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Thursday , January 20, 2005 |
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Close Combat: First To Fight Preview 06:22 pm
- Andrew Burnes
- games: action
(0 comments)
Game Informer today carries a huge preview of Destineer's U.S. Marine squad combat title, Close Combat: First To Fight:
At the most basic core, First To Fight is built around the Marine system of "ready, team, fire, assist," or RTFAS. This term refers to the distinct roles and duties of a typical four man Marine fire team. The ready position, the team leader, is the man charged with issuing out orders for the rest of the team. He's the leader and the brains behind how the team works together as a single entity.
The remaining three team positions are essentially support, but each of them does serve their own unique purpose. The fire member, for example, is usually the soldier carrying the heavy firepower and is also the one usually in charge of laying down massive suppression fire on enemy locations. Each soldier in the four-man team has a distinct role to play, but as expected, none is more important than the other. The team may be made up on individual men, but in the field of battle, they're meant to be a single force.
Brothers In Arms Theme Song 06:17 pm
- Andrew Burnes
- games: action
(0 comments)
Gearbox let us know that they've released the theme song for their upcoming World War 2 action title, Brothers In Arms:
In June of 2004, Gearbox Software's music producer, David McGarry, traveled to Prague to record the famous Filmharmonic Orchestra performing the BiA sound track.
Download here.
Worthplaying Goodies 06:16 pm
- Andrew Burnes
- games: general news
(0 comments)
FF vs The Third Reich Quickie 05:22 pm
- Robert 'Apache' Howarth
- games: role-playing
(0 comments)
The RPG Vault shot up a hands-on preview of Irrational's Freedom Force vs. The 3rd Reich:
One thing that can be reported is that the small sampling we saw gives every indication the title will retain and build on some of its predecessor's key strengths. One of these is the look. Freedom Force very effectively captured the visual essence of the comic book medium and transferred it to the computer screen. It appears the sequel will do the same. In some regards, it may be even better. For instance, although only an impression, it seems like there are more usable and destructible elements within the environments. This is great in terms of allowing your characters to feel like powerful superheroes, although you might not want to go around demolishing every lamppost, phone booth, mailbox and building since doing so will reduce your prestige rating. Then again... In a related vein, the results of behaviors such as smashing things or tossing a car will seem natural, at least within the game context; things will shatter and bounce, debris will hit and injure innocent bystanders, etc.
Top 20 Best Selling Games of December 04:56 pm
- Robert 'Apache' Howarth
- games: general news
(1 comment)
Here are the NPD Group's list of top 20 best selling PC games from December, which is of course the busiest shopping month of the year:
1) Half-Life 2 - Vivendi Universal - $50
2) World Of Warcraft - Vivendi Universal - $49
3) The Sims 2 - Electronic Arts - $46
4) Roller Coaster Tycoon 3 - Atari - $37
5) MS Zoo Tycoon 2 - Microsoft - $37
6) Lord of the Rings: Battle For Middle Earth - Electronic Arts - $46
7) The Sims 2 Special Edition - Electronic Arts - $46
8) Rome: Total War - Activision - $42
9) The Sims Deluxe - Electronic Arts - $19
10) Call Of Duty - Activision - $27
11) Doom 3 - Activision - $38
12) Lord of the Rings: Battle For Middle Earth DVD - El)ectronic Arts - $48
13) MS Zoo Tycoon: Complete Collection - Microsoft - $30
14) Sid Meier's Pirates - Atari - $45
15) Call Of Duty: United Offensive Expansion Pack - Activision - $28
16) Medal Of Honor: Pacific Assault - Electronic Arts - $46
17) Halo: Combat Evolved - Microsoft - $32
18) World Poker Championship - Valusoft (THQ) - $19
19) MS Flight Simulator 2004: Century Of Flight - Microsoft - $27
20) Sponge Bob Square Pants: The Movie - THQ - $19
The French are taking over!
Auto Assault Q&A; 04:49 pm
- Robert 'Apache' Howarth
- games: mmog
(0 comments)
On the grill at Gamespot today is an interview with Netdevil prez Scott Brown about its forthcoming massively multiplayer auto dueler, Auto Assault:
GS: Tell us a bit about the postapocalyptic world that Auto Assault is set in. How big is it, and how is it divided up (if it is divided at all)? Are there many towns and cities? Where will you go to repair your vehicle or rest up?
SB: The Auto Assault world is broken into regions. Each region consists of a highway map, several instanced highway exit maps, and a few towns. The highways are huge maps, usually more than 30 square miles of territory. This is where you play with lots of other players, completing missions and wreaking havoc on the world. Some mission arcs will include playing a part on an instanced map that you can either play alone or with your current convoy of fellow drivers. These maps are instanced just for your group and they retain the state of what missions you have completed on them. For example, if you destroy an enemy base on an exit map, when you return with a later mission, the base will remain destroyed. Each map has at least one repair station where you are returned when your vehicle is destroyed. The highways also have truck stops, which are large repair stations with stores. Players can travel quickly between truck stops and towns once they have discovered them in the game.
Ex-Lover Deletes Lineage Character; Arrested 12:20 pm
- Andrew Burnes
- mmog: role-playing
(15 comments)
Coming from the land of the bizzare, and Boomtown, is the news that a woman was arrested for deleting the character info of her ex-boyfriend in the MMOG Lineage:
The jilted girlfriend, said to be in her thirties, logged onto her ex-lover's Lineage account with his username and password. Once there she deleted his game data including all the items, weapons and clothes he had collected.
Although the boyfriend did not suffer financially he reported the misuse of his account to the police. Police then reported the woman of Toyama Prefecture, to the Fukushima District Public Prosecutors Office accusing her of violating a law banning illegal access to someone else's online accounts.
