Archived News:
CF TF interviews
Valve/TeamFortress Software's Robin Walker, talking about their upcoming free
TeamFortress Classic multiplayer add-on for Half-Life, and TeamFortress2, their upcoming
standalone multiplayer game.
Brian Hook made a .plan update to follow-up on his earlier update ( story), or as he
calls it "the usual 'answer all the questions my last .plan update asked'
update," talking further about support for 3D accelerators that are no longer
state-of-the-art.
Okay, time for the usual "answer all the questions my last .plan update
asked" update:
- "If you're willing to do this, why not do all kinds of workarounds so that you can
support [insert orphaned graphics accelerator here]"
Because that's a lot of work, and we have to be very careful about how much we're willing
to uglify our code and accept significant design limitations. We could add things like
4-bpp palettized textures to make the Permedia2 run even faster, but that would be a lot
of work to help only Permedia2 users.
Our vertex lighting path helps _everyone_, but it especially helps out the lower end
cards.
- "Are you going to support S3TC"
Yes. We are willing to support any compression mechanism that does not require precomputed
data on our part. Right now we support the GL_S3_s3tc standard and it works quite well.
- "What are your new minimum system requirements"
This is still up in the air. While it should _run_ on any Pentium, that doesn't mean it'll
run _well_ on any Pentium. We haven't done wide scalability testing, but with a small
viewport and greatly reduced LOD on models then something like a P200MMX w/ Voodoo should
be playable. No promises though until we have all our features implemented and have had
time to do some optimization work on a wide range of hardware.
- "Would you recommend the vertex lighting mechanism for Voodoo?"
Yes, for maximum performance then I would recommend the vertex lighting mechanism and/or
running at 512x384.
- "Is a V2 SLI going to have any benefits for Q3"
Obviously, more fill rate is better, but a lot will depend on the screen resolution you're
running at and the quality of 3Dfx's OpenGL drivers when we ship. If their drivers aren't
performing well, then a V2 SLI isn't going to be much help since we won't be fill rate
limited. If their drivers are performing well, then yeah, the V2 SLI should kick ass. Keep
in mind that a V2 SLI in our lightmapped case provides the equivalent of 360Mpixels/
second of rendering, which is REALLY REALLY fast.
I hope to have new benchmark numbers posted in a couple weeks after the IHVs get a fair
chance to update their drivers.
Sharky Extreme is on the Accolade kick today, posting previews of both Redline (with a bunch
of screenshots), which will offer combat both on foot and driving in cars, and Slave Zero, offering
the chance to crush cities while operating a giant robot.
Sharky Extreme has posted still
more that adds to the anticipation of upcoming products offering dual accelerator support
from non-3Dfx products, this time from Hercules:
Hercules has considered the possibility of doing Non-3Dfx based SLI products.
Currently, we're working on a number of other enhancements that we're very excited about
as well. Stay tuned...
Raven's Rick Johnson updated his .plan with a tech update on their upcoming Quake II-engine game,
Soldier of Fortune, talking about support for things like 3DNow!, SSE extensions, and 3D
sound APIs:
Thought I would give a little tech update about SoF.
Right now, we are putting in some of the 3dNow! enhancements made to the Q2 engine. Not
all of them are usable, as some concentrated on the software renderer, and other routines
that we have changed are no longer compatible with the original 3dNow! changes. So we
should have some 3dNow! support out of the box. As for how much support we will have is
uncertain, as getting the game completed is a difficult enough task, let alone, adding
MMX, 3dNow!, and PIII special instructions all take time.
We will also be supporting A3D and SBLive! out of the box. The support should be better
than Heretic2, so expect to hear good results.
We also have plenty of rendering options to make sure the game runs well on the lower-end
cards. Our "low-end" card is a VooDoo1 chipset. Currently, SoF looks great on
TNT cards. Minor *nudge* to 3dfx to place priorities on those OpenGL drivers.
2015 President Tom Kudirka sends word that they have released an AVI-format movie showing
off gameplay from their upcoming official Sin mission pack, Wages of Sin (which I'm told is now available in some stores). Here's a local copy of the movie
(9.3 MB), mirror courtesy of the swell folks over at Walnut
Creek CDROM.
3DNews.Net continues their marathon interview with a bunch of
folks from the industry on various topics, today asking the assembled group of experts
about game violence and the female gaming market.
