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Monday, Mar 14, 2005 Happy π day!

  

Warfare Declared

Game Factory Interactive and Mist Land - South announce a long-term partnership and Warfare, Mist Land's upcoming RTS game:

Warfare is a real-time global war simulator with real material and it's devoted to a conflict in the Near East.

There are two campaigns, one for the USA, the other for Saudi Arabia. The main goal of the first campaign is taking full control of the region; the second one is coming to power in Saudi Arabia and achieving the withdrawal of all American troops.

“The whole Arabic peninsula will be divided into maps. There are going to be around 30 such maps. All these maps will be represented as regions on the global map. Each region will be controlled by a different side (NATO, Taliban, or the player). All “macromanagement” functions will be carried out on the global map, including forming squads within the army, as well as giving out movement orders for armies. In case a player’s army (or several armies) has moved out into a region controlled by the enemy, or the enemy has invaded a region controlled by the player – the game will switch to the tactical phase.

When playing for the Americans player will get a more or less linear campaign with a significantly simplified strategic part. In the beginning the player is a lieutenant of the American army getting surrounded on a patrol mission, his goal is breaking out; after achieving this, a plot branch begins leading the player to become a colonel, as well as moving all American bases out of Saudi Arabia and concentrating them in Iraq (capturing it along the way). During plot development the Americans will receive reinforcements from the States in predetermined plot locations.

When playing for the Arabs, the player will start off as a simple field commander with a small squad increasing in size over time. According to the plot, after a few missions his ties with the central command (the Taliban) will break. This is where the game begins.”

Main features:

    • Realistic lights, with dynamic sources,self-shading and advanced shaders.
    • To storylines, you can choose two real different sides, with different economical and tactical models, American expedition corps, or Arabian rebel army.
    • More when 30+ units with real prototypes, M1A2, “Crusader”, “Patriot”, T-72, C-75 and much more.
    • 30 missions with non linear storyline.
    • “Live” global map divided by sectors, where you can choose your advance.
    • Realistic physics and combat model.
    • Stunning effects.
    • Advanced “resource” system, different for each opposing side.

Ships Ahoy - Mac DOOM 3

DOOM 3 Invades Macintosh on March 14, 2005 is the press release announcing that Mac owners can now get their asses to Mars, as the Mac edition of DOOM 3 is shipping. The body of the release contradicts the title, however, in stating the game should be widely available on March 19. Aspyr is still accepting pre-orders for the game.

Game Movies - Dragonshard Beta & Demo Soon

  • Dragonshard
    A new Dragonshard movie shows off the upcoming D&D RTS game in the works at Liquid Entertainment. The clip can be found on the Dragonshard Media Index on GameSpot and mirrored on 3D Gamers, Gamer's Hell, and Worthplaying. The conclusion of the clip teases plans for an open beta and playable demo for the game in "April 2005."
  • Act of War
    A new Act of War: Direct Action movie is now available, with some cutscene footage from Eugen System's upcoming modern warfare strategy game. The download can be found on 3D Gamers and Worthplaying.
  • Stronghold 2
    Another new Stronghold 2 trailer is now available, showing off more of FireFly's upcoming besieged construction/strategy game. The movie can be found in one or both of two different resolutions on 3D Gamers, Gamer's Hell, and Worthplaying.
  • Psychonauts
    Three new Psychonauts movies on the Psychonauts Website show off Double Fine's upcoming third-person action game. The site requires registration to download the clips, but they are also available on 3D Gamers, Gamer's Hell, and Worthplaying.

