Starting in 1996, Alexa Internet has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the Wayback Machine after an embargo period.
The graphics are surprisingly good for a PC port. Nothing stood out in a bad way. The animations were fluid, the character model detail solid you won't mistake it for F.E.A.R. or Half-Life 2, but it does the job visually. The physics interaction with crates and boxes feels a little clunky, though.
It has crates? Kick ass!
Brothers in Arms Patch09:04 pm
- Robert 'Apache' Howarth
- Games: Action(0 comments)
The game won't even be out for another week, but Gearbox released the first patch for Brothers in Arms which comes in at 1.3 megs. No details are known at this time, as you can't really install it and check out the readme notes yet...
N-Gage 2 at E3?06:23 pm
- Robert 'Apache' Howarth
- Consoles: N-Gage(0 comments)
From the latest CNN Money Game Over: "Despite rumors that Nokia would be pulling the plug on its N-gage
game/cell phone/toaster/etc., CNN/Money is reporting the company plans to unveil a next generation version of the device at this year's E3."
This patch synchronizes S�LDNER: Secret Wars, Reloaded, and the add-on
Marine Corps to one version number, fixing lots of bugs and gameplay
issues; many
aspects of the game have been completely redesigned.
Wright's presentation indicated that the passion that went into the design of Spore spoke to particularly inspirational television shows and toys from his childhood: Star Trek, Care Bears, War of the Worlds, Kid Pix, Pac-Man, Legos, and erector sets, to name only a few. Seemingly, Spore's emergent editors are the embodiment of the toys, and the content and gameplay the embodiment of the films. It made it seem almost as if he had been waiting his whole life to design this game.
When he fantasized about Spore years ago, Wright admitted, "My own imagination was my biggest bottleneck." He encouraged designers with ideas for games that are far outside the box not to give up on those ideas, but instead to cultivate them and revisit them later, when the time, the team, and the technology might be right. The demonstration of the "stellar zoo" that is Spore might have given hope to a new generation of game designers.
Asheron's Call 2: Legions Interview
Producer Eric Heimburg guides us through Turbine's expansion, which will
add two playable races and a new land. - Includes five exclusive screenshots
The Witcher Peek #13
A new lore segment from CD Projekt tells us more about author Andrzej
Sapkowski's strife-ridden fantasy domain.
X2: The Return Media #4
Compliments of developer Egosoft, a new set of images showing the kinds of
scenes players will definitely enjoy - Six exclusive 1600x1200 screenshots
Rockstar proudly presents Beaterator - a groundbreaking new Flash-based music sequencer, sampler and mixer built to work right in your browser.
Continuing in the tradition of Rockstar's celebrations of artistic endeavor on the web, such as Upload and 2001's Rhymerator, Beaterator gives anyone with an internet connection and Macromedia Flash the ability to craft advanced, original beats... and walk away with them as mp3s.
Beaterator gives the average Joe production abilities that previously never existed freely on the Internet. 8 tracks of sequencing, 4 tracks of original loop crafting down to the 16th note, 240 bar limit, full BPM control, ability to upload your own samples, ability to save out as an mp3, an advanced effects module, original sound bank comprised of hundreds of loops, drum kit sounds, synth and string stabs and more provided by production gurus Steinski, Matthew Dear, Juan Atkins, Avee & 3D and King Britt.
This thing, for better or for worse, is going to have every knucklehead on the internet thinking they could very well be the next Derrick May or Pharrell Williams.
Marvel vs City of Heroes Thrown Out07:29 am
- Andrew Burnes
- MMOG: Role-Playing(6 comments)
Some time ago we reported that Marvel were suing the City of Heroes creator & publisher because their MMORPG allegedly violated copyrights, by allowing users to create characters similar to their own. Well, it was today announced that the majority of the case has been dismissed, with Judge R. Gary Klausner describing sections of Marvel's suit as, "false and sham:"
In a March 9 order, U.S. District Court Judge R. Gary Klausner agreed with NCsoft that some of Marvel's allegations and exhibits should be stricken as "false and sham" because certain allegedly infringing works depicted in Marvel's pleadings were created not by users, but by Marvel itself.