MagixX has posted a Mortyr Special including a bunch of
storyboards and screenshots from this upcoming game that sends a soldier from the future
back to do battle in World War II. Word on MagixX is that this game will not be published
in their native Germany.
iLERNeT interviews Kevin Lambert of Monolith
Productions in a ten question interview that kicks off a week-long series of interviews
there. The interview focuses more on Kevin's thoughts on websites, publicity, and the
community than games.
The
Adrenaline Vault reviews the Intel Pentium III offering benchmarks to demonstrate
improved performance using the SSE extensions versus when they are turned off in a review
written by Marcia and Barry Press, noted authors of several books on hardware, including
the PC Upgrade and Repair Bible Professional Edition.
The L-Fire Development Group Home
has a new version 1.20 of L-Fire CTF for Quake II available for download. The new release
fixes a couple of bugs in the id source that would cause the techs and flags to be lost
until the level was restarted (which can significantly impact scoring in a CTF match), and
another that made it impossible to enable friendly fire.
Two more previews of Team Fortress Classic are online as Valve and TeamFortress Software
tour around showing off this upcoming free multiplayer-only add-on for Half-Life. Here's PC.IGN.COM's TF Classic preview, and
here's GameCenter's TF
Classic preview. If you're unfamiliar with TeamFortress (originally developed for
Quake, here's the Team Fortress Home
if you want to check that out), here's a concise summary from the PC.IGN.COM piece: Players take on the roles of different character classes--soldier, medic,
demolitions expert--and work together to defeat the opposition. Each class has its own
strengths and disadvantages...
id Software programmer Brian Hook made an update to his .plan talking about adding a new way of approximating lightmaps on
lower-end accelerators to make them more capable of acceptable performance (if not visual
quality) in Quake III Arena. Here's the update:
John had been nagging me to implement our vertex lit approximation of lightmaps
for lower end cards. This has several key benefits. The obvious one is better performance
-- single pass instead of two pass lighting, effectively halving the number of triangles
tossed down the API on non-multitexture hardware. The second, and biggest (to me), benefit
is enhanced compatibility with lower end hardware.
A couple cards have sort of been nagging at the back of our minds when it comes to market
saturation, compatibility, and performance. While working on Quake3 we've primarily tested
and worried about the real high performance, high quality accelerators such as ATI Rage128
and NVidia RivaTNT, and we know other accelerators such as Permedia3 and Savage4 and
Voodoo3 will run our stuff just great. But there are a few cards that have been
problematic for us because A.) they don't have all the features or performance we need and
B.) there are about a zillion of them out there in our customer base.
While differences in fill rate are a source of concern, it's easy enough to scale for fill
rate by moving down video modes (320x240 has 1/4 the pixel fill rate requirements of
640x480). Triangle throughput, however, is much more difficult to compensate for since we
don't do level-of-detail on the world, and we only do a very coarse LOD on models. Going
to a vertex lit model halves the number of triangles rendered in the world compared to
lightmapping, which helps both slower graphics cards and slower CPUs.
The other problem is the Permedia2's lack of src*dst blending. This has been a sticking
point for quite some time, where we've been tempted to say "Well, screw the
Permedia2, it's the odd man out and it's in workstations anyway, not consumer
machines". By doing the vertex lighting we've removed this problem AND given the P2 a
little performance boost.
So I'm now very confident that we'll run reliably and fairly quickly on fairly low end
hardware, i.e. hardware that has not been our conscious target platform.
The vertex lit model has one major drawback -- it's not exactly attractive. It's not
horrible -- Jedi Knight and Descent both used vertex lighting -- but it's not very
competitive in terms of image quality with, say, Quake3's native rendering method. But I
take some comfort knowing that no matter what, those early cards had some serious image
quality issues (lack of proper MIP mapping, cracks/gaps/sparkles, missing blend modes), so
this isn't a huge loss.
The current angle of attack is that on Permedia2 we'll automatically turn on vertex
lighting. For Rage Pro and Rendition V2200 we'll probably recommend it. All users will
have the option of going for the "fast and ugly" path, and I'm sure you hardcore
players out there will do just that so you can hit your 390fps on a TNT at 320x240 with no
lightmaps. :-)
Quake3's range of scalability is going to be very good. My hope is that we can get fairly
consistent performance from a PII/233 with a Rage Pro all the way up to a PIII/550 w/
Rage128/TNT2/Voodoo3.