Just remember this when you break the heart of the next elf you meet in World of Warcraft.
Dark Sector Info 12:15 pm
- Andrew Burnes
- games: action
(3 comments)
Computer & Video Games now has the first solid info regarding Digital Extreme's next-gen action game, Dark Sector, thanks to their sister publication PC Zone:
The game is set in space, in the mysterious realms at the edge of the solar system, where you play a high-tech stealth agent with a host of supernatural powers. The tagline for the game is "every generation a few are born with the power to control," which is not only a sly hint as to the developer's intentions, but a key to the gameplay itself. Using a combination of cyber-implants and psychic skills, you'll be able to manipulate time, the environment and computer systems in a variety of cool ways, giving you a huge amount of control over a highly reactive world.
Third-person anime-esque stealth-action? Sign me up.
Incredible Hulk Graphics Engine Details 12:13 pm
- Andrew Burnes
- games: general news
(0 comments)
Over on HomeLan you can read a detailed description of the graphics engine in the new Incredible Hulk game, as written by Neall Verheyde of Radical Games:
Chris Cudahy (Lead Programmer) did a lot of work to enhance the decal system which handles the bulk of the damage effects on the world. It handles radial-damage (like the circular shock wave when Hulk flies into the side of a building), cone-damage (sonic clap), and basic impacts, cracks, breaks, etc over all sorts of terrain. The decals are usually augmented with particle effects for debris, dust, smoke, and flame. Most damage effects are persistent in the world. Decals are eventually recycled, but a LOT of destruction can be layed down before this happens.
Kutaragi Disses Sony 12:07 pm
- Andrew Burnes
- consoles: general news
(2 comments)
Playstation guru Ken Kutaragi was today biting at the hand that feeds him as he bemoaned Sony's backward stance on digital music players, especially ones that play MP3s, and assured this will be corrected with the PSP:
Ken Kutaragi, president of Sony Computer Entertainment Inc., said he and other Sony employees have been frustrated for years with management's reluctance to introduce products like Apple Computer Inc.'s iPod, mainly because the Tokyo company had music and movie units that were worried about content rights.
Kutaragi said Sony's original spirit of innovative technology had grown "diluted." "We have to concentrate on our original nature challenging and creating," he said.
Activision Buys Doom 3 Xbox Developer 12:01 pm
- Andrew Burnes
- games: general news
(0 comments)
Vicarious Visions, the studio responsible for bringing an expanded version of Doom 3 to the Xbox, has been purchased by its publisher:
The acquisition underscores Activision's strategy to continue building its technical infrastructure in order to take full advantage of the high-growth potential of the next-generation hardware platforms by acquiring technical and design talent with a history of high-quality product creation, while over time enhancing the company's financial operating model.
Under the terms of the agreement, Vicarious Visions' 100-person studio, headquartered in Troy, NY, with offices in Mountain View, C.A, has become a wholly owned subsidiary of Activision. As part of the transaction, Vicarious Visions' management team and key employees have signed long-term employment contracts with Activision.
"We have shared a strong relationship with Activision over the past five years on platforms ranging from Game Boy Color to most recently the Nintendo DS, Xbox and Sony PSP," said Karthik Bala, CEO of Vicarious Visions. "Joining the Activision family seemed like the logical next step and we look forward to continuing to build great games and a great company together."
With recent successes such as Spider-Man 2 and the Tony Hawk games, who can blame them?
A Good Year For Xbox 11:56 am
- Andrew Burnes
- consoles: xbox
(11 comments)
Microsoft released a whole load of back-rubbing stats about the Xbox in 2004 today, so let's get started:
- Xbox Live online gaming service has set a new standard for online gaming with more than 1.4 million members around the world, surpassing expectations and cementing its position as a leader in the digital entertainment landscape.
- Xbox was the only platform to see year-to-year growth during Q4 as well as the full calendar year 2004, while the overall market was down year-to-year, in Europe.
- Xbox market share for 2004 was an impressive 29.46 percent, increasing 7 points from the 2003 calendar year (UK).
- Overall software sales for Xbox lead the way in 2004, growing units sales 44 percent during Q4 and 48 percent for the calendar year 2004.
- There are now more than 200 Xbox Live-enabled titles, making it the richest library of online console games available today.
- Halo 2 has now sold more than 6.4 million copies worldwide.
- The overall Halo franchise, which includes predecessor "Halo: Combat Evolved" for the PC and Xbox, has sold a collective 12.8 million copies in just three years.
- Smashing previously established records, the Xbox Live community has logged a record-breaking 91 million hours playing "Halo 2" since the title's launch - more than any other Xbox Live game in the two-year history of the service. In addition, the instantly immersive gameplay has resulted in close to 61 million logged sessions on the game, with an average session lasting nearly 92 minutes, approximately the length of a major motion picture.
Perimeter Addon Announced 11:47 am
- Andrew Burnes
- games: real-time strategy
(2 comments)
K-D Labs and 1C Company today announced an expansion pack to the most innovative real-time strategy game of 2004, Perimeter:
The story of "Perimeter: Emperor's Testament" opens new pages in the Exodus history. Whereas the Spirits are on the way to their destination and the Harkbacks are seeking the mythical Earth, the Emperor builds up his Sponge Empire using automatic bases - his Vice Frames. He creates the Mechanical Spirit to help him discover new Worlds. One of the Vice frames starts the testing of this mechanism, this leads to appearance of the super mind - Mechanical Messiah and the discovery of the parallel Chain of the Psycho-sphere Worlds. We also meet the "lost" Exodus Frames and find traces of the mysterious alien race. The sides are in the middle of the deadly battle - who wins? The player will find out the answer during 25 missions of the Single Player campaign.