The judge also dismissed more than half of Marvel's claims against NCsoft and Cryptic Studios, including Marvel's claims that the defendants directly infringed Marvel's registered trademarks and are liable for purported infringement of Marvel's trademarks by City of Heroes' users. In addition, he dismissed Marvel's claim for a judicial declaration that defendants are not an online service provider under the Digital Millennium Copyright Act. The judge dismissed all of these claims without leave to amend, meaning that Marvel cannot refile these claims.
In Gods and Heroes, players become classic heroes of the ancient world, born of immortal blood. As a scion of the gods, each player will have the opportunity to pursue his destiny through a series of Epic Quests that will span all levels of gameplay, over time commanding amazing God Powers and acquiring famous weapons and treasure of myth.
"Gods and Heroes offers what every player craves in an MMG: content," said Chris McKibbin, Co-Founder and President of Perpetual Entertainment, and Executive Producer of Gods and Heroes. "There will be over 1,250 quests at the time of launch, all tied in to the characters and the themes of the unique areas in the game. In addition, players will enjoy private zones for individually tailored gameplay, rich skill-based character development, fully integrated social systems, player-to-player interaction tools, and ongoing contested areas such as forts, territories, towns, castles and mines."
The game will be set in Rome around 300 BC, a time when the Republic is powerful, but Roman enemies including the Carthaginians, Gauls, and Samnites threaten the fledgling imperial holdings. Worse, the land is beset by terrible creatures, such as Gorgons, Cyclopes, and Furies. As heroes of Rome, players will take on missions to expand and protect the Republic, her interests, and her citizens, and will serve one of the twelve great Roman gods. Future expansions are planned to open up new lands and new pantheons of gods
Gods and Heroes: Rome Rising will implement the most interactive, dynamic, strategic and engaging combat system of any MMG - challenging players before battle as well as during battle. Players will strategically select and train their NPC Soldiers in a variety of skills and abilities to form individual squads that meet specific challenges, and devise strategies and create formations for these squads to execute on command - maximizing the unique skills and abilities of each individual squad.
"We are thrilled to be able to announce this title during the Game Developer's Conference 2005. We can't wait to share our genre-defining 3D graphics, animation, effects and sound," said Joe Keene, Co-Founder and CEO of Perpetual. "This is an exciting time for Perpetual Entertainment, with both Gods and Heroes and Star Trek Online under development."
Learn more about the game via an interview at CGM or a preview at PC.IGN.
Computer Games - What can you tell us about plans for player vs. player combat for the game?
Adam Bormann - At launch, we will have player versus player dueling, as well as our Archivist Constructs. Dueling occurs when one player requests to fight another and the other player accepts. Duels last until one player either surrenders or is "killed". The Archivist Constructs are simulations outside of the Matrix with landscapes, opponents and cool items that you won't find anywhere else. When you enter the Archivist Constructs, you can fight and kill players from other Organizations (you are on the side of whichever Organization you have the highest reputation with, or whoever your Crew or Faction is aligned with). In our live updates we will also be adding new forms of team and personal player versus player options.