MagixX has posted three more new screenshots from
Interactive Magic's upcoming World War II shooter, Mortyr. Also, there's a new Mortyr screenshot on 3D-Unlimited
that's the third of six they are posting over the course of a week or more (consider that
a half-time report).
The Rainbow 6 Toolkit Homepage has
a new beta 0.7 of the Rainbow Six toolkit, a collection of programs to enhance your R6
experience. The new version adds a working mouse sensitivity slider, an option to disable
the intro movie in R6, a new IP display so you can easily copy your current IP address to
the clipboard, and a change that allows you to enter servers by name as well as IP.
A couple of follow-ups on the story about the possibility of using dual TNTs in some
systems. First, as a couple of readers have pointed out, referring to using two video
cards in tandem shouldn't be called SLI mode, since SLI means "scan line
interleave," where every other line is drawn by the other card (interleaved), and the
discussions of the TNT implementation refer to the screen being drawn in two different
halves (top and bottom) each handled by one card. A bit more on this has been written on
the prospect of using a pair of TNTs in tandem since the original story, including a GrandMaster B update that's
skeptical of the whole report, and, in contrast, an update to the Sharky Extreme message board by Kerry
Philpott, a Metabyte employee, that makes this all sound like a foregone conclusion:
By the way, this technology is only a small part of what we are working on here
at Metabyte. We are working our engineers overtime to get you guys the bomb in a graphics
config.
Did you ever think that you would be able to play Quake2 on three monitors with every
available slot filled with Wicked3D graphics cards? with eyeSCREAM? Thought not - I
have... :) Anybody interested?? How many slots would you fill?? Would you use more than
two?? Just curious. :)
There's an
interview with Tim Gerritsen on GA-Source, talking with the Project Manager of Human Head Studios,
about RUNE, an upcoming Unreal-engine action/adventure game tinged in Norse
mythology being developed by this group of seven former Raven Software programmers and
artists and a former producer from FASA Interactive in conjunction with Epic Games.
AGN3D
previews Giants, the upcoming action/adventure game from PlanetMoon Studios, offering
up a couple of screenshots along the way.
To follow-up on the report about the closing of Sierra's Yosemite Entertainment Division ( story), Sierra Online founder Ken Williams made a post to the Black Monday Forum with
an open letter to former Sierra employees with an explanation of the events that lead to
the closing of the Yosemite offices, going into detail about the road Sierra has traveled
to get where they are today. Thanks GA-Source. As
the letter says, "There is really nothing good that can be said. This is a sad ending
to Sierra's twenty-year operating history in Oakhurst, which at one time, represented over
550 Oakhurst-based employees."
The Qizmo page has a new version 2.60 of the Qizmo
proxy program for QuakeWorld. Thanks Zibbo. The new release offers several exciting
innovations, including enhanced data compression they say allows a modem player to set his
rate to 10000 (ISDN territory). Also new in this release is a change to demo recording so
that it no longer disables delta compression, and a feature for LPBs with high packet loss
that allows them to get each packet sent repeatedly to increase the chance of each packet
getting through.
Sharky Extreme's Diamond
Stealth Savage4 hands-on preview looks at Diamond's new card based on S3's new
chipset. More on the latest and greatest in upcoming video cards can be found in another
report on Sharky Extreme where
there's word that Matrox Graphics will unveil their next generation accelerator, the G400,
for the first time at CeBit '99 in Hannover, Germany (March 18), with initial
release dates of cards based off of the chipset said to be second quarter 1999.
- Two new shows on AGN3D
TV span the globe to bring the latest in hardware, with this show covering the
Voodoo3 festivities in Dallas last week including the trip to Mexico to see STB's plant,
and an interview with Thresh. Also, this show talks with
Diamond Multimedia about their upcoming Savage4 card, touching on the idea of using two of
these in tandem (like in recent discussing of doing so with two TNTs). RealPlayer required...
- The LoneGunmen (you've got to love a group of
loners) have updated their TRIBES Sniping
Guide with more on how to keep adding notches to your laser rifle. They've also posted
some new replacement crosshairs for download...
- Loki's Minion's Capture The Flag
personalized t-shirts are now available. Word on LMCTF 5.0 is that it will be out
within a week...
