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- Unreal Tournament 2004
BeyondUnreal's Unreal Tournament 2004 Anniversary Q&A talks with Epic's
Steve Polge on the one-year anniversary of the release of Unreal Tournament
2004: "We're really happy with how the big changes to UT2004 - Onslaught,
Assault, vehicles, and the improved single player ladder - worked out.
Assault and Onslaught each have a gameplay issue I would really like to have
addressed. With Assault, it's the problem that in many maps, the game play
tends to get bogged down in spam fests around certain chokepoints. We spent
a lot of time trying to improve this issue, but it is difficult to prevent
this and keep assault from becoming too complicated for casual players. With
Onslaught, the problem is that once one team has a significant advantage,
it's often difficult for the other team to mount a comeback. This is
particularly the case on node layouts with only a single node connection to
the powercore (which is a good layout for small player counts, but not for
larger player counts). We tried to address this by providing multiple node
layouts, but unfortunately people tend to play with the default layout.
We're working on some new game play mechanics to address this issue for the
next Unreal Tournament."
- Elite Warriors: Vietnam
Computer Games
Magazine's Elite Warriors: Vietnam Q&A is a conversation with U.S. Army
Major John Plaster (ret.) about his role as adviser on nFusion's new
military shooter: " It was pure serendipity. An old SOG friend and Delta
Force officer, John Mullins, had assisted the design of the video game,
"Soldier of Fortune." He thought that with my knowledge of SOG tactics and
techniques, I could similarly assist a SOG video game. His agent, Susan
Notarides, talked to Destineer Studios where a producer, Steve Ellis,
already had read my books and thought they'd make a superb bedrock for a
cutting edge video game. As well, he realized that this would be the first
game ever developed directly from non-fiction, serious works of history,
involving a real unit and real missions. From the time we first spoke, Steve
and I became a team dedicated to making this game as real and accurate as
possible. I even took Steve to a range where he fired a real CAR-15 and an
AK to get him some hands-on experience."
- Stronghold 2
The Stronghold 2 Q&A
on Computer Games Magazine chats with Simon Bradbury of Firefly Studios
about their castle-storming strategy sequel: "There’s lots and lots of new
stuff in the sim side of the game. Rats, falconry, crime and punishment and
steaming piles of ‘gong’ at spice to the lives of the peasants. But its in
the depicting the life of the lord that we have really added to the sim
side. Here we have added a new resource ‘Honor’, to gain this precious
commodity and keep the lord and lady in the manner they expect, many new
chains need to be managed. A few examples of these are sheep farming,
weaving, royal foods and candle making. Overall about 50% more economic
buildings have been added top the game."
- A Tale in the Desert
A Tale in the
Desert II, 5 Months Later on GamersInfo talks with Andrew Tepper about A
Tale in the Desert: A Second Telling now that it's underway: "Yes, it's more
casual player friendly, but I still see a disconnect between the casual and
hardcore players. In Tale 1, looking at the exit poll (when people leave the
game a poll comes up and asks them the main reason) it was 9 "too
overwhelming" to every one person who said "not enough to do." So, overall,
people were overwhelmed by Tale 1. In Tale 2, it is 4 to 3 (four people
saying it is too hard, three saying there isn't wasn't enough to do). In
Tale 1 I released a whole slew of content early on. I'm actually thinking
that in Tale 3 I might go back to more of the Tale 1 style where people get
a bit overwhelmed at first. But, it's a difficult balance to find because
some people are driven at way by being at one extreme and others are driven
away at the other. So, is it more casual friendly? The numbers say yes, the
game has shifted (compared to Tale 1) toward being more casual friendly."
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