I almost picked up Star Wars: Republic Commando... anyone try it out yet? I'm still kinda iffy on it... I also want to scope out Freedom Force vs The Third Reich if I can find a copy. Brothers in Arms looks awesome but I'm holding out for the PC version on that. Speaking of which, I saw a commerical for BoA while watching South Park, way to go Gearbox. :)
1. Half-Life 2
2. World Of Warcraft
3. The Sims 2
4. Star Wars: Knights Of The Old Republic 2: The Sith Lords
5. The Sims Deluxe
6. Roller Coaster Tycoon 3
7. Halo: Combat Evolved
8. Zoo Tycoon 2
9. Nascar SimRacing
10. Microsoft Flight Simulator 2004: A Century Of Flight
Burnout 3: Takedown (Criterion Games / Electronic Arts)
Paul Glancey, Chris Roberts, Paul Cross, Fiona Sperry, Alex Ward
Grand Theft Auto: San Andreas (Rockstar North / Rockstar Games)
Leslie Benzies, Adam Fowler, Aaron Garbut, Sam Houser, Alexander Roger, Obbe Vermeij
Half-Life 2 (Valve Software / Vivendi Universal Games)
Ken Birdwell, Gabe Newell, Jay Stelly
Katamari Damacy (Namco)
Keita Takahashi
World of Warcraft (Blizzard Entertainment)
Mark Kern, Mike Morhaime, Rob Pardo
New Studio
Cryptic Studios (City of Heroes)
Michael Lewis
Crytek (Far Cry)
Avni Yerli, Cevat Yerli, Faruk Yerli
inXile entertainment (The Bard's Tale)
Brian Fargo, Matthew Findley
Obsidian Entertainment (Star Wars Knights of the Old Republic II: The Sith Lords)
Chris Avellone, Chris Jones, Darren Monahan, Chris Parker, Feargus Urquhart
the Behemoth (Alien Hominid)
John Baez, Tom Fulp, Brandon LaCava, Dan Paladin
Audio
Call of Duty: Finest Hour (Spark Unlimited / Activision)
Jack Grillo, Caleb Sweazy
Doom 3 (id Software / Activision)
Christian Antkow, John Carmack, Tim Willits
Grand Theft Auto: San Andreas (Rockstar North / Rockstar Games)
Craig Conner, Allan Walker
Halo 2 (Bungie Software / Microsoft Game Studios)
C Paul Johnson, Marty O'Donnell, Jay Weinland
Katamari Damacy (Namco)
Yu Miyake
Character Design
Half-Life 2 (Valve Software / Vivendi Universal Games)
Ted Backman, Dhabih Eng, Bill Fletcher, Bill Van Buren
Katamari Damacy (Namco)
Keita Takahashi
Prince Of Persia: Warrior Within (Ubisoft Montreal / Ubisoft Entertainment)
Nicolas Bouvier, Mickael Labat
Sly 2: Band Of Thieves (Sucker Punch Productions / Sony Computer Entertainment America)
Travis Kotzebue, Dev Madan
World of Warcraft (Blizzard Entertainment)
Brandon Idol, Chris Metzen
Game Design
Grand Theft Auto: San Andreas (Rockstar North / Rockstar Games)
Leslie Benzies, Adam Fowler, Aaron Garbut, Sam Houser, Alexander Roger, Obbe Vermeij
Half-Life 2 (Valve Software / Vivendi Universal Games)
Gabe Newell, Jay Stelly
Katamari Damacy (Namco)
Keita Takahashi
Pikmin 2 (Nintendo)
Masamichi Abe, Hino Shigefumi
World of Warcraft (Blizzard Entertainment)
Chris Metzen, Rob Pardo
Technology
Burnout 3: Takedown (Criterion Games / Electronic Arts)
Alex Fry, Ciaran Rooney, Paul Ross, Hamish Young
Doom 3 (id Software / Activision)
John Carmack, Robert Duffy, Jan Paul van Waveren
EyeToy: AntiGrav (Harmonix Music Systems / Sony Computer Entertainment America)
Eran Egozy, Eric Malafeew
Far Cry (Crytek / Ubisoft Entertainment)
Timur Davidenko, Vladimir Kajalin, Andrey Khonich, Anton Knyazyev, Cevat Yerli
An update has been released for the Windows dedicated game server which addresses some issues found in yesterday's release. The Linux dedicated server and other products are unaffected. Server administrators can either restart Steam or run the HLDS update tool to receive the update.
