Archived News:
GameSpot has posted a new installment of their Dark Reign 2 diaries, with Pandemic's Greg Borrud discussing the progress in programming, art, and mission design, as they are heading into the final stretch of the development of their 3D RTS title. He also mentions some of the responses to his previous diary, and includes a few new screenshots to illustrate the final layout of the game's interface.
A new movie of the day is online on the official Nox site, showing off more gameplay from Westwood's soon-to-be-released isometric action-RPG. Past movies are now available on their movie archives page, not just in the originally released 320x240, but also in glorious 640x480 if you have a little more bandwidth to spare. And those curious about next week's movies can already have a sneak peek on their ftp server.
Alternating new characters and areas of Wonderland, the official American McGee's Alice site reveals a new section of the Mushroom Forest map, called Caterpillar Garden.
InciteGames has posted a
35 MB MPEG movie that features gameplay footage from Thief 2: The Metal
Age (taken from their alpha build of the game), as well as an interview with
Looking Glass director Steve Pearsall.
The newly launched Quakeidge.com has posted an
interview with id Software's CEO Todd Hollenshead. The interview covers
all kinds of subjects, from what it's like to work at id, to how he feels about
putting all that hard work into Quake III Arena only to be beaten at retail
by Regis Philbin.
Unreal Universe has posted an
interview with Jeff DeWitt, an animator on Rune, Human Head's Unreal engine
title of drunken viking glory. Jeff talks about animating, Chris Rhinehart's
sword collection (he should challenge Paul Steed to a door killing contest)
and even Frisbee golf, which I suppose, if you're drunk on grog all day long
(and I can only imagine they all must be over there) is no doubt lots of fun.
IMG Magazine has posted a
brief Q&A with Ken Gordon (scroll down their
news page to find it), the producer of Star Trek: Deep Space Nine - The
Fallen, an Unreal-engine, third person action game from Simon & Schuster
Interactive.. As the game was recently delayed, the Q&A focuses on that,
with Ken explaining why the game was pushed back from early spring until August.
Here's an excerpt: One of the biggest challenges we see ahead of us in
bringing the Fallen to market is the perception about Star Trek games that is
out there. Let's say that it is less than stellar. This is outrageous, too,
because the franchise, the world of Star Trek, is so wonderfully rich that to
put anything less than a great Star Trek game out is so wasteful it's sinful.
Simon & Schuster Interactive has published fantastic Star Trek Reference
titles, but the Fallen is our first title under our gaming license. We see a
gap in the marketplace -- the market needs a great Star Trek title and we will
not release the Fallen until it has met its potential and matches the franchise
with as rich a game. At this point, we are on track to release such a game with
the Fallen (and with Dominion Wars, too, I might add). It took us extra time
to get here, but let me tell you it will have been worth it. All great games
go through such birthing pains and this one is no different.
Eurogamer has posted an
article titled "Inside Insidia" which features conversations with
developers at Insidia, who are working on a first person adventure called Malleus.
There are also four screenshots posted to give you a first glimpse at the game.
Polycount has posted new
Character Studio BIP files from Paul Steed. These files allow owners of 3D Studio
Max' Character Studio to apply the animations he created for the various characters
in Quake III Arena to their own custom models. Swing
by Polycount to download them and get animating.
Stomped has posted a
Q&A with Monolith's Jason Hall, talking to him about their recent announcement
regarding their plans to start up a separate company to handle their LithTech
engine. Here's an excerpt where Jason explains the reasoning behind this decision: There
are many reasons for forming a subsidiary. Without giving a lecture on "Managing
and growing a successful business" I will just say that our reasons primarily
have to do with following a carefully planned business strategy, increasing
team focus, multi-platform and new technology projects, etc. The engine licensing
business to us is just that, a real business. In order to service our customers
in the best possible way it is important for us to be very organized and keep
everything as scaleable as possible.
The industry is maturing and the historically mixed message of "game company
selling an engine" also needed to be clarified. There are many advantages
to this type of approach. Most of these advantages will amount to strong support,
more rapid technological advancement, solid partnerships and extensive and comprehensive
tools. There are still many unannounced things with regard to LithTech Inc.,
but rest assured you will hear about them soon, and get even a better vision
of how exciting what we are doing is. LithTech is a strong technology with a
solid strategy and plan behind it. Our licensees (the vast majority of which
are unannounced) are going to benefit immensely from their decision to build
their game team's competency in the LithTech technology. Few things are worse
than paying for extremely expensive people to learn a system that is going nowhere.
