Korean MMO might get a sense of déjà vu here. In many ways Archlord is that game again, that ugly lo-tech grindfest with little or no explanation of what you are meant to do or where you are meant to go or indeed who the hell you are. But lying behind this is a fiendishly fantastical (in the sense that it's fantasy and it involves fiends) back-story. Centuries ago, a powerful wizard created five elemental Archons to allow him to rule the world, but was foiled in his dastardly plan; he was presumed killed and the Archons scattered back to the dust. Five millennia later, rumours of the Archons resurfacing emerge and a stranger appears to be trying to collect them. The good guys (Orcs, Elves and Humans) bind together to drive him off, before falling out over the the Archons, driven by the power on offer. As Lord Acton would say, "power corrupts and absolute power corrupts absolutely."
Star Trek: Tactical Assault Interview
September 7, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has caught up with Quicksilver's Rantz Hoseley for a short Q&A regarding their upcoming tactical space combat title, Star Trek: Tactical Assault. Here's a blurb on the gameplay:
FiringSquad: What can you tell us about the gameplay in Tactical Assault?
Rantz Hoseley: Tactical Assault is, like its name would imply
a Tactics game. People wanting to play it like a shooter are going to find it to be a very different kind of experience. Weve struck a good balance in the richness of tactical options and the immediacy of a handheld. The real test for us was at E3 watch people who were familial with SFC, and dubious about TA pick up the game and play it. It was very reassuring that the majority of them told us they felt the balance was there and a few told us they had snuck in with the intent of bashing it, but were happily surprised with how in control of all of the options they felt, without it being cumbersome.
The Witcher Video Preview
September 7, 2006 - Joe "OuTkAsT-1" Topolnisky
The folks over at PC.IGN have slapped up a video preview of CDProjekt's upcoming Action-RPG, The Witcher. Coming in both WMV (37.5 MB) and Quicktime (57.1 MB) formats, they cover everything from the game's storyline to the combat system. You can grab this puppy by tapping your mouse right here. Now get downloading! ;)
Caesar IV Preview
September 7, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping things fresh, GameSpot has thrown together an updated preview on Tilted Mill Entertainment's upcoming City-builder, Caesar IV. Here's a nugget on the game's visuals:
Caesar IV's 3D graphics engine (a first for the series) appears to build upon that of Children of the Nile. The engine supports pretty graphical features, such as high dynamic range lighting, real-time shadowing, and water reflections, though the focus isn't so much on delivering eye candy as it is on presenting a clean look. You can gauge the health of your city often by just looking at it, as information is presented through the state of the buildings. If things are going well, you'll notice buildings will get upgraded on their own. Or, you can just look at the activity of your citizens. Tiny little plebs wander around the streets, pushing carts and doing various tasks, and you can click on them for a short little verbal comment about how they're doing, as well as glean more information about their general status.
Battlefield 2142 Interview
September 6, 2006 - Joe "OuTkAsT-1" Topolnisky
Finally tonight, ShackNews has fired-off some questions at Digital Illusions' Kristoffer Bergqvist regarding their upcoming multiplayer shooter, Battlefield 2142. Topics include the Conquest gameplay mode, the use of in-game ads and more! Here's some juice:
Shack: Recently, EA announce that, among other games, Battlefield 2142 will include in-game advertising. This seems like kind of an odd thing, given that the game is so far in the future. What steps are being taken there?
Kristoffer Bergqvist: The biggest issue for me is that the ads should not take you out of the game in any way. So, you won't see a pop-up ad or something. We have things like in-game [billboards], and they're very much in the art style of what Battlefield 2142 is, they're dirty and they fit with the world. We also have control of what ads are sent out, so of course we're going to try to have things that are appropriate with the game world.
Faces of War MP Demo Released
September 6, 2006 - Joe "OuTkAsT-1" Topolnisky
Looking for something new to try out? Well, Best Way has released a new multiplayer demo from their Strategy title, Faces of War. Including two maps and three gameplay modes, you can grab this puppy at one of the following mirrors: So what are you waiting for? Get downloading!