Meanwhile, Valve has announced de_port, a new map for Counter-Strike: Source, which you can get the first glimpse of here.
Lester reaffirmed his group's commitment to making Windows gaming "a simple, straightforward, and robust experience" that isn't marked by long game-install times, driver conflicts, and downloading patches. To this end, we were shown a demonstration of "Tray and Play" with the PC version of Need For Speed Underground 2. "Tray and Play" is exactly what it sounds like--dropping a game disc into an optical drive and loading it up immediately, rather than having to install it to a hard drive. True to form, the game itself cut straight to a start-up screen in less than a minute (including the game's own built-in load time).
Yes, Fable is finally coming to the PC. But things are never done easily at Lionhead Studios. Studio head Peter Molyneux is careful to make sure that those working on games delivered to the public aren't going to slack in any area. He's so dedicated to bringing the best experience possible that Fable: The Lost Chapters will include a whole lot more for players to do, see, and take part in.
The biggest addition is likely the huge new content portion of the game. In a meeting yesterday, Molyneux reported that the game will be a third bigger than the Xbox version of the game. While he doesn't want to give away details on the extra parts of the gameplay just yet, he did mention that players who noticed the door right outside the Heroes Guild in the Xbox game will have also noticed it was closed and locked. The PC version will open that door up along with everything behind it. Apparently that includes a dragon and a completely new land for players to explore.
Irrational Games is proud to announce that Freedom Force vs. The 3rd Reich, the follow up to the popular heroic tactical RPG Freedom Force, is now on store shelves and shipping directly from
www.freedomfans.com. Freedom Force vs. The 3rd Reich is being distributed to retail stores by Vivendi Universal Games throughout North America.
The robust new Freedom Force vs. The 3rd Reich beta mod tools are now also available at www.freedomfans.com. With these tools, fans of the game will be able to add to the already huge Freedom Force mod community. The tools include:
1. Character Tool 2: a complete solution for viewing, managing and sharing character data including meshes, skins, animations and hero files.
2. Mod Tools: a set of tools for making game modifications including the new version of FFEdit, used for mission and data editing and complete scripting documentation.
3. Art Tools: a set of tools for making art content for the game. Includes exporters for 3D Studio Max to game format, a viewer for game NIF files and complete documentation.
I actually looked for this at a couple of places today and they didn't have it in stock yet.
During the hour-long event Iwata revealed that the Revolution will come equipped with wireless Internet out of the box, and be backwards compatible with GameCube titles, suggesting a continuation of their proprietary media format. With regards to the Nintendo DS, Iwata announced that subscription-free wireless Internet play will begin this year with the release of Animal Crossing DS.
Complete with 'Broadway' IBM CPU and 'Hollywood' ATI GPU, Iwata made clear that Revolution is something different, but declined to reveal further information, or a projected release date.
Update: Other bits from the keynote:
DS titles using voice recognition were demonstrated. Nintendogs tasks players with nurturing a pooch of choice, while Electroplankton is a harmonic chill-out title (This is designed to produce harmony, not adrenaline - Iwata).
Iwata dabbled in a live eight-player wireless local network game of Mario Kart DS.
4 million DS units have shipped to North America and Japan; figure expected to rise to 6 million post-European launch.
Iwata defined Nintendo's strategy: "This is Nintendo's plan: make our existing game world better. For us, this is a passion. This is a mission of adventure."
And... Iwata showed incredible unreleased footage of the new Zelda game, which you can download right here (mirrored on IGN & Worthplaying). Update to the update:New screenshots now also available.
Update #2: A complete transcript of the keynote speech can be found on IGN.
Update #3: A podcast of the speech can be downloaded here.
Don't get me wrong; WoW is a great "game". But if you want to truly immerse yourself in the game world around you, you're going to have to make a lot of excuses in order to make it work with the universe as the developers have envisioned it. And while the graphical visions in the world are stunning (and believe me they are; Blizzard Entertainment won a gamut of awards for their graphics last year), the beauty and dynamic feel to the world is simply crushed when you start looking at it from a role-playing perspective.
