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Wednesday, Aug 09, 2000

  

Summoner Preview

A new, hands-on preview of Summoner is up at PS2.IGN this evening. While it's a look at the Playstation 2 version of the game, Summoner is in development for both the PC and PS2, and the two versions will have more similarities than differences. In addition to their rundown of the general gameplay and graphics engine, there are a lot of new screenshots and gameplay movies for your downloading pleasure. Also, Daily Radar has a number of new gameplay movies in MPEG format, taken from their PS2 build of the game.

TRIBES 2 Shots

TRIBES fans will be quite pleased to know that there are a heaping handful of new shots from TRIBES 2 up this evening, apparently taken from alpha builds of the game. The lucky folk at PC.IGN have 17 shots, while 10 more are up at GameSpot, and all of them show off the recently revamped terrain system.

Elite Force Previews

GameSpot's detailed preview of Star Trek: Voyager - Elite Force is online, featuring a hands-on look at a build of the full game. In addition to the author's impressions and an in-depth look at the gameplay, there are almost 40 new screenshots from various missions throughout the game. Also, TrekWeb has posted their look at a pre-release build, although they label theirs a full review, as it has everything you'd expect from a review, complete with a score at the end.

Sacrifice Media

Kicking off their Three Days of Sacrifice, a huge batch of new media from Sacrifice is up at PC.IGN. There are 13 3D screenshots in QuickTime VR format (each with two different resolutions) as well as two large movie files containing gameplay footage and a look at the world builder.

Throne of Darkness Media

PC.IGN has posted the latest in their continuing look at the characters in Throne of Darkness, focusing on the Swordsmen. Each individual character is illustrated with a description, and there are a few pieces of concept art thrown in for good measure. In related news, RPG Vault has a whole lot of new screenshots from the game, showing off a number of different spells and characters.

Evening Screenshots

  • Sanity
    Sanity First Impressions on GameSpot offers 18 new screenshots from the final build of Monolith's top-down action game, which should arrive in stores next month. Elsewhere, PC.IGN.com has posted another ten screenshots from their own copy.
  • Scars of Velious
    Verant and Sony have opened a official EverQuest: The Scars of Velious preview site, featuring the first three screenshots and three pieces of concept art from this second expansion pack to the popular MMORPG.
  • Wizards & Warriors
    Daily Radar has posted a preview of Wizards & Warriors, sporting a handful of new screenshots (and a couple familiar ones) from the 3D role-playing game being crafted at Heuristic Park.
  • Camelot
    Five new screenshots of Dark Age of Camelot are up at CamelotVault, showing off more scenes from the MMORPG in development at Mythic Entertainment.

Carmack Interview

The first part of Gamecenter's massive interview with John Carmack is online. Much of the information contained in this installment is similar to his talk at QuakeCon last weekend, with Carmack talking about the Dreamcast version of Quake III Arena, his thoughts on next-generation console systems, and his plans for future platform development. The second half will be posted on Friday.

Warren Spector on Thief 3

GameSpot follows up on the announcement of Thief 3 (see below) with a quick interview with Warren Spector, lead designer at ION Storm Austin which will be working on the project. Warren comments that development hasn't started yet nor that an engine choice has been made already, but that they will very likely continue working upon the foundation set by the first two games in the series and tie up any loose ends left by them. Here is a quote:

GameSpot: Has development already started on the new game?

Warren Spector: Nope. Our first priority is to sign up some critical team members - the folks who will work together to flesh out the game design and storyline, and around whom we can build an entire team. It would be the height of arrogance, as well as fundamental foolishness, to try to foist off a finished game design on a team. You always want your team to participate in the creation of the design. That's especially true when a new group (albeit one built around folks already experienced with Thief) is charged with continuing someone else's work. Team first, design second, then development.

FAKK2 Voodoo 2 Fix

Ritual's Mark Dochtermann updated his .plan with a workaround for Voodoo 2 owners that are having problems with Heavy Metal: FAKK2. Here are the details:

We figured out why some of the voodoo owners out there were having trouble and this will definitely be addressed in the upcoming patch. In the meantime you can do the following to run with a vodoo2:

- delete your config.cfg in your fakk directory, should be c:Program FilesRitual EntertainmentHeavy Metal - FAKK2fakkconfig.cfg

- Either modify your shortcut in the Start menu, create a new short cut or run FAKK 2 from the command line. Add "+set r_colorbits 0" to the shortcut.