Screenshots can be found on the official site.
Ubisoft Reports Sales 11:28 am
- Jeff Tom
- games: general news
(0 comments)
Ubisoft sent out a press release announcing 2004-2005 third quarter sales of $231 million. Here's a cut from the pr, hit the comments for the full release: Today, Ubisoft, one of the worlds largest videogame publishers, announced financial results for the third quarter of fiscal year 2004-2005. Third quarter sales totaled $231 million and Ubisoft projects record fourth quarter 2004-2005 sales of more than $273 million.
Excellent holiday season in 2004: all major titles successful:
- Prince of Persia Warrior Within: 1.9 million copies sold in one month
- Tom Clancy's Ghost Recon 2: 1.4 million units sold in seven weeks
- The Settlers: Heritage of KingsTM (PC): 220,000 units sold in five weeks in Germany alone
Nvidia Interview 11:23 am
- Jeff Tom
- hardware: nvidia
(0 comments)
XBitLabs have scooped an interview with Nvidia during the recent CES as they go over how they'll work with Sony on PlayStation 3. Enjoy: Anna (X-bit labs): From the technology stand point what will the new GPU developed for Playstation 3 resemble if we compare it to the desktop chips by NVIDIA?
David Roman: This is the next generation GPU, so after the GeForce 6 series this is going to be the next generation. So, this will be everything we have in GeForce 6 + whatever else we bring out. Obviously it will support DirectX 9, shader models 3, it will be the most feature-rich, the most powerful GPU that we've ever created actually, when it comes out.
The Third Reich Preview 11:15 am
- Jeff Tom
- games: action / roleplaying
(0 comments)
RPGVault have scooped some hands on time with Freedom Force vs. The Third Reich and posted some impressions of it. Here's a bit: One thing that can be reported is that the small sampling we saw gives every indication the title will retain and build on some of its predecessor's key strengths. One of these is the look. Freedom Force very effectively captured the visual essence of the comic book medium and transferred it to the computer screen. It appears the sequel will do the same. In some regards, it may be even better. For instance, although only an impression, it seems like there are more usable and destructible elements within the environments. This is great in terms of allowing your characters to feel like powerful superheroes, although you might not want to go around demolishing every lamppost, phone booth, mailbox and building since doing so will reduce your prestige rating. Then again... In a related vein, the results of behaviors such as smashing things or tossing a car will seem natural, at least within the game context; things will shatter and bounce, debris will hit and injure innocent bystanders, etc.
Eve Online: Exodus Preview 11:13 am
- Jeff Tom
- games: mmog
(9 comments)
PC.IGN are sporting a new preview of the expansion Eve Online: Exodus, from CCP. Here's a clip: Speaking of industry, you now have the ability to access the trade market while in flight, instead of having to dock at a station. This makes sense to me in a science fiction context. You still have to physically reach the location where the items are being housed, but it's nice to be able to multi-task trading with other duties, like pirate missions or resource collection. CCP has also introduced day trading indicators, which means you can research price histories on the thousands of different goods available for purchase. A little speculation can go a long way, and we're told that some Corporations dedicate almost all their time to just trading goods, so price history is a huge boon there.
Restricted Area Preview 11:11 am
- Jeff Tom
- games: role-playing
(0 comments)
Also from GameSpot is a preview of the action-RPG, Restricted Area. So what exactly is Restricted Area? Restricted Area is an upcoming action role-playing game that may very well remind you of Blizzard's popular Diablo games. That's because this German-designed role-playing game uses a similar 2D, isometric graphics engine that renders the action very much in Diablo style. However, that doesn't mean that this is a traditional sword-and-sorcery style game. In fact, Restricted Area is set in the apocalyptic future, where you'll have to roam around the world, armed with firearms and other special gear, blasting away at hundreds of monsters, mutants, and more.
Advent Rising Preview 11:09 am
- Jeff Tom
- games: action
(0 comments)
IGN and GameSpot both have previews of GlyphX's third-persion action game, Advent Rising. Here's a bit from IGN: For those who haven't jumped on the Advent Rising train thus far, GlphyX's title is the first in a planned trilogy of action-adventure games starring central character Giddeon. Offering players both third-person and first-person camera perspectives, this science-fiction shooter is built upon the Unreal Warfare engine, generating massive landscapes with striking color and detail. And, working with award-winning science fiction author Orson Scott Card, GlyphX plans on telling an original branching storyline in which the players' actions affect the story's outcome.
Star Wars: Empire at War Preview 11:07 am
- Jeff Tom
- games: real-time strategy
(0 comments)
GameSpot have whipped up a preview of Star Wars: Empire at War, LucasArts latest take on the real-time strategy genre: The new game will take place in the Star Wars universe all right, but its actual events will take place between the not-yet-released film Episode III and the 1977 film Episode IV (better known simply as Star Wars, the first movie in the original trilogy). The action will take place in the same galaxy and will include tours of duty on such planets as Hoth, Endor, Tattooine, and Dagobah. You can also expect to see classic troops and ships in the game, like stormtroopers, Imperial snowspeeders, and the impressively huge four-legged walking AT-ATs (from The Empire Strikes Back), as well as speederbikes and AT-STs (the not-so-impressive two-legged walkers that appeared in the battle of Endor in Return of the Jedi). And in space, you can expect to encounter classic ships like TIE fighters and Y-Wings (and their bomber variants), in addition to humongous Imperial capital ships. (In fact, you can expect to see, and play as, both land and space units in the game...simultaneously.)