For starters, many of the instanced and epic quests are repeatable... is therefore hard for role-players to accept the world.
The legislation requires stores to label violent or sexually explicit games with black-and-white stickers reading "18." Stores would have the burden of figuring out which games could legally be sold to minors and which couldn't.
David Vite, president of the Illinois Retail Merchants Association, said the legislation's restrictions on games depicting "human on human violence" could mean that stores can be fined for selling football games to teenagers.
Matrix Online Goes Gold12:28 pm
- Andrew Burnes
- MMOG: Role-Playing(5 comments)
Monolith's massively multiplayer Matrix online role-playing game has gone gold in North America, and is set for a March 22nd launch:
Developed by Monolith Productions in conjunction with the Wachowski Brothers, creators of The Matrix Trilogy, the game will be a re-creation of the virtual world of the Matrix, employing cutting edge 3-D graphics, networking and server technology. Gameplay in The Matrix Online will be based on intricate and exciting "wire-fu" combat, an extensive mission structure, social interaction and completely customizable skill and ability system.
The Matrix Online also features many of the original talent from the films - Laurence Fishburne (Morpheus), Monica Bellucci (Persephone), Mary Alice (The Oracle), Lambert Wilson (The Merovingian), Harold Perrineau Jr. (Link), Harry Lennix (Lock), Nona Gaye (Zee), Collin Chou (Seraph) and Tanveer Atwal (Sati).
"Gamebryo is the technology that enables our development team to create the stunning graphics and outstanding gameplay that have become the hallmark of our titles," said Sid Meier, director of creative development at Firaxis. "Gamebryo provides a flexible graphics engine and comprehensive set of tools for special effects and shader support that bring that extra level of polish to our games."
Using the Gamebryo graphics engine, Firaxis will deliver new 3D graphics, advanced multiplayer gameplay and stunning new features to the next iteration of the Sid Meier's Civilization series. To be published by Take-Two's publishing label 2K Games in late 2005, Sid Meier's Civilization IV will continue its great design and award-winning originality while adding new challenges and game-play experiences.
Xfire Lodges Countersuit Against Yahoo09:25 am
- Andrew Burnes
- Games: General News(4 comments)
The game browsing and joining folks over at Xfire attempted to respond nicely to Yahoo's claim that they violated their patents, but it appears Yahoo was having none of it as Xifre today announced a countersuit:
Yahoo had previously filed a lawsuit against Xfire for allegedly infringing U.S. patent number 6,699,125 (the '125 patent). In today's filing Xfire refutes all allegations that it is infringing Yahoo's patent. In addition, Xfire has filed a countersuit stating that the Yahoo lawsuit is an attempt to drive Xfire out of business (and therefore avoid direct competition in the marketplace) or to force Xfire to sell or license its proprietary technology to Yahoo for far less than fair market value to settle the expensive litigation.
"We are very disappointed that Yahoo has refused all of our offers to immediately demonstrate we don't infringe," said Mike Cassidy, CEO of Xfire, Inc. "The facts of the case will prove we have not infringed." In its filing today, Xfire seeks, among other things, dismissal with prejudice of Yahoo's complaint, an order enjoining Yahoo's unfair business practices, and damages resulting from Yahoo's unfair business practices.
RFA: If last year at E3 we dusted off the cobwebs and grabbed people by the throat and shook 'em around a little bit, what we're gonna do at this year's E3 is take them to the next level. Maybe not as aggressively as last year's show, but certainly more emotional. What you will see will be more and more about Zelda. You guys have had the luxury of having some sneak peeks into that game, but we're only scratching the surface as to what that game's gonna be all about. The new games we have coming out for DS, what we're doing on the SP front. There's a lot of work that we're gonna unveil at E3.