That is just a ton of wasted money. With LithTech, not only can we show you
that the technology is growing and moving towards the future, we can prove it.
The Rogue Spear Retreat has posted the
latest in their series of "interactive interviews" where they
ask their readers to submit questions and which are answered by members of Red
Storm's Rogue Spear team. This latest edition focuses on the recently announced
add-on pack Urban Operations.
There's a Dave Perry interview
on ActionTrip talking with the top dog from Shiny Entertainment about what's
going on over there in finishing Messiah, their third-person action game where
you play Bob the chubby cherub, who accomplishes his cherubic goals by
possessing those around him, and Sacrifice, their upcoming RPG. Word is "Messiah
'should' ship in March," and more info on Sacrifice should be forthcoming
"in a big way before E3."
IMG interviews Westlake Interactive,
talking with the folks behind some of the highest profile recent and future
ports of PC games to the Macintosh platform (Unreal, Unreal Tournament, Total
Annihilation, The Tomb Raider trilogy, etc.). The Q&A discusses the state of
Mac gaming, and the payoff on their decision to view the genre as a niche worth
pursuing, rather than a dying market.
Ritual's Berenger "Zor" Fish updated his
.plan with word that the
official site for the Sin anime movie has gone live. The movie is scheduled
for a June release (direct to video) and the site features stills as well as
a downloadable trailer (in either AVI or real video format).
GameSpy.com has posted an
article by id Software's Graeme Devine, where he examines the state of persistant
world online gaming, looking at the pros and cons of games like Ultima Online,
Everquest, and Asheron's Call.
AGN3D has posted an
interview with Westwood Studios' Aaron Cohen, who talks about Nox, their
isometric action game. Like the previous interviews posted on the site, it's
transcribed from one of their shows, which features live video footage of the
game (and is linked from the text interview). Nox has gone gold, and should be shipping on February 15th.
A new service called Mod
on Demand has gone live. The service consists of a client side program that
downloads and installs mods, maps, skins and player models automatically, and
while it's currently only limited to Quake III Arena, support for other games
is planned as well.
StormTroopers has posted their
unedited chat log from last night's Deus Ex developer's chat. The log is
slightly chaotic, but there is some good info in here, including word that the
current target date for going gold is March 31st, which "we might actually
make" according to Harvey "Witchboy" Smith.
GASource has posted a
Q&A with Dave Taylor, who worked at id Software and founded Crack.com
before starting his current gig at Transmeta. Dave explains how he wound up
at the hardware company, what it's like to finally be able to talk about their
Crusoe technology, and and of course, what Linus Torvalds (the creator of Linux)
is really like.
You may not have heard of Doug Church, but you've played his games is an interview with the Looking Glass project leader and programmer of the two Ultima Underworld games and System Shock, and contributor to Thief: The Dark Project and Flight Unlimited. The interview talks about the fame and credit, or lack of it, for Looking Glass' innovation in 3D games, the advancement of technology versus game content, and more. Here is a quote on his design philosophy:
We’ve always striven for "immersion" in the gameplay, but as we’ve
grown (well, changed, at least) as designers, our sense of that has
changed. While the details of this attempt vary from game to game, the
core goal has been to provide a range of player capability in the world.
With this breadth of capability, the player hopefully feels more involved in
their decisions. An Underworld player can open a door with the key, by
picking the lock, by breaking it down or by casting a spell. If the player
can choose their own goals, and their own approaches to an obstacle,
then when they reach the goal it is far more satisfying. Flexible simulation
of game elements is a powerful way to enable the player to make their
own way in the world.
A fresh installment of the Summoner diaries is online at PC.IGN.com, and this time Volition's lead artist Adam Pletcher examines the creation of real-time 3D visual effects in their upcoming 3D role-playing game. A couple of screenshots and a brief movie illustrate his description of an effect that has "the Stone Golem come up from the ground and form out of molten rock that bubbles up from a crevice in the earth."
PC.IGN.com has updated their preview of Star Trek: Deep Space Nine - the Fallen with an interview with executive producer Ken Gordon, as well as 40 new screenshots of this upcoming Unreal-engine powered action game. The article also updates an earlier report of a March release, saying they are now expecting to ship the game in August.