Stolen Developer Diary 09:21 am
- Jeff Tom
- games: action / strategy
(0 comments)
More from Computer&VideoGames; today as they also have a developer diary of Stolen, from Blue52. Check it: One of the main challenges from a design point of view is the knock on effect this has on balancing specific areas. It has been quite a juggling act to maximise player choice, without breaking other mechanics. This has made Stolen fascinating to work on from a pure design point of view. Because Anya, the character you play, is so incredibly capable it has produced quite a few conundrums. It is very exciting to use athleticism to get to areas that other people can't reach, hack your way past security systems, or, if in a clinch, fight your way out of trouble, but it is very challenging to design levels in such a way that this freedom can be enjoyed. It is very easy to make progress too simple or too hard when there are so many things to take into account.
Spoils of War Q&A; 09:14 am
- Jeff Tom
- games: action / strategy
(0 comments)
HomeLAN have scooped an interview with East Coast Games on their real-time strategy and shooter title, Spoils of War: HomeLAN - Another critically acclaimed game, Savage, also combined first person shooter and real time strategy gameplay. How will Spoils of War differ from that game's approach?
Matt Andrews - The main point of difference with Spoils from any other game is an equal combination of the two genres; we stayed away from being one genre with some of another mixed in. We've accomplished this with our character structure in that the player has the ability to decide how they want to play the game - in FPS mode only, in RTS mode only, or by combining the two. We simply afford users the opportunity to play it their way and give them the options of how, without a lot of clutter and confusion. When a person plays Spoils of War they might find that the Battlefield Commander position is one they'd like to try because of the ability to control resources and manage AI's or they may be perfectly happy going off on their own and wreaking havoc as an overwhelming FPS. Others may enjoy RTS, but every once in a while wish they could drop down and help their fellow warrior(s) on the battlefield - we made sure that could happen and with equal capabilities as the other FPS characters. The transfer between RTS and FPS is done with the click of a button providing instant gratification that will allow for exceptional speed, strategic advantage and enjoyment.
Chaos Theory Music Q&A; 09:13 am
- Jeff Tom
- games: action / strategy
(0 comments)
Computer&VideoGames; have slapped up an interview with Amon Tobin on scoring the Splinter Cell: Chaos Theory soundtrack: Does scoring for a videogame throw up any particular problems or challenges?
Amon Tobin: Creatively I had all the freedom in the world but technically it was very difficult. It's tough to design music that has to change at any moment from one level of stress to another, and still have any coherence. There is an element of accepting that it is a videogame and not a movie and that therefore not everything is going to work perfectly, but I'm pleased that my score is as complete as it could be given the complexity of the arrangements and the limitations of the consoles.
Resurrection of Evil Q&A; 09:08 am
- Jeff Tom
- games: action
(2 comments)
Computer&VideoGames; have slapped up an interview with id software on the Doom 3 expansion, Resurrection of Evil: The first section of Doom 3 was quite slow and deliberate in the way it built up the tension. Will the pacing in Resurrection of Evil be equally creepy, or are you going for a more action-oriented experience?
Tim Willits: It's shorter, it's about half as long as Doom 3. I think it's a lot more intense. There's more of a focus on action and when you add in the powers you acquire from the Hunters and the extra possibilities of the Gravity Gun, we're definitely talking about a much more action-packed experience. That's not to say there won't be quieter, more moody moments too, but we really wanted to try and make it as much fun as we possibly could.
Sony Ups PSP Production 04:26 am
- Andrew Burnes
- consoles: psp
(4 comments)
The PSP appears to be quite popular over in Japan, so Sony is increasing production of the handheld to meet demand, with Kutaragi now talking of mobile phone functions:
Sony Corp. will raise monthly production of its PlayStation Portable game player to 1 million units because of rising popularity of the handheld console, said Chief Operating Officer Ken Kutaragi.
Sony, the world's second-largest consumer electronics maker, has shipped 800,000 units of the PSP in Japan since its Dec. 12 debut, Kutaragi said at a speech in Tokyo. He didn't say what the Tokyo-based company's current monthly output is. Sony on Jan. 5 said it had shipped 510,000 units as of Dec. 31.
A North American and European launch is still intended for March.
In-Game Advertiser Adds $10m To The Kitty 03:17 am
- Andrew Burnes
- games: general news
(2 comments)
ClickZNews reports that Massive, the company presently organising in-game advertising on a massive scale, has gained a further $10 million of funding:
New York-based Massive will expand its ad sales staff in its new Los Angeles and San Francisco offices. A London office is planned for mid-2005, which will service advertisers in the U.K., France, and Germany. Massive expects to add as many as 20 employees to the current 30 on staff, according to CEO Mitch Davis.
Massive's platform operates much like online ad-serving networks. The company dynamically delivers advertising into video games within its network, then measures results and reports results back to publishers. Ads are downloaded from the server in the background of game play to minimize effects on game play or performance.
Companies already signed up include Atari, Ubisoft and VUG.
No More WoW For North America 03:10 am
- Andrew Burnes
- mmog: role-playing
(13 comments)
Blizzard and VUG won't be producing any more copies of their smash-hit MMORPG until their current server and infrastructure problems are solved:
"We haven't requested that any retailers pull the games they already have off their shelves," Gil Shif, public relations representative, said. "We're just being careful not to release additional copies to be sold until we feel the game servers can support additional players."
Blizzard declined to comment on how long it would be until more copies of World of Warcraft would be shipped to retail stores.
In semi-related news, Okratas looks at the enforceability of EULAs, such as Blizzard's.