Nintendo's GDC speech is today, so look out for more news from the company later.
Bioware & Irrational Games Team Up08:05 am
- Jeff Tom
- Games: Action / Strategy(1 comment)
Bioware and Irrational Games have announced a partnership to promote Irrational's Freedom Force vs. The Third Reich and in doing so Bioware have also posted an interview with Irrational:
What are the major changes from the first Freedom Force game?
Ken: Besides tons of gorgeous enhancements like dynamic lights, the game features an epic new storyline featuring six new heroes and dozens of new villains. The AI has also been immensely improved. Now, your team members will fight back if evil shows its face while the player isn't paying attention. In short, everything has been streamlined, reworked, and polished. In addition, multiplayer has been completely upgraded with an in-game browser, tons of modes, dynamic content transfer to support custom skins, and more.
Investors Flee Eidos07:55 am
- Jeff Tom
- Games: General News(5 comments)
GamesIndustry.biz have a news story with word that Eidos' stock dropped 30% yesterday over poor financial news though there are rumors of a buy out. Here's a clip:
The company also confirmed that it received a buy-out offer earlier this month and that a deal is still possible. A "proposal received on 2 March 2005 of a possible cash offer at a price of 53 pence per share, subject to one principal condition," was made, according to a statement made to the City this morning. "However there can be no assurance that this condition will be satisfied and no certainty that an offer will be made nor as to the terms on which any offer might be made. This disclosure has not been made with the consent of the other party."
Empire Earth 2 is the same thing in that once again, the full spectrum of combat is playable, all the way from mankind's first inkling to smash things in the heads with blunt objects. Far from being a rip-off of itself though, Empire Earth 2 not only adds to itself from content and technological standpoints, but it also adds a couple of new features that just might become standard in RTS titles to come. Aside from a few balance issues in the preview build, Empire Earth 2 is just as addictive as the original, only with a little more depth to keep you playing even longer.
NVIDIA Corporation (Nasdaq: NVDA), a worldwide leader in graphics and digital media processors, today expands its award-winning NVIDIA GeForce 6 Series of graphics processing units (GPUs) by unveiling two new products: a 512MB version of the performance-leading GeForce 6800 Ultra GPU and a new lower cost AGP version of the GeForce 6200 GPU which brings Microsoft� DirectX� 9.0 Shader Model 3.0 technology to even more affordable price levels.
"Whether you are an extreme gamer or someone looking for an amazing upgrade, NVIDIA has the right product," said Ujesh Desai, general manager desktop products at NVIDIA. "These two new products further validate our commitment to bringing leading-edge performance and features to both the AGP and PCI Express markets."
Working with leading DDR manufacturers, the NVIDIA 512MB DDR3 GeForce 6800 Ultra GPU almost doubles the useable bandwidth and provides faster frame rates at higher resolutions and colour depths. The 512MB DDR3 GeForce 6800 Ultra GPU also features SLI technology to deliver an ultimate gaming supercomputer for the extreme gamer. In the mainstream space, the new GeForce 6200 AGP GPU brings Shader Model 3.0 functionality to the $79 price point.
Visually, the game already looks well-crafted, with a great sense of scale. From the footage shown at the event, the moments when players leap right into battle could become very visceral and noticeably more immersive than the distanced RTS perspective. Our primary complaint is the tightly packed unit formation, which artificially keeps warriors in rigid geometric ranks. Crash a couple lines of battle against one another, and see how long they define a perfect rectangle. Emphasis on "tangle," please.
Computer Games - First, World of Warcraft has had perhaps the biggest launch in terms of initial sales than any other US developed MMORPG. Did the sales figures exceed Blizzard's own internal expectations for its release?