There is a problem in the executable that has since been fixed where if the colorbits are already set to 16, it will not fail on the last check for starting opengl32.dll (the default OGL driver which happens to be software only when you have a Voodoo 2 in your machine) and subsequently special Voodoo 2 code is never executed.

Thief 3 Announced

As noted in this press release at Through the Looking Glass, Eidos Interactive has formally announced that they have acquired the rights to to the Thief series, and that ION Storm Austin will be developing Thief 3, under the watchful eye of designer Warren Spector for the PC and Playstation 2. Here's an excerpt from the press release, which should no doubt make Thief fans extremely happy:

SAN FRANCISCO, August 08, 2000 - Eidos Interactive, a leading worldwide developer and publisher of interactive software products, announced today the purchase of the immensely popular Thief franchise. Eidos Interactive plans on continuing the series for PC CD-ROM and the PlayStation® 2 Computer Entertainment System.

Eidos Interactive is pleased to report that further iterations of the Thief franchise will be developed in the Austin, Texas offices of Ion Storm and will be led by Warren Spector, who contributed on the original Thief: The Dark Project. Warren has also produced other highly praised titles including System Shock, Ultima Underworld, and most recently, Deus Ex. Several members of the original Thief team have already signed on with Ion Storm to continue working on the series and more announcements are expected soon.

Warren Spector states, "With Thief, LookingGlass Studios created an entirely new kind of game and, in so doing, changed the face of gaming forever. We here in the Austin office are thrilled, proud and a bit humbled at the prospect of continuing and building on the work of the talented men and women who made Thief and Thief 2. Several of us cut our teeth working with those folks, our design philosophies were developed in collaboration with them and, plain and simple, we're fans ourselves. To all the other fans out there, we say: Rest easy. We respect the Thief tradition and we'll do everything in our power not only to live up to everyone's justifiably high expectations but to surpass them."

"This is great news for all fans of the Thief series," states Eidos’ Vice President of Development, Nick Earl. "Warren has proven his game design talents time and time again. The next Thief will undoubtedly be the greatest to date."

No release date has yet been set for the tentatively titled "Thief 3."

Battle Isle: DarkSpace Site

Blue Byte sent word that their official Battle Isle: DarkSpace site is now open for business, offering game information, new screenshots, a FAQ, and more on the online-only strategy space-sim currently docking at PaleStar (where it was previously known as DeepSpace).

Dogs of War Patch

TalonSoft has released a version 1.03 patch for the US edition of Dogs of War, available for download from their ftp server (2.1 MB). The patch fixes a couple of issues with Silicon Dreams' recently released 3D action RTS, such as undead Corvoids, troop voices, low detail shadows, and more, while now forcing you to watch the first Warmonkey cutscene. Thanks Patches Scrolls for the tip, which has a mirror here.

Project ABC Interviews

Despite the fact that the site itself hasn't gone live just yet, Meejahor has posted two interviews dealing with Project ABC (working title), the recently announced game from 3000 AD. 3000 AD head Derek Smart discusses why he licensed the Serious engine for the game, and explains how the game will not contain any sort of violence or profanity. Also, Croteam's Alen Ladavac talks about their licensing plans, as well as their projects before Serious Sam (which include a sports title and a game for Croatian television) and the company's future.

Carmack on Linux Gaming

id Software's John Carmack made a large post to Slashdot, commenting on the current state of games for Linux in a thread related to his talk at last weekend's QuakeCon. Here's an excerpt:

Yes, the linux sales figures were low. Low enough that they are certainly not going to provide an incentive for other developers to do simultaneous linux releases, which was a good chunk of my goal. The sales would cover the costs of porting, but they wouldn’t make a bean-counter blink.

I think Loki did a fantastic job – they went above and beyond what was required, pestering us (a good thing in this case) about the linux deliverables, taking pre-orders, doing the tin box run, shipping CDs first, then boxes when available, etc.