Dear Diaries

Evening Q&As

  • Unreal Engine 3
    The Quest for More Processing Power, Part Two Multi-core and multi-threaded gaming on AnandTech (thanks Stoo) is a Q&A with Tim Sweeney of Epic Games about the next iteration in their Unreal Engine: "Unreal Engine games have always been more CPU-intensive than the norm, for two reasons. First, we're always trying to push the leading edge with physics and other CPU-based features. Second, the Unreal Engine has a much more extensive gameplay scripting interface aimed at empowering mod authors and improving developer productivity by enabling safer and higher-level gameplay development. So we're not going to have any trouble keeping up with increases in CPU power."
  • Close Combat
    The Close Combat: First to Fight Q&A on Computer Games Magazine talks with Peter Tamte of Destineer about their upcoming squad-based Marine Corps first-person shooter: "There are some similarities between the Marine and enemy AI, in that they're both affected by the psychology model and they can both take cover, toss grenades, etc. But, one huge difference between the Marine and enemy AI is that the Marine AI is written very much for teamwork and modeled after actual Marine Corps fire team tactics. For example: crossing intersections, moving up staircases, even when walking down the street the Marines will provide 360 degrees of security and communicate their status to you."
  • Battlestations: Midway
    Computer Games Magazine's Battlestations: Midway Q&A chats with THQ's Klaude Thomas about their upcoming naval combat game: "Well, Midway is foremost an action game, but deeper down there’s a lot of strategy (repairs systems, command maps, standing orders, all of that.) In Midway you usually have multiple ships and planes under your command. You’ll generally take direct control of your most important unit, and give orders to the rest. Even if you don’t give them orders they will do something useful on their own – on defence – but it’s up to you to direct the attacks. I like submarines (a lot), so when I’m in command I tend to sneak around in my sub and just organise everything else on the command map, but I know other people like planes (Midway’s Lead Designer is very, very dangerous in a Zero.) It’s up to you how you play."
  • Area 51
    RPG Vault's Area 51 Q&A, Part 1 chats with a few of the folks from Midway Austin about their upcoming conspiracy-laden first-person shooter: "As Area 51 came into focus on the console front, excitement grew at Midway. It was decided to take our efforts on the consoles and port them to the PC. Since all our development tools including our editor are PC-based, it was an easy decision. We took our editor, and wrote some custom shaders as a test. The results blew management away! The game already looked amazing, but Midway decided the extra graphical power of today's PC would allow to us to use higher resolutions for all our textures. Memory is at a premium on the consoles, but translating the game to PC enabled us to truly realize our vision. Since this PC product came rather late in the development process, we decided to concentrate on making it play great and look even better, so other than some online community support, all SKUs are identical."
  • Guild Wars
    Jeux Online's Guild Wars Q&A (thanks Guild Wars Slovenija) interviews Jeff Strain of ArenaNet about Guild Wars, their upcoming MMORPG: "Guild Wars was designed to be an online RPG that is very different from a traditional MMO, or what you think is a MMO. Guild Wars has the technology of an MMO with the 100 000’s simultaneous online players, but in terms of the core design of the game, we chose not the follow the recurring ultima online, everquest, wow model. Guild Wars was design to be really different game than those, and the fundamental difference that we wanted to achieve was to design a game that reward you for your skill as a player rather that on the amount of free time that you have, to play the game."
  • Gorky Zero: Aurora Watching
    The Aurora Watching Q&A on FileFront chats with Pawel Miechowski of Metropolis Software about the upcoming installment in the Gorky Zero series: "The story is linear like in an action movie, but there are many possibilities to accomplish the missions. The basic plot goes like that: the main hero is set to go to Arctic. Then he enters the military base when he finds out an entry to an underground lab. During his adventures he meets enemy soldiers but non-human enemies as well. The main mission target is to eliminate dangerous genius scientist, but some things go wrong – let it be a surprise for gamers. The story contains many unexpected events."
  • RYL: Path to Emperor
    PlanetWide’s Chip Bumgardner discusses Risk Your Life: Path to Emperor on GameZone is a Q&A with PlanetWide’s Chip Bumgardner about their upcoming MMORPG: "We have put a lot of time into bug fixing as you can imagine. We thought we were going to be ready for launch on March 1, but we decided to hold going live until we fixed a few bugs that were hindering gameplay. As of one hour ago (late Thursday afternoon), we were finally able to fix our biggest issue ... The dreaded AOE exploit bug (I won't go into what this is, if you are playing the game, you should be smiling right now)."
  • America's Army
    Game Matters America's Army -- Behind the Scenes (thanks Voodoo Extreme) offers an anonymous postmortem from one of the developers of the America's Army video game: "Originally there were two game projects in the works (the other was an FMV piece of tripe that died a sad and whimpering death before ever seeing the light of day). The development of the game was a huge risk for the Army, and if it failed heads were going to roll. Because of this, the Army was much more hands off (although they were still pretty difficult to work with even then), and pretty much just held their breath and hoped we'd pull something out. We barely were able to make the July 4th deadline they set for us. The team that was put together, although pretty green, put in a phenomenal number of hours to get the job done. The game wasn't perfect, but we felt like we pulled off a miracle under some pretty bad conditions."