Shane Dabiri - Well, we weren't necessarily surprised at the number of people who wanted to play World of Warcraft. What we were surprised at was how quickly it happened. Our internal projections were that we would probably see over 500,000 accounts creations and 200,000 peak concurrency, but only after a year of slow steady growth. Instead, as we all know now, that happened after just a few weeks. We're very grateful and despite our faith in our game, still a little surprised at the rapid adoption of World of Warcraft. But as for being taken completely by surprise, we weren't. We're just surprised it only took three months instead of the 12+ months we thought it would take.
When the B&W2; demo began we were first struck by the scalability of the world. Peter started a few inches off the ground where tiny strands of grass swayed like lumbering redwoods above hundreds of scurrying ants, simulated right down to their clustered hive. He then smoothly swept out a touch to include the nearby villager going about his daily routine of farming and wandering. After a few indications of how impressively detailed even the most mundane characters are, Peter had the camera pulled all the way back to reveal the island's enormity. Below us stretched crystal clear, reflective water that lapped against serene beaches. And in the distance we could see small villages nestled snuggly between jutting rock formations and densely populated forests. Very, very cool. Just as we were beginning to appreciate this eagle's eye view of the world, Peter swooshed us back down to ground level, where we could become the gods he wanted us all to be.
In related news, Sir Peter gave his lecture on next-generation game design.
Today at the Game Developers Conference, we finally got our our hands on the single-player side of things. But first, we were treated to a spooky intro clip. Light on dialogue but heavy on stylized action, it set the tone. A man is kneeling in a cell. The door opens, and a little girl is standing in the doorway. He screams, and we cut to a prison guard, who's felled by a knife in the back a moment later by the prisoner in a move reminiscent of anime swordfighting--a slow-motion uppercut, a stream of blood, then we cut to some more guards. Some masked soldiers enter, and next thing we know, all the guards are dead, and the escaped prisoner is flanked by the soldiers and kneeling down in front of one of the guards. We hear chunky sounds, but we can't quite tell what the prisoner is doing to the body. The camera moves closer, the prisoner whips around, briefly, and his mouth is covered in blood. End sequence.
The first part of the demo was actually something new and a bit of a surprise. To show off the power of this new engine, as well as demonstrate that this engine can in fact be used to make games, Epic played a game, real-time, right in front of the crowd's eyes. Stunning is a good word to use here. Breathtaking would be another. Booyakasha might be something some folks might say. It rocked. Textures were unbelievably crisp. Animation was excellent. Lighting was ridiculous. Architecture was well designed. The gameplay focused around a soldier ambushed by some aliens from within an abandoned structure. The level was played from the 3rd perspective, giving an awesome view at the back of this superb model. Light effects from enemy weapons simply looked dangerous. The character dived behind cover, bumped up against it, peeked out and fired from around it with an over the shoulder view while firing. I really wish I had screens to share with you, but I don't. The rumor, heard from a little birdie after I had left the event, is that this is a game being developed in-house for the PC and next-gen consoles due out in Q1 2006. Unfortunately, no video was allowed inside of the demo theater so we are unable to bring you any pictures. It's really hard to understand the amount of detail without actually witnessing it.
In Other News...12:05 am
- Robert 'Apache' Howarth
- In-House: In Other News...(46 comments)
Epic is cleaning up with new Unreal engine 3 licenses, most namely Microsoft selecting them for a number of Xbox 2 games. I doubt Halo 3 will among the titles since Bungie usually uses in-house technology, but cool for them nonetheless. After reading about all this cool upcoming technology coming out of GDC (Xbox 2, physics chips, etc) I'm going to put off getting a new secondary PC and just snag an el cheapo video card replacement and hope that clears things up on the ole 'work' puter. I don't need the thing to do much, just web related stuff and perhaps run a bot account for DAoC, so I'm thinking a Geforce 6200 or something. To be honest, the Xbox 2 specs sound better than a top of the line PC you can buy now, so what's the point, really? The only pricey thing you need to enjoy the experience is a $1500+ television (cough) which leads up to today's question of:
What kind of TV do you currently have, and do you plan on getting something better to go along with the next-generation of consoles?