Loki’s position is that the free availability of linux executables for download to convert windows versions into linux versions was the primary factor. They have been recommending that we stop making full executables available, and only do binary patches.

I hate binary patches, and I think that going down that road would be making life more difficult for the people playing our games.

That becomes the crucial question: How much inconvenience is it worth to help nurture a new market? We tried a small bit of it with Q3 by not making the linux executables available for a while. Is it worth even more? The upside is that a visibly healthy independent market would bring more titles to it.

The fallback position is to just have hybrid CD’s. I’m pretty sure we can force our publishers to have a linux executable in an “unsupported” directory. You would lose technical support, you wouldn’t get an install program, and you wouldn’t have anyone that is really dedicated to the issues of the product, but it would be there on day 1.

Psycho Circus Patch Soon

Voodoo Extreme has obtained an update from Third Law's Jonathan Wright on the upcoming multiplayer patch for KISS: Psycho Circus. According to Jonathan, they are currently finishing up the GameSpy support, optimizing bandwidth usage, and testing their new maps. He says to expect the patch in two weeks.

Livin' Large Gold

Gamecenter is reporting that The Sims: Livin' Large, the add-on pack for the wildly popular "people sim" The Sims, has gone gold. The PC version is expected to hit store shelves in the first week of September, while no firm date has been set for the Mac port.

Raven Q&As

GamersEd's Week in Our Worlds rolls on, with today's Q&A sessions with Michael Raymond-Judy and Jon Zuk, two designers at Raven Software. Like their previous Q&As, the questions deal with what they do and how they wound up in the industry (along with a smattering of other questions).

The Mummy Revealed

GA-Source is reporting that Rebellion, developers of the original Aliens vs. Predator game and the upcoming Gunlok, are currently working on a third person action/adventure title based on The Mummy. Their report says that the game will take place in some of the same locations as the movie, suggesting that it is based on the original film, and not the sequel that is in production (and will be released next year).

David Braben Interview

BarrysWorld interviews David Braben to find out more from the co-designer of the classic space game Elite about his early days in the games industry, more recent projects such as V2000 and Infestion, and his company Frontier Developments, while sidestepping any questions about the upcoming Elite 4.

Serious Sam Interview

Wireplay interviews Dean Sekulic, talking with the programmer about his work at Croteam on the frenetic shooter Serious Sam, as well as his thoughts on the industry, their plans for multiplayer, the huge tracts of land in their game, and lots more.

Graeme Devine Interview

Inside Mac Games has posted a new interview with id Software's Graeme Devine, talking with him about the state of Mac gaming, OS X, and id's plans for the Mac platform. Graeme reiterates that id will continue to support as many different platforms as possible, and confirms that the upcoming Team Arena mission pack for Quake III Arena will ship as a Mac/Win32 hybrid CD.

Sandy Petersen Q&A

A new Q&A with Sandy Petersen is up at StrategyZone, talking about his career, and his current work on the Age of Empires games at Ensemble Studios. Petersen, for those unaware, was the author of the original Call of Cthulhu table-top RPG, and was a level designer at id Software where he worked on Doom, Doom II and the original Quake.

Free Game Voice

Microsoft has released Game Voice Share, a freeware version of their Sidewinder Game Voice software. This version is limited to chat, but allows for full duplex voice chat over the 'net (thanks ActiveWindows).

Human Head Q&As

3DActionPlanet took a virtual tour of sorts through Human Head's offices and stopped by six of the Blair Witch: Legend of Coffin Rock developers to ask them a few questions about their work on this upcoming third-person horror adventure. Taking a brief time-out from their hectic schedules are modelers David Gulisano and Brett Hawkins, programmer Matt Sweeney, level designers Mike Flynn and JP LeBreton, and project lead Tim Gerritsen. Elsewhere, Gamers.de got a hold of texture artist Greg Marshall to query him about a few topics related to Human Head's other project, the third-person Viking slashfest RUNE. The Q&A is available in English or the site's native German.