There is a new preview of Nox on GamesMania, looking at Westwood's isometric action RPG offering that recently went gold. The article runs over the gamut of game features, including the single-player campaign and its maps, the interface, and the multiplayer matches.
Garrett keeps stealing previews everywhere, as there is now a Thief II: The Metal Age preview on Daily Radar, offering the usual overview of the game's features, as well as a bunch of (mostly new) high-res screenshots.
Quake Lives,
"The QuakeWorld Revitalization Project," has new versions of their
front-end proxies for both QuakeWorld servers and clients that attempt to
restore fair play in the brave new world created by the release of the Quake
source code. Servers that are running the server front-end will not allow access
to clients that are not running the client front-end, which will allow for the
verification of the client's executable.
An update to Raven Sound and Music Designer Chia
Chin Lee's .plan details some of the speedbumps encountered on the road to
implementing both A3D and EAX positional audio in Soldier of Fortune. Saying
"I would love to talk to other developers to discuss your experience with
3D audio," the update points out that "The future of 3D audio is
promising, but like any technology in its infancy, it contains a few quirks.
Many of these problems are due to divergence of features and standards found in
different soundcards and drivers. This divergence can make the sound designer's
job difficult in achieving a good mix balance between all the soundcard
chipsets."
The first release of Battle Arena 3
for Quake III Arena is now available, unashamedly declaring itself "The Rocket Arena-like mod
for those who can't wait!" Word on the page is "Battle Arena was not
intended to compete against Rocket Arena or steal their ideas," but
"It was made mainly as a backup in case Rocket Arena 3 wasn't made (which
is what crt's post on the RA site sounded like), and to feed the craving for
Rocket Arena in Quake 3."
There are six Side-Scene
screenshots on TeleFragged showing off gameplay from this pre-WWII
action/horror RPG. There are six
new high resolution movies on Gamers Central showing off action from
MicroProse's upcoming helicopter combat game, and also on the chopper (not the
Pulp Fiction/Easy Rider variety) front, there are Ka-52
Team Alligator screenshots on Matrox G400 Enhanced Games page (thanks Killjoy)
showing off this helicopter sim from GT Interactive/Simis in its bump-mapped
glory, with an AVI gameplay movie there as well. Also, 3DGN's
Metal Fatigue preview offers new screenshots of this upcoming RTS.
Relic News
interviews Erin Olorenshaw Animator/Artist, and Cheerios eater from Relic
Entertainment who is currently "working on.. COUGH caogh KHAA! Heh hem... fur
ball." The Q&A talks about her work on Homeworld, Relic's galaxy-spanning strategy game.
Speaking of space, there's another A Talent for War
Multi Developer Chat scheduled for tomorrow, offering an opportunity to talk
online with representatives of the teams behind Deep Space 9, FreeSpace 2,
Klingon Academy, Parsec, Silent Space, Starlancer, Terminus, and UFS Vanguard.
The session starts at 1:00 PM EST (6:00 PM GMT) on the Gameslink
IRC Network ( a
server list can be found here) in the Channel #space-sim. The majority of
the chat will be moderated, but there will be an unmoderated portion as well.
Also on the space chat front, The Omega Project
sends word of no less than nine upcoming developer chats with folks involved in
the various upcoming Star Trek games. The first chat will focus on Star Trek:
Hidden Evil, and is scheduled for this Monday, January 31 at 7:00 PM EST (4:00pm
PST/00:00 GMT) on the IRC server omegaproject.net in the channel #lobby. Slated
to attend are Eric Dallaire, Laird Malamed, Mike Webster, and/or Jonathan
Knight, and plans are to give away a copy of Star Trek: Armada.
SpecForce has posted some news that Zombie
is working on a "major" patch to fix bugs in the current release of Spec Ops 2
for both D3D and Voodoo users. D3D users can expect fixes for the shadows,
flashlights, crosshairs in scopes, and more, and Voodoo users will be getting
higher screen res support. The patch is reportedly "several weeks away,"
currently expected in early March.
Monolith CEO Jason Hall made another update
to his .plan announcing Monolith is hiring: Last little tidbit -
We are hiring. Categories are: Engineers, Modelers, Texture Artists, Animators,
etc.
There are some big time exciting projects going on, and now would be the time to
get involved.
