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1998 E3 Round-up

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A round-up of the first-person shooters from the show.
June 1, 1998
by jason "loonyboi" bergman

Part I: FPS Games (continued)

Half-Life
Ahh...Half-Life...this baby's going to rock. Not having been at E3 last year, this was my first up-close and in personal look at the game.

Let me put it this way: when I walked into E3, I thought the AI in Unreal was some great stuff. Now, while I think the dodging skills of the enemies is remarkable, I have to admit, it's pretty simplistic in comparison. Half-Life will go down as the game that defined AI in an action game. These guys are seriously smart. Let me describe what I saw...you decide for yourself.


Die military dude, die!

I got to see those military dudes from the screenshots we've all been seeing for so long in action...and hot damn do they kick some major ass. They use teamwork to hunt your sorry ass down, so fighting them really becomes an issue of strategy. They speak through walkie talkies (you can actually hear what they're saying too, to plan your strategy) and therefore if one of them is missing, they'll know about it fairly quickly. And making things worse...if they find out your position, they'll spread the word to their teammates, and actually attempt to flank you.

The demo I saw showed the player running into one, firing, and then ducking behind a corner. Now the military guy, seeing that the player was an obvious badass, communicated his position, and ran away, but first he dropped a grenade behind him (!) in case he was followed. This was a general strategy we saw repeated with these guys...they will actually try and back themselves up if caught alone as they run away for help. Now the player was stuck in a place with two entrances...and sure enough the military guys came from both sides, flanking him.

All of this was really incredible to watch. I saw these huge badass mutant-guys who shot alien wasps at you that really flew after you, leaving a coolbeans transparent yellow trail behind them. I saw an NPC who walked around with you, using his limited firepower (a measly pistol) to back you up whenever he could.

And lordy, did I ever see some of those scientists get killed. We're talking maimed here. The scripted sequences totally rule...if you've seen the ones in Unreal, imagine the same thing, only much more dramatic. As we walked into a room, we saw a scientist being helped into an air-duct...once he was in, there was a struggle, and woo...gibs came flying out. I saw a scientist get pulled up into the ceiling...another one grabbed out from the hallway by a zombie-thingie.

The game is looking great, with bright colors, and architecture that really seemed to comprise an actual building to me, instead of a random series of rooms. The current release date is still just "Summer '98" so we'll have to see how things develop.

Half-Life Multiplayer
Yup...this impressed me enough to get it's own section. I was one of the lucky few able to actually see TeamFortress 2, and let me tell you this...it rocks.

In case you've never heard me rant on QuakeCast, I don't play mods. None. Not even friggin' CTF. I can't say I've ever played TF for more than five minutes, and during that time, I never saw anything that would make me want to play the thing (although admittedly...that sniper is kick-butt).

TeamFortress 2 rocks.

I would play this. Hell, I will play this when it comes out. TF2 isn't just another teamplay mod...it's a whole new game. In TF2, you're given objectives by a team leader...who can give you a position to patrol. You get a little compass on your screen that will always lead you back to your given position.

In TF2, the objective isn't just to snag the other team's flag or anything...it's custom designed per level. So if you have to diffuse a bomb (note: this is just an example) the level has been designed for this purpose.

We saw a demonstration of the "building" capabilities in the game. If you've played the recent first-person strategy game Battlezone you've got a good idea how this works. Specifically we saw the building of a sentry gun...basically how it works is you select the gun from a build-menu, and then you're given a wireframe "hologram" (it flickers...great touch there guys) of the gun. Once in place, you hit build, and voila...sentry gun. This element adds a whole new level to the strategy of the game...it'll be really cool to see how people adapt to it.

The other multiplayer things we saw were the whole "decal" ability, customization features, and the multiplayer interface. The "decal" thing, means you can graffiti the walls, and it'll stay on the server. Get those clan logos ready to slap up kids...no wall's going to stay clean for long. In Half-Life, the HUD is all configured client-side...so you can basically modify it as you like. Expect more than a few custom HUDs to be available after its release. Also, the game allows for dynamic skins, to the extent where you can even stick your own face (!) on your character and have it available for multiplayer action.

The multiplayer menu includes a really cool one click thing, where it connects to a master server, and connects you to the server with the lowest ping. It's no GameSpy replacement...but it's simple to use, and great if you just want to hop into a quick multiplayer game. All in all, Half-Life is looking to be the multiplayer game...expect a major clan scene to form around this one.

Sin
In all honesty, I wasn't as floored by Sin as I was at last year's QuakeCon...perhaps it had to do with the fact that I'd seen Half-Life immediately beforehand, and was expecting to be blown away in the same manner. Don't get the wrong idea from me...I definitely am looking forward to the game, but I did get the impression that Sin has gone a different route than some of the other FPS games I saw: whereas Half-Life and Trespasser are much more strategy focused, Sin struck me as being much more action oriented. Again, there's nothing wrong with that, it just doesn't demo as well. :)


The third-person view will take on some form, but that's unknown at this time.

I was given a demonstration of Sin by Mark Dochtermann, Ritual's programmer extraordinaire, so I got to see some of the cooler aspects of the game. One such thing was the practice room (Blue later informed me that Half-Life contains a similar, although differently implemented feature). The practice room is a place you can go at any time (via the menus, which are nicely stylized) to hone your skills, or just take a breather from the non-stop action. You can enter a target-range thingie where people targets pop up at you (it reminded me of the practice room at the beginning of "Men in Black" actually...I kept waiting for a little girl to pop out). It keeps your score, so you can have lots of fun trying to beat other people's records. Also in the practice room is a lounge, where other guys are sitting around relaxing. It's a cool thing, if somewhat silly. :)

I got to see a really neat example of the scripted sequences in Sin (similar to Half-Life's) in the lounge: a light blew out, and a little robot guy came out and fixed it. A nice touch, and it definitely raised the immersion level up a few notches. Another (hidden) one, was a button that when pushed brought out the maintenance 'bot, who proceeded to start doing the macarena. Silly...but too cool. :)

One of the noticeable things in Sin, is that everything is breakable. Crates, windows, you name it, they can all be trashed. Unlike Trespasser (or even Hexen 2, actually) when things are broken, they don't turn into physical models, they shatter into triangles and disappear into the abyss. I was a bit disappointed in this, as it didn't strike me as being especially realistic. Again, the fact that I had recently seen Trespasser may have been a factor, but that's just how I reacted.

Of the weapons I saw (admittedly only three or four) the only one that stood out to me was the sniper rifle, a weapon that's kick-butt in any game. In Sin, the animation when you pull out the weapon shows the sight being deployed...a very cool touch. Zooming in looked great, and looked a bit more polished than some of the other implementations I've seen lately of this sort of thing (the Jedi Knight add-on pack comes to mind as a less...graceful example).

One thing I hadn't seen mentioned anywhere, was the fact that the game may include a third-person perspective. Actually, it will be there in some form, but at the time I spoke to Ritual about it, they weren't sure if it was going to be mandatory in some areas, or simply a configurable option. What I thought was most cool about this feature, was the fact that it had a 3D crosshair. Meaning that despite the third person view, the crosshair could be seen on various objects. It would glide across everything eliminating the need for the auto-aim feature of such games as Tomb Raider.

The level design was top notch as expected...the boys at Ritual know their levels, and Sin showed off their talents well. Expect this one to be the choice for gamers of the DOOM school when it's released, with its emphasis on action and well-placed enemies over extreme strategy.

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