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Morning Q&As

  • UT2007
    IGN's Pre-E3 2006 Unreal Tournament 2007 Q&A talks with Mark Rein and Jeff Morris of Epic Games about the next installment in the shooter series: "That really depends on time frame. As you know, we don't have a launch schedule yet for either skew at this point in time. A lot of that is going to depend on whether we decide to bring them out at the same time or not… but there'll probably be some custom content on PS3. I can say with pretty good confidence that we'll do some things on the PS3 that we won't do on the PC version. But there's not reason we can't then take those and port them back to the PC side either. We definitely want to make sure that the console player gets a wake-up for Unreal Tournament. It's been a long time since it's been on a console and that time it was a straight port to PS2 so this time we want to make sure we have something special."
  • BioShock
    The BioShock Q&A on FiringSquad and IGN's Pre-E3 2006 BioShock Q&A each talk with Ken Levine of Irrational Games about BioShock their upcoming "spiritual successor" to the System Shock series of first-person action/RPGs: "Most shooters move on rail tracks. If you think about a (great) game like Half Life 2, it's basically one extended corridor that you progress through. You know, you walk down a hall, hit a trigger and monster pops up. You kill it, then you move onto the next room. BioShock has a real, breathing ecology. You may clear an area out and come back to find that something's come back in. It makes you feel like it's a real world. It also makes you feel uncomfortable and exposed. Another important fact is that in this game, you're not the daddy. You're hungry and desperate. Most FPSs make you feel like some kind of superhero. In BioShock you're a desperate guy trying to stay alive. System Shock II had that vibe and so will BioShock."
  • Enemy Territory: Quake Wars
    The Enemy Territory: Quake Wars Q&A on Beyond3D talks with Splash Damage technical director Arnout van Meer about the upcoming shooter: "The low level ETQW rendering engine has moved on a fair bit since Doom 3. The fixed function pipeline has been dropped, resulting in a pure shader-based renderer. The MegaTexture shaders are a set of special case version of our normal ones which deal with ambient lighting, normal light interaction and the other stages in our pipeline. They are some of the more expensive ones in the game, and fairly heavy on texture reads. Depending on the target hardware, some of the texture lookups get replaced by ALU instructions to improve performance."

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