We will pay for relocation, competitive salaries, etc., if you kick ass in your
field.
e-mail me at Hall@lith.com
The CPL folks send word of a detail they failed to mention in their reminder
that registration for the Razer CPL Event
begins February 1: To register you will need a
valid credit card. Also, if you are planning to walk-on, they will not accept credit cards or checks
at the door.
- Kudos to Ensemble Studios, id Software, Gathering Of Developers, Gearbox
Software, Reel FX, Rogue Entertainment, Terminal Reality, US Web, and The
Levelord™ (as the Beaver), all mentioned in Gearbox' Randy
Pitchford's .plan as participants in the Dallas Toys For Tots
campaign...
- The Ravenhurst Mission Pack for Hexen II Portal of Praveus
Page has version 1.0 of RavenHurst: Resurgence of Evil, offering
"two maps, music from the original Hexen, and a whole lot of Hexen II
goodness"...
- Microsoft sends word that their RTS sequel Age of Empire II: Age of
Kings has now shipped over two million units, which is a considerable
milestone for game sales. While they were sending out press releases, they
also sent word that the Titans upset the Rams 17-12 in their NFL Fever 2000
simulation of the Super Bowl, highlights
are here...
- Though not yet available, the MotionWare Infopages
offer information about this upcoming motion simulation device they say
represents the future of virtual reality. It is expected to be available in
12-18 months at a retail price of less than $100. Thanks Capt_Beefheart...
- A new version 2.0 of the SETI@home
client software is now available. Thanks CiKoTiC...
Recent anniversaries: It's been a bit over three years since disruptor was
plucked from the community and hired to work at id Software (it surprised me it
was that long ago... a couple more years and we'll have to stop thinking of him
as the new guy). It also must be right around the 9th birthday for John Cash's
oldest son, noteworthy for being able to beat older players at the age of six (we don't
mention esses in connection with this anymore with hopes he will live it down).
He's probably now a contender for one of these upcoming $100,000
tournaments.
The double-click opt-out link I posted here yesterday was incorrect
for a while, it just lead to the static page claiming to confirm your action
(thanks Teq). If you are looking to protect yourself from the marketing
tracking thingie mentioned yesterday, this
is the correct link to opt out. Want an even wilder story from the world of computer
privacy and the Internet? Texas company accuses Yahoo of privacy violations
is a CNET story reporting: "Yahoo has been accused by closely held
Universal Image of violating Texas' anti-stalking law by allegedly tracking
computer users' every movement on the Internet without their consent."
Thanks Chris McCue. Stalking! If all this big brother stuff alarms you, Tony Fabris sends
word of Window Washer, a cookie
monster to eat all the cookies on your machine. It can also eliminate other insecure
bits from your system.
To finish the cookies discussion, here's a link to the Keebler
Homepage and another to the Nabisco
Homepage... I'm an Oreo man myself.
Link of the Day: The Punk Rock Dating Page!
Fun nicknames and photos here. Thanks Bill MacEachern.
Story of the Day: Oregon company makes top bid for Microsoft check.
Thanks Jeff Magill.
Bonus Story: Linus
Sucks At Quake; Geeks Horrified on Be Dope. Thanks Will Pesky.
Bonus Story II: Robbery suspect writes stick up note on personal check.
Thanks Grendel.
Adrenaline Vault has given their one, lonely screenshot of Aliens Versus Predator Gold a little company, by adding 10 more high-res images to the same page. As reported earlier today ( story), AvP Gold is an expanded and updated version of Rebellion and Fox Interactive's first-person shooter.
The now smoke-free Kenn Hoekstra (congrats, welcome to the club) updated his
.plan with word that the Soldier of Fortune demo has been downloaded enough
to put it in the big leagues with the Quake III Arena demo, as well as details
on a major sound problem people have been experiencing. Here's the scoop: I'm
continuing to lead the tech support charge on our message boards and we seem
to have most problems nailed down. The biggest one that I'm aware of is the
fact that the demo hangs on a blue/gray screen for users who have a YAMAHA DX-SG
sound card or similar YAMAHA model. The problem is with the demo's auto-detect
features looking for A3D support. These YAMAHA cards have limited A3D support
(1.0) and Soldier's auto-detect code is looking for 2.0 or 3.0. This is what's
causing the hang. Adding "+set snd_dll defsnd.dll" to your command
line shortcut has fixed the problem for some users, but most YAMAHA owners are
pretty much out of luck at this point. Jake "The Gent" Simpson is
talking to his sources now to see about fixing the problem. As soon as we know
something, you'll know something. According to Rick, future Soldier of Fortune
releases are going to start up with default sound to avoid these sound support
issues. Amen to that... =)
The sad thing? I have one of those DX-SG cards in my machine and it works. Probably
because the drivers are the 1998 factory installed variety... *shrugs*
Gamecenter has posted their
Fast Track Guide to Ultima IX: Ascension. The guide is essentially
an excerpt from the book published by Prima, but it does feature detailed tips
for virtually every area of the game (it just doesn't have the maps, the Avatar's
Journal, or other extras included in the full book).