New Battlefield 2 Patch
September 6, 2006 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Digital Illusions have released a new patch (v1.4) for their hit multiplayer shooter, Battlefield 2. Weighing in at 140 megs, this sucker sports a new map, a No Vehicles server option and more! Hit one of the following mirrors to get downloading: Rock on!
Perimeter: Emperor's Testament Review
September 6, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown up their take on KD Labs' recently releasted Strategy title, Perimeter: Emperor's Testament. Scoring 7.6 out of 10, this seems like a pretty solid game. Anyways, here's a bit on some of the gameplay tactics:
The coolest and most fundamental of strategies in Perimeter is to cut off a portion of your enemy's infrastructure by breaking a part of the network. If you can get your own energy cores and transmitters close enough, you can lay claim to any enemy installations that he can't get power to. This back and forth action as you capture and lose buildings is just as interesting as it was in Perimeter but the expansion doesn't really add anything new to the mix.
BioShock Interview
September 6, 2006 - Joe "OuTkAsT-1" Topolnisky
Kicking things off, GameSpy has sat down with Irrational Games' Ken Levine for a quick Q&A regarding their upcoming Action-RPG, BioShock. They chat about the game's bosses, weapons and more! Here's a clipping:
GameSpy: What mechanic will be used to tell the story?
Levine: There are numerous mechanics in this game. One is talking ear-to-ear with a radio device; then there are characters in the world that you see and can directly interact with, too. There are apparitions that you come across in the game which you begin to pick up on because you've been so genetically modified that you can now sense these spiritual energies. There are people's audio diaries, and everything in the world of BioShock has analog properties.
Because they split off from the world in the '40s, they split off with the most brilliant minds of the time, and so they developed all their technologies. So instead of writing letters, they developed an early form of email but that were in an entirely analog format which they would send through these pneumatic tubes. So you'll find lots of communications on these audio logs, and I think one of the best forms of communications in the world is actually the world itself as a character. It communicates its personality because the world still thinks it's this wonderful utopia and doesn't realize that it's been destroyed.
NeverWinter Nights 2 Q&A
September 5, 2006 - Joe "OuTkAsT-1" Topolnisky
After visiting a recent Dragon*Con, the NWVault has slapped up an interview with Obsidian Entertainment regarding their upcoming Action-RPG, NeverWinter Nights 2. They cover the everything from the DM Client to the game's mod tools. Here's a blurb:
Any info on what kind of additions are in store for the DM Client that weren't in the original Neverwinter Nights? Josh informed me that the DM interface will contain new features not included in the original Neverwinter Nights DM client, such as various Jump party capabilities, including Jump party to module. The DM client will also have a free camera mode, where the camera will be moved independently from the DM avatar. Josh added that a "Search" utility will be available in both the toolset and in the DM Client's Chooser.
AoE III: The WarChiefs Interview
September 5, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping this slow news day kickin', GameSpy has fired-up an interview with Ensemble Studios' Bruce Shelley regarding their Age of Empires III expansion pack, The WarChiefs. Here's a snippet:
Once they decided to go with the Native American theme, the team's conceptual problems still weren't over. "Native American" is a broad term covering a lot of cultures across North and South America ranging from peaceful tribes who mostly lived in harmony with the land to brutal warriors and raiders who butchered, robbed and murdered other Native Americans. How was the team to choose which tribes to represent, and what would they do with the more unsavory aspects of Native American existence? According to Shelley, here, as in everything else, the needs of the game trumped everything. "We wanted to pick groups that would be instantly recognizable and represent archetypal aspects of the Native American experience while also offering interesting things that could be turned into gameplay."