F.E.A.R. MP Impressions 01:35 am
- Robert 'Apache' Howarth
- games: action
(0 comments)
Some more F.E.A.R. multiplayer impressions coming your way, this time from GamersDepot:
Using a completely new gaming engine - built in-house - FEAR will catapult people into a single player experience that's nothing short of a Jon Woo action flick. Over-the-top action, horror and graphical prowess are what drive the development team into pushing the envelope with both single and multiplayer. Your role is as an operative with an elite team of counterterrorist's who are called into action to investigate a compound that's apparently been overtaken by terrorists - or so that's what they think. Translating this kind of action into a fun multiplayer experience takes an even-handedness and attention to detail and game balance.
Project Snowblind Preview 01:12 am
- Robert 'Apache' Howarth
- games: action
(0 comments)
The chaps at Gamesdomain took a look at Eidos' Project Snowblind:
The ravenous shooter fanatic has been left high and dry on occasion, but 2005 is looking promising indeed. The forthcoming Project Snowblind from Crystal Dynamics is a big, icy chunk of the looming shooter hailstorm. While inspiration from the Deus Ex series is readily apparent, the futuristic Snowblind is definitely its own distinct "thing," unique in both mechanics and setting. Snowblind aims to combine the dramatic, big battlefield drama of games like Call of Duty with the free-form combat and options of other shooters.
Unreal Championship 2 Diary 01:05 am
- Robert 'Apache' Howarth
- consoles: xbox
(1 comment)
TeamXbox smacked up a new edition of its Unreal Championship 2 diary series written by Epic's Mike Capps:
We've just hit content complete on the project, which is a huge milestone in development. (Good job, guys!) We structure our process around two targets: feature complete and content complete. Content complete means ALL the art is in there. It may not all be perfect, there may be some known bugs, etc., but all the animations, textures, maps, etc. are in the game and playable. Feature complete for us really means "feature locked", when all the features in the game are operational and playable. That's probably the most important milestone to me -- because it's when I can say, "Sorry, it'll have to wait for a sequel." without people thinking I just don't like their feature.
Game Reviews 12:15 am
- Robert 'Apache' Howarth
- games: general news
(0 comments)
In Other News... 12:03 am
- Robert 'Apache' Howarth
- in-house: in other news...
(62 comments)
Today's question is: Why do you think so many people turned on id after they released Doom 3? Was the game really that bad, or is it just fun to kick the man when they're down?
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Wednesday, January 19, 2005 |
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Worthplaying Goodies 10:12 pm
- Andrew Burnes
- games: general news
(0 comments)
Source SDK Update; General Source News 06:13 pm
- Andrew Burnes
- games: action
(10 comments)
A major update for the Source SDK has tonight been released by Valve:
- Added XSI addon for importing and exporting SMDs
- Added simple SDK bot sample code for adding bots to your mod
- Added source files for six Half-Life 2 single player maps
- Added interface plugin to add bots to mods
- Fixed resource leak in the SDK launcher and vconfig utiity
- Added bspzip tool -- allows you to compile custom content directly into a .bsp
Valve has also issued a general news update:
Last week marked the end of the Half-Life 2: Deathmatch level design contest. We received over 200 submissions, and we're going through and playtesting each one. There are a number of great maps in here, and we're already having trouble picking the clear winners. The release of the winning maps will coincidice with a release of Half-Life 2: Deathmatch, which will include two new weapons: the Slam and Stunstick.
Also of note for level designers and Mod builders: there will be an update to the Half-Life SDK this week which most notably will include source files for six Half-Life 2 maps.
Lastly, work on Dave Riller's new map cs_compound continues, along with the other projects we're working on here at Valve. We'll have an update on the map and our other projects next month.
Team Fortress 2?
Kuju Presents George A. Romero 03:12 pm
- Andrew Burnes
- games: action
(1 comment)
Hip Interactive today revealed that the first title in the recently announced 'George A. Romero Presents' series of "inspired-by" games will be developed by Kuju Interactive for console platforms and the PC:
"With George A. Romero's cult status and following among horror fans, a property of this pedigree deserves a first class developer. That is exactly what horror fans will get now that we've signed high profile developer Kuju Entertainment," said Arindra Singh, president and chief executive officer of Hip Interactive Corp.
Ian Baverstock, business development director and co-founder of Kuju Entertainment, said, "Our spines are tingling in anticipation. George A. Romero is recognized as one of the leading directors in the horror world. We're excited to be translating the zombies and terror created in George's imagination into an atmospheric gorefest for game players." He continued, "We're also extremely pleased to be working with Hip Interactive, which has become a publishing force to be reckoned with."
Monolith's Frightening Console Game 03:07 pm
- Andrew Burnes
- consoles: general news
(4 comments)
Eurogamer scared some news out of Monolith's Kevin Stephens who revealed that the technology behind F.E.A.R. is powering a presently unannounced action title for next-generation consoles.
For more on F.E.A.R. click here.
N-Gage's Time Up? 03:00 pm
- Andrew Burnes
- consoles: n-gage
(6 comments)
The Inquirer reports that the end is nigh for the N-Gage, if their 'mole' is correct:
The INQ's Nordic mole claims Nokia is plotting to get rid of its entire Bochum, Germany facility by Q1 2006. That's not just N-Gage R&D; we're talking about, it's the production facility as well.
Nokia was refusing calls at press time. Sven Mole was pretty much adamant that this is the end for the N-Gage as we know it, although Nokia could easily switch N-Gage production elsewhere.
Where's that salt?
Marvel vs City of Heroes - The Fight Continues 02:56 pm
- Andrew Burnes
- mmog: role-playing
(0 comments)
Terra Nova reports that City of Heroes developer NCSoft has issued a motion to dismiss in the case between them and Marvel Comics who are suing for copyright infringement:
City of Heroes is a tool that encourages originality, not slavish copying. It allows young and old to exercise their imaginations to create super-powered beings and send them off to interact with the creations of other individuals in a virtual world called Paragon City. If it should be banned, then so should the #2 pencil, the Lego block, modeling clay, and anything else that allows one to give form to ideas...