- Intervju med DC_Sujoy is a
conversation (in English) with feared deathmatcher/humorist Sujoy Roy about an upcoming
showdown between his Clan_UK and Sweden's Clan 9...
- Off-topic download of the day: Bungie Software has
a new version 1.2 patch for Myth II: SoulBlighter...
Thanks to all the HTML gurus out there who were quick to point out the foible that was
causing the mystery linefeed after the Search! box in MSIE. If you're interested, it was
repaired by placing the form tags around the table cell tags, rather than within them,
though it's not clear which browser is formatting the output improperly. I tweaked the
left frame a bit for those who said the changes produced a horizontal scroll bar (mostly
folks using large fonts) so hopefully that's fixed. Finally, I'm told I may be
busting my all-browser compatibility, as an Opera
user said the search (err, Search!) form doesn't output properly under this alternative browser,
which I'll look into.
Link of the day: NGR - Gaming's
Hottest Guys Pin-up Calendar. Thanks Ron Little (warning, if you are drinking milk,
point your nose away from the keyboard before clicking that link).
PlanetQuake interviews Christian
Antkow talking to Disruptor about his work as a level designer at id, Quake
III Arena, and what to expect from it.
There's a
preview of Team Fortress Classic on GameSpot
that offers up nine screenshots, as well as descriptions of the weapons and classes in
this upcoming free add-on from Valve/Team Fortress Software for Half-Life. Thanks Ant.
Beta Testers
Champion Daikatana Deathmatch Demo is a report on The
Adrenaline Vault that talks of the merits of the upcoming deathmatch only Daikatana
demo offering enthusiastic endorsements from beta testers.
Creative
Technical Support Download Files page has new 3DBlaster Banshee BIOS and Win95/98
drivers for Creative Labs' Voodoo Banshee based board. Thanks Voodoo Extreme.
A follow up on a story posted earlier: Intel
links alleged Pentium flaw to software is a Reuters story covering Intel's
announcement that the discovery by a German magazine of a way to turn the Pentium III
serial number on without the owners knowledge or consent was due to a flaw in software,
not the chip itself. As for what this ultimately means about the problem is unclear, as
the article says "Intel said it is still in talks with the German magazine, Computer
Technology, which on Tuesday alleged a flaw in the software Intel provided for turning off
the serial number, to determine what, if anything is wrong with its system."
Epic's Cliff Bleszinski updated his .plan with a rundown of what Unreal Tourney is all about
written by Brandon "GreenMarine" Reinhart to help get out the word,
since "it doesn't really get attention from the various news sites." Here's the
poop:
Brandon "Greenmarine" Reinhart posted this to our messageboard (megaboard.epicgames.com) and I think it says a
lot about UT:
"I think its really important to reiterate that UT isn't just multiplayer. I've been
spending a lot of time working out the code and story for the single player side of the
game. You don't have to have a net connection to enjoy UT, you don't have to play online.
The single player game consists of a ladder through each of the four game types, plus a
special ladder at the end. Every map has a bit of story that describes how the various
environments fit together. Before entering a team game you have a chance to customize your
team and view the bio's for enemy bots. The bio's are very cool. You might run into a
criminal from the Mars Prison Colonies who is a total psycho. His description will tell
you that he enjoys close quarter fighting...likes to rip his enemies up and when you play
against him he'll move in close with the Impact Hammer. Or maybe you'll run into one of
the Necris Phayder. The Necris are a new race (human, but with dead pale skin) who are
attempting to destabilize the New Earth Government through guerilla warfare. The Phayder
are a dangerous secret society of Necris assassins. The bot combat in Unreal Tournament
isn't just a training mode. Its an actual single player game. Sure, you aren't running
through the normal single player environments, but you are playing an organized series of
games. Each match has a bit of story behind it. (More than, say, a Mortal Kombat match.)
The skill levels in UT are very controllable. If you really suck at deathmatch you can
play on the lowest skill level and feel like a frag master. We've also included tutorials
for every gametype (including deathmatch) to get people started. Of course, if you are a
badass, you'll be hard pressed to beat the game on the hardest skill level. Anyway, I
thought I'd take a chance to describe exactly what that side of UT was. Since it doesn't
really get attention from the various news sites. If you have any questions feel free to
ask. Oh, one other thing. For team games in the single player where bots are on your side,
there is an orders menu that lets you deploy the bots as you see fit. You can tell them to
guard specific locations or general tasks like "roam and attack."