Black & White Movie

There is a new movie trailer of Black & White on BW Zone, illustrating Lionhead's upcoming 3D strategy/role-playing game. The 31 MB movie, which was uploaded from Gamestar magazine with permission, shows nearly three minutes of in-game footage demonstrating various creatures and spells, accompanied by a German voice-over.

American McGee Interview

Stomped interviews American McGee, talking with the former id Software level designer about his current gig at Electronic Arts, where the finishing touches are being added to Alice, their upcoming Quake III-engine collaboration with Rogue Entertainment. The conversation covers the unusual inspiration the game is drawing from the Lewis Carroll books, what the game will be about, the pressures of making a game named after you ("American McGee's Alice"), and more.

Get Smart

Damage Gaming interviews Derek Smart talking with the smarty man game developer of the BattleCruiser series. Like a couple of other similar recent Q&As, this one focuses on the recently announced Project ABC (working title), an upcoming non-FPS title (according to Derek: "Heck, even my guys don't know what kind of game we're going to be doing") that will use the CroTeam's Serious engine. MSXbox also interviews Derek Smart in a conversation that covers the intricate history of the BC3k series, as well as future console plans.

Sacrifice Preview

FiringSquad's Sacrifice preview is online, taking a look ahead at this RTS title currently in development at Shiny Entertainment. The preview is based on some hands-on experiences with the game following a recent visit to their offices by Shiny's Dave Perry to show it off, and therefore the article contains some brand new screenshots, as well as information gleaned from speaking directly with Mr. Perry.

Morning Screenshots

Red Alert 2 Interviews

Gamers Central interviews Harvard Bonin and Mark Skaggs talking with the pair about their work on Westwood's next installment in the Red Alert portion of their Command & Conquer RTS series that lingers in the icy grip of the cold war. The conversation covers how the final game (which is due soon) is shaping up, learning why features like deformable terrain and full 3D support were dropped, as well as getting a feel for what is included. Likewise, Computer Games Online's interview with Harvard Bonin is also online, asking more questions about RA2. This interview was posted along with their Command & Conquer: Red Alert 2 preview, profiling "The Surreal Art of War."

Tech Bits

New Q3Comp

The Reactive Software website has a new version 1.19b of the Q3Comp competition mod for Quake III Arena. The new release adds newer and stronger methods for validating files on the client's end to prevent various forms of cvar cheating.

Competitions

Cyberathlete Professional League has announced a Doom II tournament to be held at The FRAG 4 in Dallas. Also, details are now online for Multiplay UK's i5 tournament, slated for the end of this month in the UK. Finally, more QuakeCon wrap-ups can be found on thalion.net, including loads of photos, GameWire.Org, where they recap the general experience, and the Rocket Arena site where there's a write-up, including photos.

Editing Stuff

The Icewind Dale Main Page has a new script compiler to allow "advanced users" of this new RPG to create character scripts for the game.

Guides and Walkthroughs

Like the one mentioned yesterday (story), this Doom FAQ is dedicated to the upcoming Doom game in the works at id software, this FAQ has been maintained for a while now. PlanetHardware's Unreal Tournament Tweak Guide is aimed at tweaking the UT visual experience.

Game Reviews

Hardware Reviews

etc.

Out of the Blue

Upon reading my goofy announcement that my beloved mourning doves had returned to roost, more than one reader wrote in to suggest a mourning dove web-cam. I'm actually sort of intrigued by this as a project, which is theoretically possible using my snappy sDSL connection, but it will not come to pass. Among other things, it's not practical because of the location of the fire escape in question, and besides, it would just be one of those proof-of-concept experiments to play with setting up the cam, in case there were something more useful to be done with it in the future. But what are the chances of that? The last really practical, non-voyeuristic web-cam I recall was one of the originals, pointed at a remote coffee pot so caffeine starved researchers at the University of Cambridge Computer Laboratory would not make a trip for java in vain (this has been up so long it was a remote cam before they had a web server). Well, at least I may be able to beat the Blue's News 'way-too-nice camera' out of loonyboi's grasp and snap a few family photos.

Link of the Day: Video-Game Characters Denounce Randomly Placed Swinging Blades (The Onion). Thanks Matt Godlaski.



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