Thanks /.
ATI Introduces X700 Mobility 02:54 pm
- Jeff Tom
- hardware: ati
(3 comments)
ATI have a press release on their website announcing their new Mobility X700 Radeon for laptops. Here's a clip from the pr, hit the link for the full thing: ATI Technologies Inc. (TSX: ATY, NASDAQ:ATYT), the global leader for discrete PC graphics, today announced a powerful new PCI Express-based graphics processor for notebook PCs - the MOBILITY&153; RADEON� X700. Driving high definition DirectX� 9 performance into new territory, MOBILITY RADEON X700 delivers eye-popping visuals and longer battery life for the rapidly growing thin-and-light and performance-thin notebook segments. With eight pixel pipelines, six vertex engines and high speed GDDR3 memory support, MOBILITY RADEON X700 provides the horsepower to easily handle today's most visually intensive games, high definition content and workstation applications. With the introduction of MOBILITY RADEON X700, ATI now offers a top-to-bottom line of native PCI Express mobile graphics processors.
Neverwinter Nights II Q&A; 02:52 pm
- Andrew Burnes
- games: role-playing
(3 comments)
Over on BioWare's forums there is an in-house interview regarding Neverwinter Nights II available to read. Here's a clip:
3. I hear that NWN2 will bring NWN up to Dungeons and Dragons 3.5 version rules. Is this true, and what unexpected obstacles has changing the core rules created?
This is true - NWN2 fully supports the 3.5 rules. All the rules changes are spec'd out now and are in the programmers' queue for implementation. NWN did a great job of converting 3rd edition to computer game form, and so the original game has put us in a great position to update the game to incorporate the new rules. The news on this front is refreshingly boring because there haven't really been any obstacles in this arena so far.
Look Back On 2004 02:47 pm
- Jeff Tom
- games: general news
(1 comment)
GameSpot has a feature talking to gaming insiders on their thoughts on 2004 and what might lie in store this upcoming year. Here's a bit from Harvey Smith on what interested him in 2004: I like the focus on tactical AI; Halo 2 features amazing enemy tactics. But I also like the focus on character quality, as in Half-life 2's emotionally compelling characters. These are two areas where we all need to follow those leads, where gameplay and narrative can be dramatically improved if more designers think about the problems and take advantage of the potential features that are just waiting to be discovered (or, more accurately, waiting to be prototyped, implemented, and tuned). My hope is that we're about to move into an age of development where pretty graphics aren't enough--where developers have to provide something more powerful in terms of player experience.
404 Gaming Adds Hip-Hop Stars Past & Present To Urban MMOG 02:44 pm
- Andrew Burnes
- mmog: role-playing
(5 comments)
404 Gaming today announced that a number of hip-hop stars, both alive and dead, will be in their unnamed urban massively multiplayer role-playing game, of which we will hear more about in May:
Including many features that currently do not exist, our first title will allow subscribers to become integral parts of not just the storyline, but the actual game itself, taking the otherwise stale MMO community and hurtling it forward beyond all competitors. The recent addition of DJ Pooh (Grand Theft Auto: San Andreas) to 404 Gaming's already impressive staff will infuse our "Hip-Hop MMORPG" in development with an inspiring dose of classic urban storytelling.
The list of collaborating artists and staff involved with 404 Gaming and their first title reads like a who's who of the hip-hop community. Here are some examples: Ad Rock, D.M.C., Jam Master Jay, Chuck D, Flava Flav, Notorious B.I.G., Marlon Campbell, Marc Ghetti, DJ Hurricane, Adam Ghetti.
Permission from the estates of the deceased has been secured, as have their likenesses. In addition to the above news, 404 Gaming's site has been updated, with further information promised soon.
Empire Earth 2 Q&A; 02:43 pm
- Jeff Tom
- games: real-time strategy
(0 comments)
More on Emipre Earth 2 today, as Gamer's Hell have an interview with Dr. Ian Davis of Mad Doc Software: How will borders work? Will they be static or expand in proportion to buildings you build like in Rise of Nations?
With Empire Earth 2, our goal is to create a truly engaging, rich gameplay experience which brings key challenges and a true sense of realism to the table for hardcore fans. It seems to us that in the real world, borders simply don't expand in proportion to buildings - it just doesn't happen. We wanted Empire Earth 2 to more closely mirror the real world. As such, it made sense to us to create and implement our own system, the Territories System (in which borders do not move) which we feel pushes the game toward the historical realism we're striving for, while adding loads of additional gameplay. (Read on below to find out why I absolutely LOVE the Territories System we've implemented --- I think fans will agree that it's a superior system).
Battle for Middle Earth Q&A; 02:42 pm
- Jeff Tom
- games: real-time strategy
(0 comments)
FileFront also have scored an interview on last year's RTS, Lord of the Rings: The Battle for Middle Earth: Q: Mark Skaggs, EA vice president and executive producer of the game, has been quoted to say that "[EA is] going for the best Lord of the Rings game [that can be made], not the best RTS." Is this self-defeating, or is sticking to the Lord of the Rings franchise actually more important than making a great game?
A: I am not sure that Mark has said this specifically, but I think it's fair to say that, for our team and EA as a whole, nothing is more important than making a great game. That comes first and foremost in everything that we do, and we really take pride that Battle for Middle-Earth is built upon the foundation of other great real-time strategy games like Red Alert 2, Yuri's Revenge, Generals, and Zero Hour, all of which were developed by members of this team. Having said that, we definitely designed this game with the more casual Lord of the Rings fan in mind. We wanted to create a product that would appeal to someone who had seen the movies, but never played an RTS game in the past. All the while, it still had to contain the depth and gameplay that our fans have come to expect from our previous work, and I think we accomplished both goals.