DarkStar One Review
September 4, 2006 - Joe "OuTkAsT-1" Topolnisky
GameSpy has thrown together a review on Ascaron Entertainment's recently released Action-Adventure title, DarkStar One. With an average score of two and a half stars out of five, you may want to read up on this one before buying. Anyways, here's a bit on the game's combat:
Fortunately, DarkStar One is about more than just badly animated cutscenes and atrocious writing; it's also got space combat. This section is almost -- almost -- enough to redeem the whole game. The game's flight model is simplistic and arcade-like, and the universe sectors aren't all that big, but zipping around, blowing enemy ships to smithereens in DarkStar One is a whole lot of fun in an original Wing Commander kind of way. The ship's UI is a bit unusual in that the controls are activated by pressing the space bar and clicking on an onscreen button with the mouse, but it's not a difficult system to learn and quickly becomes second nature. The game also sports a Freelancer-style mouse control scheme for flight, aiming and firing weapons. It feels a bit clunkier than its inspiration but is otherwise perfectly serviceable. For those who can't wrap their heads around controlling a spaceship with a mouse, DarkStar One has excellent joystick support.
Crysis Preview
September 3, 2006 - Joe "OuTkAsT-1" Topolnisky
The guys over at GameSpot have whipped up a preview on Crytek Studios' upcoming first person shooter, Crysis. They cover the game's storyline, save features and more! Here's a taste:
How you get through the game will be affected by the difficulty level that you choose to play at. Crysis will ship with a number of difficulty levels, and we're told that the easiest will be easier than that of Far Cry, but we're most interested in the hardest difficulty level, which is appropriately called Delta. We're told that it's going to be brutal, and that the action will be more realistic. The controversial checkpoint save system from Far Cry will return, but the good news is that the game will also support quicksaving and quickloading, so you can avoid situations where you have to replay whole sections of the game if you die.
Reservoir Dogs Review
September 3, 2006 - Joe "OuTkAsT-1" Topolnisky
Keeping the weekend rollin', PC.IGN has slapped up their take on Eidos Interactive's recently released Action title, Reservoir Dogs. Here's a snippet on the game's characters and locations:
Sure, all the characters are there (even if Mr. Blonde's the only recognizable character, with Michael Madsen providing his voice and likeness - unlike the movie's other stars) and you'll spot plenty of the movie's more memorable scenes. However, to 'action' things up a bit, Volatile's fleshed out some of the unseen side-stories preceding the bank heist, plot point merely alluded to in the movie. For example, you'll follow Mr. Blue as he escapes the chaos of the failed heist, Mr. Pink as he returns to retrieve his stashed diamonds and Mr. Blonde as he visits the mall.
ArchLord Hands-On
September 3, 2006 - Joe "OuTkAsT-1" Topolnisky
The peep sover at GameSpy have taken a short hands-on look at NHN Games' upcoming massively multiplayer online RPG, ArchLord. Here's a snippet on the game's key ArchLord status:
The game's title refers to the pinnacle of player achievement on offer -- the status of ArchLord. By surmounting a series of trials designed to test the mettle of the most dedicated guilds, a single player can don the mantle of the ArchLord, and wield incredible amounts of in-game power. As you would imagine, the process will be suitably involved, and incredibly competitive, and will require massive efforts in both PvE and PvP. In game terms, this will involve laying siege to NPC castles and battling the powerful creatures that guard them. We've been assured that it wouldn't be easy, and judging by the perks -- which include a retinue of summonable guards, a flying dragon for a mount, and control of the in-game weather system -- it darn well shouldn't be. Alas, absolute power doesn't last forever; players will retain ArchLord status for one month, upon which other guilds who have completed the trial can challenge the incumbent demigod for the throne.
Battlefield 2142 Dev Diary
September 2, 2006 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has fired-up a new developer written by Digital Illusions' Anders Gyllenberg regarding the persistence system in their upcoming multiplayer shooter, Battlefield 2142. Here's something to nibble on:
We also looked at the leaderboards for areas to improve the experience. Due to some of the new features introduced in BF2142 it was a necessity to add some extra filters to help you shine in your own glory. Buddies, dog tags and fellow countrymen were identified as things we wanted to track. The buddy system allows players to keep track of their friends and send short instant messages if they are online. Dog tags, which will be awarded when you and your knife gets up close and personal with your enemy, had to be easily filtered out to give you the names of your victims. We have also introduced a new leaderboard which will reflect skill and the best way to track skill is the score per minute.