Gamers.Com's Half-Life config
guide is up offering suggestions on how to bind your keys so your keys can keep you
out of binds.
3DNews.Net's Industry
Interview continues, with today's questions for the insider roundtable about
"graphic junkies" and company size.
Tonight's PyroPimps Show (fun audio program with a
multimedia "Dream On" kind of feel) offers an interview with Kali author Jay Cotton.
Dynamix' David Scott updated his
.plan with word that Starsiege, the game of Herc (giant robot) combat set between the
Earthsiege series and TRIBES, has been approved for duplication. The update offers some
acknowledgements, and a confirmation that the only OpenGL support working out of the box is
for the RIVA TNT, with plans for a patch to support other cards ASAP, possibly before the game
hits shelves. In a semi-related note, The Adrenaline Vault is
reporting that MechWarrior III has entered (private) beta testing. Finally, in our
cavalcade of games, word from Acclaim is that South Park for the PC is shipping, and
should be on retail shelves about March 1 (if they said April 1, I'd be bracing for a
Terrence and Phillip game).
sCary has posted some high resolution versions of some recently released Quake III Arena
screenshots on the Shugashack, one of them in a
whopping 2048x1152 resolution.
After the Sin has Sung is
a new article on Ritualistic by Ritual's own
Levelord offering up his opinions on what went right and wrong during the development of
Sin, and how that impacted the way the game turned out.
GameLinks.Net interviews
Scott McNutt, Raven Software level designer, about Raven's upcoming Soldier of Fortune
game.
Rust Interviews Scott 'Dr.
Rigormortis' Dalton, Legend Entertainment level designer, about their upcoming Wheel
of Time game, and lots of other stuff in a freewheeling conversation.
CNNfn's report on the Intel
Pentium III security flaw speculates that Intel may actually recall the PIII's already
in the pipeline that are due to be unveiled in just a few days. Thanks Scatterblak. The big I is
quoted as saying they are unsure the flaw, based on the results of some experiments by the
German magazine Computer Technology (c/t) exists, but they will work with the magazine to
see what's been done. c/t says they can demonstrate that the embedded serial number in
Pentium III chips can be turned on remotely without the user's knowledge. The serial
number scheme announced for the PIII has come under heavy fire from security and privacy
groups, whose protests resulted in Intel's decision to make it so the ID number can be
switched off.
The Heretic for the Macintosh page
has a new release of Heretic for the Macintosh. The port is made from the source code
recently released publically by Raven, and is said to be the equivalent of DOS Heretic
verison 1.3. It requires a PowerMac and has been tested on System 7.5.5, 7.6.1 and 8.5.1.,
and it should work fine on System 7.1.2 and up. If you want to hear music, you need
QuickTime 2.5 or later, and the optional MIDI files.
Drakan.Net has posted an exclusive movie with 15
seconds of gameplay from Surreal Software's
upcoming third-person action title, Drakan: Order of the Flame. The 2 MB movie is in AVI
format, and showcases the Fire Ring effect (very cool). Here's a local copy of the movie
(2.1 MB), used with Drakan.Net's kind permission,
mirror courtesy of Walnut Creek CDROM.
Version 1.09 of the Fast Card TNT/3Dfx
overclocking utility is now out. Thanks Voodoo
Extreme. It's possible the next version of this utility will include Rage 128 support.
More news about the rumor that may yet be a movie, Doom, the motion picture, comes from a
post on the Coming Attractions
Doom movie page. Thanks Violator. Here's the poop, which, even if it's nothing, is
still fun, discussing casting suggestions:
Doom producer Moe Lospinoso has asked Coming Attractions readers to offer their
suggestions as to who they would cast in a Doom movie, as well as what director they think
would be perfect for the job. With development stepping up a notch now that Todd McFarlane
Productions is involved with the project, Lospinoso is interested to hear what the fans
out there have to say.
You can email your comments under the subject heading 'Doom' using Coming Attractions scoop feedback request.
We'll then in turn forward them on to Moe Lospinoso to read. He asks that no one send in
any story ideas whatsoever; just observations and suggestions (and reasons!) why you think
your favorite actors and directors should be in Doom.