Red Orchestra Q&A; 02:40 pm
- Andrew Burnes
- games: action
(0 comments)
Mod Files caught up with the Red Orchestra team to talk about their slick Unreal Tournament 2004 mod:
Your mod is realistic, but is it fun for the average player?
Well, I have always had a philosophy on this. The games that really broke new ground, the ones that really changed the genre, or went on to be extremely popular - They didn't cater to an existing audience. They created their own fan-base. That is my goal for Red Orchestra. That said, I feel Red orchestra has something to offer every player. If a player enjoys tight fast close quarters combat, we have maps where they can get that type of gameplay. If a player likes tactically sneaking through the grass to pick off a distant enemy with their bolt action rifle, they can get that from RO.
If they want to run guns a blazing through the trenches with artillery falling all around them, we can give that to them. Finally, if they enjoy simulation level armored vehicle combat, with or without infantry, they can get that too. One thing I would like to state along these lines. There are two places I feel that many realism games have failed in the past. First, they make things complicated just for complexities sake. Two, they feel downright clunky.
Best Selling U.S. PC Games 02:38 pm
- Andrew Burnes
- games: general news
(6 comments)
For the week ending January 8th The Sims 2 takes back the top slot from Half-Life 2:
1) The Sims 2 - Electronic Arts
2) Half-Life 2 - Vivendi Universal
3) World Of Warcraft - Vivendi Universal
4) Lord of the Rings: Battle For Middle Earth - Electronic Arts $48
5) The Sims Deluxe - Electronic Arts
6) Roller Coaster Tycoon 3 - Atari
7) Call Of Duty - Activision
8) Zoo Tycoon 2 - Microsoft
9) Medal Of Honor: Pacific Assault - Electronic Arts
10) Call Of Duty: United Offensive - Activision
Metalheart Interview 11:19 am
- Jeff Tom
- games: role-playing
(0 comments)
FileFront has an interview on Metalheart: Replicans Rampage, a new role-playing game from Alcella. Here's a bit to get you started: Q: With so many other RPG titles out there, what did you do to try and avoid falling into too many clich�s?
A: As you know, there are only about 30 typical dramatic situations in our life. Art - and game development as a considerable part of it - only mirrors such situations. So there are very few opportunities to discover something really revolutionary. So, the project is considered good if it includes a piece of it, a part of this and a small bit of that, thus consisting of a rational mix of many known elements. A developer should just present a fresh look on such a mix. The sum-total ought to add up to convey a touch of brilliance. Concerning some RPG stamps, I must point out that the players themselves might miss some good-old long-forgotten clich�s, in other words - isometric view, post-apocalyptic world, random encounters
Well, you get what I mean.
Dungeons and Dragons Online Update 11:12 am
- Jeff Tom
- games: mmog
(7 comments)
There's a new update from Turbine on Dungeons and Dragons Online as they go over the MMORPG. Thanks Blue's News. Here's a cut on the beta: So, Beta. First off, we're going to be breaking it into several stages. For each stage, we're going to have different goals, and we're going to want to hear from different people about how to improve the game. The first stage of beta, Beta 0, will be small. Very small. You probably won't be in it. And let's be honest - you probably don't want to be. Oh, I know, you think you want to be in Beta 0. Face it, Beta 0 is going to be exasperating. Chaotic. Messy. Beta 0 is about getting things "un-broken," set up, configured, stable, and ready to expand to the larger beta stages - the ones you will be in. There will be lots of starts and stops and things breaking. This stage will be populated by people who have been in previous Turbine tests, and personal team referrals, who we feel we can abuse in a special way.
S.T.A.L.K.E.R. AI Journal 11:03 am
- Jeff Tom
- games: action
(0 comments)
HomeLAN has a developer journal on AI in the first-person shooter, S.T.A.L.K.E.R.: Early in the development of S.T.A.L.K.E.R. game mechanics we faced the necessity to invent new methods of game AI
The thing is, a free world as we see it in the game, should provide for a new approach to characters inhabiting it. As announced previously, our primary ambition was to create a living-and-breathing world. To accomplish that, on all the Zone levels we implemented the system of life simulation, allowing calculating all the processes within the realm of the game
Still though, we've been only half-way through as, apart from processes occurring beyond the player's sphere and thus impacting his events in indirect way only, there is an area of direct contacts of the player and the world's denizens. So, the second part of enlivening the world involves the events directly related to the protagonist.
EA ESPN Q&A; 10:49 am
- Jeff Tom
- games: sports
(4 comments)
GameSpot have posted a new interview with EA's Frank Gibeau on the recent ESPN deal and their sports line of games. Here's a snippet: GS: How does the deal with ESPN impact negotiations with John Madden himself? Does the ESPN deal signal the end of the relationship with Sir John?
FG: I'm not sure where those stories are coming from. I think the simple fact is, we've had a long-term great relationship with John Madden. And he's in our games next year. And we're talking about the future with him. And by the way, he works for ESPN.
If you think about the deal, it's not an inevitability that he goes away. I'm not even sure where that's coming from.
Freedom Force vs. The Third Reich Preview 10:47 am
- Jeff Tom
- games: action / strategy
(0 comments)
FileFront have a new preview on Freedom Force vs. The Third Reich, from Irrational Games: Combat requires you to be far away in order to successfully engage with your enemies. Even then, it gets a bit clunky when trying to get your heroes to attack different targets. There are still quite a few obstacles to work out in terms of smooth playability, but there are a few nice quirks that definitely make it fun. The obstacle-based level play is pretty straight forward, and you do not have to spend your time wandering the map in order to find your way to the next enemy or obstacle you need to blow up. It's a pro if you do not like to waste your time meandering, but a con if you like to really get personal with your maps, or at least try and make roaming a challenge.