GameProWorld has posted a
hands-on preview of Soulbringer, which is based on a full build of the game.
They describe the game as, "Diablo meets Darkstone with a real strong emphasis
on the story" and there are a whole bunch of shots for you to look at if
that makes no sense to you.
InciteGames has posted 8
new screenshots from Thief 2: The Metal Age, offering a look at the game's
architecture (which like the first Thief game is pretty impressive).
There are four new screenshots of Star Trek: Deep Space Nine - the Fallen on GameSpot, showing off scenes from the Unreal-engine powered third-person action game by The Collective and Simon & Schuster, which they say is still slated for a March release.
NWGN has posted a brief interview with Mark Frohnmayer, talking to the lead programmer of TRIBES 2 about their upcoming team-based first-person action game. Here is a bit about the planned gameplay modes:
Tribes 1 actually supported 5 distinct multiplayer game types, CTF,
capture and hold, find and retrieve, Defend and destroy, and deathmatch.
We're enhancing some of the Tribes 1 modes (D&D and F&R), and adding in
3 new game types.
Although the game didn't get a very positive review on GameSpot, they have now posted a full-fledged game guide for Mortyr, offering general strategies, an enemy guide, weapon and multiplayer strategies, and a complete walkthrough for Mirage Media's first-person shooter.
3dfx keeps churning out the drivers, and has now released these Voodoo2 Windows 9x DirectX 7 Drivers - Version 3.02.02. Thanks Ant. The new version fixes problems with resolution switching and the control panel, as well as bugs on various games.
Skinning 101 has the latest release of the Skinlinker utility for Quake III Arena that creates the .skin files needed to link the skin image files to the models in Quake III Arena. The new version now allows to create bots, mostly with default characteristics, "but you do get to set speed, aggressiveness, accuracy, alertness, sex and a few other things."
Monolith's Jason Hall updated his
.plan again with a clarification to his earlier update about the recent
formation of a separate company to handle their LithTech engine, particularly
about the term "3D Game Operating System" ( see
earlier story): Some quick clarification.
LithTech has become extremely elaborate over time, and currently the best method
to describe it to a developer in a way that makes sense (given its full capabilities)
is to describe it as a 3D Game Operating System.
This helps developers make the mental distinction and understand the different
contexts of uses between technologies like Renderware (3D Renderer), Unreal
(3D Engine) and LithTech (3DGOS).
Agreed that perhaps it's not a complete OS in every technical sense of the term,
but the context in which a developer must look at it and work with it is closer
to that than any other easy-to-understand description.
Just wanted to clarify that a little more.
Also, I can only stress that we are just getting started with our announcements.
We have been very busy as you will see! It's quite exciting.
Adrenaline Vault has posted the first screenshot of Aliens Versus Predator Gold, the just announced expanded version of the game that is due to be released in the Spring ( story). The shot displays a marine opposing a Predator, guns akimbo, with an Alien looking on to jump the survivor :-)
There is an interview with sound programmer Tony Bennett on Aureal's A3D.com, and naturally the topic of discussion is his work on the audio code in Messiah, the hopefully imminent third-person action game by Shiny.
Tonight marks the first Deus Ex developers chat, so hop over to ION's
web based chat, or point your IRC browser to www.ionstorm.com at 8:00 CST
and join #ion to talk to Warren Spector and others from ION's Deus Ex team.
Monolith's Jason Hall updated his
.plan with some comments on the formation of a separate company to handle
their LithTech engine ( story), saying their intent is to create a 3D gaming
OS with the engine (although he doesn't give a real definition of that term).
Here's what he had to say: This announcement is extremely significant.
We have been working hard to make sure that LithTech is geared and ready for
the future. This announcement shows that we are moving in the right direction.