Evening Screenshots

Evening Previews

Evening Tech Bits

Evening Consolidation

BF2 Demo Testing?

PlanetBattlefield (thanks Ant) has a screenshot and a follow-up that seem to demonstrate that EA and DICE are in the process of testing a demo version of Battlefield 2, as it shows a pair of BF2 demo test servers in a server browser window.

Morning Q&As

  • Stolen
    The Stolen Q&A on GamersInfo.net talks with Jaid Mindang of Blue52 about their upcoming stealthy action game: "The importance of the character can't really be underplayed, especially in a 3rd person view game where you spend much of the experience looking at the character, as well as controlling their actions. Provided that you're aware of your target market, and the marketing effort concurs with that analysis, it shouldn't be too difficult to get it right, in theory. In practice, we spent many many months and untold reams of concept art in order to finally get to a character design we could all believe in. It's far more committee driven than people imagine."
  • Rainbow Six: Lockdown
    The Rainbow Six: Lockdown Q&A on Gamebiz chats up Deke Waters about the next installment in the Tom Clancy shooter series: "Ding Chavez and Team Rainbow are tasked with neutralizing a new terrorist threat, the Global Liberation Front (GLF). The GLF have acquired a devastating bio-weapon, which they plan to deploy somewhere in the world, but no one knows where or when the attack will happen. The team dismantles the GLF one cell at a time, but the terrorists aren't going down without a fight. They set up ambushes, force the team's allies to turn on them, and even hire assassins to hunt and kill members of the team. The tables are turned and Rainbow is put on the defensive."
  • Preyground
    The Preyground Q&A on Gameguru Mania talks with Joel Kinnunen of Frozenbyte about Preyground, their upcoming action game: "Preyground is an adrenaline-pumping action experience combining today's technology with addictive gameplay. Preyground is set in the near future and pits the player against oncoming alien hordes who are invading a colony base on Jupiter's moon Ganymede. To counter the invading monsters, the player eventually acquires a devastating arsenal of upgradeable weaponry. The player's best weapon might be his own flashlight - the aliens react to light in numerous ways. Intensive sound environment further adds to the atmosphere. Preyground invites gamers to a thrilling ride of epic heights."
  • The Punisher
    The Punisher Q&A on Xequted interrogates James Tsai of Volition about their action game based on the comic book and movie vigilante: "The interrogation mechanic feature came out of in the early stages of our level design meetings, when we decided we wanted to have the player find out game details during the mission by roughing up his badguys. One of our animators with a really nasty imagination had worked up a few ways this could be done, and soon we had implemented the pistol-to-the-head interrogation as a test case. From there, the feature continued to grow and we found all kinds of ways to do horrible things to enemies using the environment."

Morning Previews

  • F.E.A.R. on Boomtown.
  • Stubbs the Zombie in Rebel Without a Pulse on GamersInfo. Based on the Xbox version.

Morning Tech Bits

Morning Consolidation

BF: Vietnam Operation Peacekeepers

A new version of the Operation Peacekeepers modification for Battlefield Vietnam is now available. The update includes a couple of gameplay tweaks as well as performance improvements.

The Mod Squads

Tram Design has posted a couple of new screenshots showing off the upcoming version 1.0 of the Degeneration multiplayer modification for Return to Castle Wolfenstein.

Monday Game Reviews

Monday Hardware Reviews

etc.

Thanks Mike Martinez.

Out of the Blue

Happy Π day, as Ant, whose name is (probably not coincidentally) actually Pi, points out that 3/14 is the big day for rational fans of the irrational number. If you are looking to be extra precise, you can begin whatever celebrations you have planned at 1:59 (the even more precise probably already did so at 1:59 am), though it's probably not worth trying to pin it down more precisely than that due to the very nature of the number. Of course, for fans of less precision, Pi Approximation Day will be this summer.

Yakety Yak!

Play Time: The CCL Game. Thanks David.
Science!: Spirit Gets A Dust Devil Once-Over. Thanks zombie69.
Himalayan glaciers 'melting fast'.
Images of the Day: The Crackers.
An Unseen Explosion. Thanks zombie69.
Media of the Day: Art of the Saber. Thanks David.
Auction of the Day: Ancient indian tool old relic, unusual, great gift!. Thanks Chip.
Thanks Mike Martinez and Ant.



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