Action Arena
previews Kingpin: Life of Crime giving a good rundown of the game's planned features
as well as a ton of screenshots and some new images showing
off the game's cover art.
This press release on the Whole Experience
site gives word that their upcoming actin game Experience will use that RTIME technology to connect offer the Internet. The
release also announces: "NVIDIA Corporation (NASDAQ: NVDA), a leading manufacturer of
3D graphics processors, has also selected Experience to showcase their
next-generation of graphic capabilities of their award-winning 3D RIVA family of graphics
processors," and The Whole Experiences Patrick Moynihan (no relation to the NY
Senator as far as I know) sends along this intriguing comment that this is not TNT2, but
something actually "far cooler":
One thing I will clarify -- the "Future nVidia" technology mentioned
is not TNT2 -- It's far cooler than that. Wish I could tell you more...
Both The
Adrenaline Vault's Interview David Grenewetzki and GA-Source's Dave
Grenewetzki interview talk with the President of Sierra about the recent
closing of the offices and planned relocation of Sierra subsidiary Yosemite Entertainment (whose site
ironically still touts the company's location as a strength). The Q&As discuss the
status of Yosemite's games in progress such as Babylon 5,
and talks of it as a positive move. In contrast, the Black
Monday page is a forum for former Yosemite employees and anyone else to voice their
feelings, email addresses or job leads. Thanks GA-Source.
Finally, I received word from someone who works over there (who did not request anonymity,
but I'll provide it anyway) who says that at this point the Unreal-engine Navy SEALs project is "on
hold as of now."
Speaking of B5, PC.IGN.COM previews
Babylon 5 showing some screenshots of this upcoming game based on the TV series.
The STARSIEGE Players Website
has word that Starsiege, the upcoming prequel to TRIBES will offer OpenGL support out of
the box, but not for all cards. Also, Gerald Harrison updated his .plan
with word on how you can download extra pilot pictures for Starsiege that won't be on the
game CD when it's available (along with a hint about finding Easter Eggs).
The RetroGear mod for TRIBES is
out, offering new weapons, or rather old weapons, as it replaces the game's futuristic
armaments with weapons and armor based on present day weaponry. Thanks tANG at PlanetStarSiege.
Speaking of TRIBES mods, Elmer
Fudd's TRIBES Server Resources page has maps and mods for TRIBES server ops in a
convenient mall of mayhem. No word on a wabbit hunting mod.
The Terror Quake2 page has a patch for the Q2
Terror Quake beta that fixes several bugs.
QuakeStarter's Official HomePage has a new
version of this Quake and Quake II front-end that fixes a bug that caused a file not found
error, and adds support for a couple of new mods.
I received word from Take-Two Interactive subsidiary Rock Star Games that they will be
offering a DreamCast version of Max Payne sometime after November of this year, and they
will also be doing a new Duke Nukem game, a third person action shooter on "a yet to
be specified next generation platform."
Word is that the highly-anticipated upcoming online RPG EverQuest has gone gold. Final
release of the game is planned for mid-March. Thanks GA-Source.
Also there's a new Red Baron 2
patch on 3DFiles.Com.
There's a "New
CPUs from AMD and Intel" article on Tom's Hardware Guide talking about the latest
from AMD and Intel. Thanks ruiner at AMD Zone. Also,
SE vs 3DNow is
an AnandTech discussion of the Pentium III that
offers a comparison of the new Streaming SIMD Extensions (SSE) to AMD's 3DNow! extensions.
The Rage 128 Windows 9x Drivers
page has new Win95/98 drivers for ATi's latest. Thanks Voodoo Extreme. Also, the 3Dlabs Permedia Driver Download Page
has new Win95/98 Permedia2 reference drivers. Thanks Mr. John Gotti from ClanWorld.
I added the search text box (or actually, the "Search!" text box, at the
exclamation point obsessed loonyboi's suggestion) to the menu bar at the left, it seems
like a good spot for it (I have no idea why the search box has an extra line below it
under MSIE). From yesterday: My apologies to both Purdue University and Perdue Chickens
for using the chicken spelling in place of the college version. I asked if folks have
objections to thumbnails of screenshots on the newspage, and was surprised that so far no one (at
all) seems to mind the idea enough to comment on it, and I was further surprised at
exactly how much enthusiasm some expressed for screenshots in general. I have never
actually requested screenshots from game companies, a policy this response has me
re-thinking.
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