It is the highest compliment to be able to attract someone of Dr. Whitten's
caliber. This guy really knows solid technology when he sees it.
I am looking forward to watching LithTech grow and proliferate as a true 3D
gaming operating system (3DGOS). The end result of all of this is an even more
robust development toolset that has a clear direction and a solid future - and
more importantly, great support!
More cool announcements soon...we are just getting started.
3dfx has posted new drivers
for their Voodoo 3 based cards (thanks CiKoTiC). These drivers fix a problem
some users were having with the 3dfx Tools program, and say that you should
only download these if you were experiencing problems.
Raven's John Scott updated his
.plan with some new stuff for fans of the Soldier of Fortune demo. He's
posted a TXT
file with a list of DMFlags for the game, as well as a
JPEG with the character set they used for the fonts for those interested
in creating fun names (although he says you'll have to manually hack your CFG
file).
incitegames has posted more materials from Star Trek: Klingon Academy, showing off Interplay's space-combat RTS in nine screenshots and four brief movies of Gorn-Klingon battles.
Black Isle and Interplay have now released the official version 1.1 patch for Planescape: Torment (as opposed to the beta patch awhile ago), a 3.3 MB download that fixes a number of issues with the game, most notably the recurring slowdown problems.
StormTroopers has posted an
interview with Deus Ex programmer Scott Martin, talking to him about his
work on the AI in the game. It's interesting stuff, as he talks about how the
NPCs in the game will function, but also about his "process" for developing
the AI for each class of character. Here's an excerpt where he discusses how
the NPCs will function: I wanted NPCs to react to the world in roughly
the same way that real people do. The key to this was to make the AI recognize
things based on sight and sound. The Unreal engine has a decent pathfinding
system built into it (written by Epic's Steve Polge), so thankfully I didn't
have to build one from scratch. But because the original Unreal was a single-player
shooter, its A/V event handling didn't consist of much more than "I see
the player, so I attack" and "I hear the player, so I attack."
I built an audio/visual event manager into the Unreal engine so NPCs could detect
things like footsteps, gunshots, smashed windows, objects hitting the ground,
drawn weapons, screams, distress, etc. -- and more importantly, it could distinguish
between them. I also wrote behaviors for the NPCs so they could react appropriately
to these events.
Monolith sends news of the formation of LithTech Inc., "a subsidiary
dedicated to creating the standard in real time 3D development and networked
multimedia operating systems." Here's the full release, which also
announces the hiring of Dr. Gregory Whitten as Chief Software Architect:
Kirkland, WA (January 27, 2000) Monolith Productions today announced the
formation of LithTech Inc., a subsidiary dedicated to creating the standard in
real time 3D development and networked multimedia operating systems. As its
first official action, LithTech has named Dr. Gregory Whitten-19 year veteran of
Microsoft, as Chief Software Architect.
"LithTech Inc.'s ability to attract someone of Dr. Whitten's caliber
confirms our belief that our technology implementation is state of the
art," comments Jason Hall, CEO for Monolith Productions and LithTech Inc.
"Our vision is to combine strong leadership with experienced professionals
to create the first company dedicated to serving the maturing real time 3D
market."
Dr. Whitten is currently Co-Chairman of NumeriX Corporation. He retired from
Microsoft in 1998. His research interests revolve around large-scale, concurrent
object oriented systems and software architectures. During his impressive 19
year career with Microsoft, Dr. Whitten designed and implemented many pieces of
the BASIC, Quick BASIC and Visual BASIC interpreters and compilers and the
common cross-language compiler and runtime technologies. In addition, Dr.
Whitten started the Windows project, architected the GDI graphics and device
model as well as the memory and programming models for Windows and OS/2. He was
also responsible for initiating Microsoft's company-wide object oriented
software strategy including leading the design groups for OLE 1.0, 2.0, COM and
OLE controls which became DCOM and ActiveX. Additionally, he worked on software
strategies for the Office, Back Office and Windows product lines. Dr. Whitten
has a Ph.D. from Harvard University where he did original research in numerical
analysis, analysis of algorithms and econometrics.
"LithTech is a perfect complement to my technical interests, and I look
forward to joining the team," says Dr. Whitten. "Together we can move
gaming to a new level of sophistication and capabilities."
The LithTech 3D Engine is a licensable technology for multiple platforms that
functions as a complete 3D game operating system, which allows developers to
easily design, develop and focus on content without reinventing technology for
each project.