HeroEngine Interview
September 1, 2006 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has fired-off some questions at Simutronics' Neil Harris regarding their MMO game engine, HeroEngine. They chat about the engine's features, working with BioWare and more! Here's a blurb:
Jonric: What significant benefits does HeroEngine offer licensees compared to building their own and to other third-party options?
Neil Harris: With HeroEngine, MMO developers can shave the first two years off their development cycle and eliminate technology risk - with it, they are sure it works out of the box. Since we are also MMO game developers, it was designed to work the way we think, and developers really like the way work flows and the way it brings the team together throughout the project. It works very differently and much better than anything else out there.
Battlefield 2142 Impressions
September 1, 2006 - Joe "OuTkAsT-1" Topolnisky
The FiringSquad has slapped up some impressions on the multiplayer portion of Digital Illusions' upcoming first person shooter, Battlefield 2142, after getting some hands-on time with the closed beta. Here's a bit on the game's art style:
The map itself, Verdun, is an interesting way to go in terms of looks. In many ways it resembles a map from Battlefield 1942 because of its art style, with ruined European style villages and a rural location. While the game is definitely not a WWII map (the ice glaze, the snowflakes and futuristic looking structures give it away) but it doesnt look like a map that should be set over 100 years from now.
Crysis Interview
September 1, 2006 - Joe "OuTkAsT-1" Topolnisky
Thanks to Blue's News for this little tidbit. Game Informer Online has caught up with Crytek Studios' Cevat Yerli for a brief Q&A regarding their upcoming first person shooter, Crysis. Topics range from gameplay balancing to working with DX10. Here's a taste:
GI: How close are you working with Microsoft with Vista and DX10?
Yerli: Very close. Actually we are so close that we get new drivers everyday, new hardware, and new builds. You know, our programmers are crazy about it. Its an insult that they go crazy because what happens is that everyday potentially a new thing has to be rebuilt. Since its Vista we are working with Alpha versions of Vista, we are working with drivers that get updated everyday with new source code, we work with hardware that are prototypes, everything is just unstable. And then our game is unstable in development. We want to understand where it crashes, and why and who caused it.
So its a nightmare, but, it just means that we are working so state of the art it means we are able to put in DX10 rendering inside the game before DX10 is available. DX10 is available as a SDK, its not that its not available, but DX10 rendering or DX10 hardware.
Eragon Preview
September 1, 2006 - Joe "OuTkAsT-1" Topolnisky
Sticking with the folks over at GameSpy, they have also fired-up a preview on Stormfront Studios' upcoming Action-Adventure title, Eragon. Here's a nugget on the game's combat system:
The combat system is pretty simple at first glance, with two attack buttons, one for quick strikes, and another for slower, more powerful blows. These attacks can be input in various combinations for different effects. One combination, for instance, will initiate a grapple maneuver which can be used to either finish off a foe, perhaps by striking them with the pommel of your sword, or by throwing that opponent into other enemies. Brom, one of the playable second characters and Eragon's Obi-Wan Kenobi-like mentor, has a different throw than Eragon, borrowing from the repertoire of professional wrestlers everywhere, impressively lifting baddies high above his head before tossing them down. Not bad for an old guy.
The Sims 2: Pets Preview
September 1, 2006 - Joe "OuTkAsT-1" Topolnisky
Ready to feed the beast? GameSpy has thrown up some impressions on Maxis' upcoming The Sims 2 expansion pack, Pets. Here's a little snippet on your furry little friends:
As you'd suspect, Sims 2 Pets allows your Sims to adopt or breed cats and dogs (as well own birds or little rodents). But what threw us for a loop was just how much personality these little guys have. We watched as one of our Sims tried to teach her new dog to roll over: Our puppy looked up at her with glossy eyes, one ear cocked, her furry head following every movement of her owner's hand. It doesn't take long to form an attachment with the onscreen animals.
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