F.E.A.R. Multiplayer Previews 10:40 am
- Jeff Tom
- games: action
(0 comments)
GameSpy, and Computer&VideoGames; also have previews today of Monolith's F.E.A.R., taking a look at the multiplayer portion of the game. Here's a cut from GameSpy: The multiplayer focuses on the military aspects of the game, with modes including the standard deathmatch, team deathmatch, and variants that include the "slow-mo" ability from the single-player game. Each level contains a special powerup that players or teams can fight for control over, and allows you to slow down time across the entire level. In team games, the controlling team is reduced to 40% speed, while the other team is reduced to 20%, giving the controlling team a huge advantage for ten seconds. There's also a icon on the screen that points out the location of the powerup, so if you're carrying it, assume that the other players will find you pretty soon.
Team 17 Interview 10:34 am
- Jeff Tom
- games: general news
(4 comments)
GamesIndustry.biz have slapped up an interview with Team 17's Martyn Brown as they discuss the game industry, Worms, and more: You've urged people recently to "look at the charts" for proof that originality doesn't generally sell any more. But let's focus on why that might be: who or what is to blame for this state of affairs? Is it just that sequels and licensed games are what the public want?
I'm probably as passionate about things as the hardcore gamer. However, I'm right in the thick of it, discussing what publishers want and what we get a chance to prototype (let alone develop). You can't blame publishers for publishing what will sell - that is their sole reason for business. The side issue for us is that they are so positively focused on producing what will sell that anything seen as off this focus is risky and liable to failure (and in most cases they are probably right).
So who is to blame? I can assure you that developers would like to make new games, with new ideas, but the costs involved these days to develop a prototype/pilot are so prohibitive. It's not an easy situation to "fix" (if it's indeed broken) since to me it seems that the games market has "matured" into a similar commercial industry much like music and movies and much of what is going on has to be accepted as normal commercial business practice.
Empire Earth 2 Preview 10:32 am
- Jeff Tom
- games: real-time strategy
(0 comments)
Also Computer&VideoGames; today is a preview of Empire Earth 2, from Mad Doc Software. Here's a bit on what's new: The core group of new features are designed to allow easy management of the AI and the game in general. For example, the Citizen Manager allows you to make sure your civilians are working in the right place at the right time. It appears by setting up priorities geared towards gathering resources for war or for economic prosperity. By and large, you can then leave your civilian population to get on with the dirty work. Similarly the new War Planning feature will allow you to call up a regional map and create war plans for allied troops to follow. Plus you can follow everything - Mad Doc has instigated a picture-in-picture feature, where cameras are set up to watch events unfold from important vantage points and perhaps witness what Davis proudly proclaims as "non-cheating AI".
Republic Commando Preview 10:29 am
- Jeff Tom
- games: action
(0 comments)
Computer&VideoGames; have scored a preview of the LucasArts first-person shooter, Star Wars: Republic Commando: Fortunately Republic Commando should go even further in restoring reputations for the Star Wars faithful, casting you as the leader of a four-man clone commando squad in a series of daring missions deep behind enemy lines. Which enemy lines? Well timeline-wise it's set at the end of Episode II/beginning of Episode III in the white heat of the clone wars, as the Republic's clone army fight alongside the Jedi for the very freedom of the galaxy. Or something like that, we're a little hazy on the specifics and since Episode III's not quite out yet, we'll have to leave it at that.
Area 51 Preview 03:28 am
- Andrew Burnes
- consoles: xbox
(7 comments)
Worthplaying today takes a gander at Area 51, Midway's console first-person shooter that is being guided by the hands of Hall and Romero:
It'd be sort of stupid not to acknowledge certain things about Area 51, such as the heavy thematic debts it owes to Half-Life. At the first cursory inspection, Area 51 looks like Half-Life would if someone had forgotten to pay the power bill; you're trapped in a dark top-secret military facility, uncovering conspiracies, with hostile aliens that're piloting dead humans around like puppets.
Area 51 isn't a clone, though. For one thing, Cole's not quite human anymore. As you go through the game and Cole continues to mutate, you'll gain a variety of new powers. One allows you to attack enemies with swarms of parasites; another changes Cole into a more powerful form, with an equally powerful melee attack.
F.E.A.R. Hands-On Preview 01:27 am
- Robert 'Apache' Howarth
- games: action
(7 comments)
GameHelper helped itself to a a hands-on preview of the multiplayer in
Monolith's F.E.A.R.: While we have seen this "bullet time" effect done several times over since the originator, Max
Payne, I do believe this is the first time we have seen it in a multiplayer environment - at least to this extent. The slowed
firings of weapons create exaggerated trails of bullets that can be easily tracked to their target. Audio itself slows and drops in
tone to fit the adrenalized moment. The first time I dispatched another player in slow time was beyond thrilling - I could see the
entire course of the projectiles as they first hit the target, and next flung him over a railing.
Bullet time in multiplayer should be interesting...
Hardware & Tech Nuggets 01:25 am
- Robert 'Apache' Howarth
- hardware: general news
(0 comments)
Game Reviews 01:24 am
- Robert 'Apache' Howarth
- games: general news

In Other News... 01:15 am
- Robert 'Apache' Howarth
- in-house: in other news...
(45 comments)
Sorry for the late start this morning as our publishing system was being worked on. The forums seem to finally be back up as well. Today's question is: What was the weakest element in Half-Life 2? If you could go back in time and change something about the game, what would it be?
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