A new version of the Jumbot
for Half-Life has been released. This version fixes a slew of bugs that
showed up in the previous release, and will be the last for the immediate future
(unless still more bugs pop up, of course).
According to this story
on PSXNation (which apparently is based on a quote from this interview on Unreal Universe, although no credit is given), Epic will be showing Unreal Tournament running on the Playstation
2 at this year's Game Developer's Conference. I asked Epic's Brandon "greenmarine"
Reinhart, who is working on the port about this, who confirmed that, "the
plan is to bring our dev kit and show off what we have."
Aliens Versus Predator is Back and It's Pure Gold is a press release from Fox Interactive, announcing their plans to release a Gold Edition of Aliens Versus Predator this Spring. The update will feature nine new levels, new weapons, and other enhancements, and will also include the official strategy guide.
There are more new screenshots of Evolva on GA-Source, as well as a little info on the AI system in this colorful action/strategy title currently under construction at Computer Artworks.
WAGZ (short for West Australian Gaming Zone) has posted an interview with Jeff DeWitt, animator on Human Head's upcoming Viking slashfest RUNE. The talk covers his work on modelling and animating the game's protagonist Ragnar, applying the Unreal engine to a third-person title, and more.
There are three new screenshots of Metal Fatigue on 3D-Unlimited, showing off scenes from Zono and Psygnosis' upcoming 3D real-time strategy title.
GameSpot UK has posted a brief but hands-on preview of Star Trek: Voyager - Elite Force, the Q3A-engine based action game in development at Raven. Unusual for a hands-on preview, most if not all of the screenshots in the short gallery are already familiar, though.
PC.IGN.com has updated their preview of Thief II: the Metal Age with some 40 new screenshots taken from a recent build of the game (with these numbers, thumbnails would have been welcome).
Epic Programmer Brandon "GreenMarine" Reinhart updated
his .plan with a lengthy essay focusing primarily on the user-made mod
community, and how vitally important it is to the success of games in the
shooter area. Brandon points out that "Minh Le, the author of
Counterstrike, has effectively more people playing his game online at any one
point in time than either Quake3 or UT. Consider this very closely if you work
in the 3D industry. This is important." He goes on to repeat his belief we
are in the midst of "a 'renaissance' in garage game development," and
points out that some of Half-Life's longevity on the sales charts and
online are due "to Valve brilliant and unrelenting support of the mod
community," saying "This is NOTHING NEW to Valve, but quite new to the
rest of the industry." Some of GreenMarine's update serves as a warning to
mod authors to make sure they are not taken advantage of. Here's a bit on that:
Here's what I want to say to the mod authors: Remember what I said about
companies taking what they can get? They do and they will. If a company offers
you some money or a contract, get a lawyer. Do it right. Don't be afraid to ask
what you think you are worth. You damn well know that if a company is seeking
you out, you are worth something to them.
The garage mod authoring scene is driven both by groups and individuals.
Individuals are more likely to find jobs at game companies through their work on
notable mods. I think that what Valve has done with Team Fortress is probably an
exception. I don't know any of the TF team, what their positions are at Valve,
or even if all of them are actually working there. I do know, however, multiple
individual mod authors who have found jobs in the industry because of their
skill and initiative. Mods prove to game companies that a person has talent and
the ability to complete a project.
The lengthy
update goes on about the impact mods will have on the future of UT, and
gives plenty of good advice to authors on planning and publicity, while warning
against over-hyping, making note of our policy here of not honoring any of the
dozens of requests we get each day to post screenshots and such of
yet-to-be-released mods (so many fall by the wayside, as he admits one of his
own past projects did). It's an insightful and informative read throughout, in
spite of its massiveness.
Working the printscreen key like concert pianists, the folks at GameFan
have posted another 32 MDK2 screenshots showing off action from BioWare's
imminent sequel to MDK, hot on the heels of the half-dozen shots they posted the other
day. The shots are from a beta build of the upcoming third- and first-person
action title. MDK, of course, stands for "Men
Don't Knit."
The Gallery over at Majesty - Dragon
has been updated a few times recently, offering a bunch of screenshots of a beta
version of Majesty, an upcoming RTS. The Majesty
preview at PC.IGN.Com was recently updated based on playing a new build as
well. Also, there's a new
Theocracy preview on Eurogamer.net with a look ahead at this RTS from
UbiSoft and Hungarian developers Philo Laboratories, with nine new screenshots
of gameplay. Finally, screenshots
on Dr.TwisTer's Shadowbane Alert show off some of the frontal nudity that
will be featured in this upcoming RPG, purely to advance the plot, no doubt.
The finalists for
the GDC 2000 Independent Games Festival have been announced. Congrats to Blix
by StationBlix.com, Hardwood
Hearts by Silver Creek
Entertainment, King of Dragon Pass by A-Sharp,
Moonshine Runners by K-D LAB, Quaternion
by Spin Studios, The Rift by
Thrushwave, Rogue Wars by ReAllis,
Seed by HS Games Hungary/ Humansoft,
and Tread Marks by Longbow Digital Arts,
who will all compete for the grand prize at the Game Developers Conference
this March in San Jose, CA.
PC, video game sales skyrocket
reports the USA Today, while also noting "Sales of video and computer games with 'Mature'
ratings for violence, language or sexual content fell from 2.6 million units in
1998 to 1.2 million in 1999, according to figures compiled by the NPD Group and
released Wednesday by the Interactive Digital
Software Association," though their take on this is "...analysts
said that may have more to do with the phenomenal popularity of Pokemon than
concern over tragedies such as the Columbine High School massacre." Thanks
Toughguy. Also, the latest GameDAILY
Top 20 Selling Entertainment Titles for January 9 - 15, 2000 is online, with
Q3A holding at #6, UT up to #8, Rogue Spear up to #10, and Half-Life dropping
to #19 (it looks like Who Wants to Be a Millionaire, in the #1 spot, is going to
be as hard to move as Regis' hair). Also of note is the GameDAILY
Top 10 Selling Mac Titles for January 9 - 15, 2000, where the top two spots
are held by Quake III Arena and Unreal Tournament, in that order. Till next
time, I'm Casey Kasem, saying, "keep your hands in your pockets, and your
feet in the air."
The startlingly barebones Challenge
website has a new Quake III Arena modification called Challenge. The author
doesn't have time to maintain the page, and didn't really send along a lot of
info about the mod, so I guess part of the challenge is to figure out what it
does. Described as a "battleground like mod for quake 3," word is:
"It has some cool features like playing sound to your teammates..."
It's good news and bad news here, the bad news first: "It is with a
sad and heavy heart that I announce that GamesCon in the Bay Area is cancelled
and that GamesCon has decided close it's doors," is the way the letter from
GamesCon founder Mark "Rick"
Chandler kicks off, with the unfortunate news that this event/trade show that
aimed to be the E3 for gamers has been cancelled, and the organization is now defunct. The site has the full
press release detailing the reasons for this unfortunate turn of events. On
a happier note, word from the Razer CPL Event
is that admission prices for this upcoming $100,000 tournament have been lowered to $30.00 in
advance, and $40.00 at the door. Online registration is scheduled to begin
Tuesday, February 1 at 5:00 PM EST (4:00 PM Central Time). Finally, Eurogamer.net's
xsi coverage is complete, with a wrap-up of the event.
Here's an issue I imagine will be of interest to many who read this site, as I
recall many of the passionate discussions in the past of cookies, security and
privacy issues. Activists charge DoubleClick double cross
is a USA Today story detailing how DoubleClick's recent acquisition of
Abacus Direct Corp. has provided them with the opportunity to turn cookies left
in your browser into breadcrumbs (as in Hansel and Gretel) to track your
movements and purchases across the World Wide Web. Thanks Jamie Wood. This is
likely not the last we'll hear of this, as word in the article is a complaint
will be filed next month with the Federal Trade Commission by the Electronic
Privacy Information Center. In the meantime, DoubleClick assures users
unhappy with this that they can opt out from their tracking program, which you
can apparently do by clicking this DoubleClick Privacy
link. Interesting stuff. As always, if you opt to use cookies for our
messageboards, we promise not to do anything with them but help you save your
settings.
Link of the Day: Treasury of Geriatric Erotica.
Thanks ChiQ.
Story of the Day: DeCSS Author Arrested, on Slashdot (one of many /. threads on the subject). Suggested by
Jimmy Sieben as a follow-up to yesterday's link to a news article on the
subject, pointing it is of "great importance in the coming digital age,"
and suggested the Slashdot forums provided word from all sides of the issue,
which is more complex than the simple "cracking" story suggests.
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