SpecForce News Archives

February 2000

This page contains older news articles from February 2000.

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Tuesday, February 29/2000

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Another Devil's Bridge review [23:16:17 EST] by - Rush
Gamecenter has put up a review of Illusion Softwork's Devil's Bridge, the expansion pack for Hidden & Dangerous, where it scored a 5 out of 10. Here's a snip on the enhanced graphics and mission design:

However, the textures seem much improved, with detailed artwork for even the simplest dirt roads or stone walls (which probably accounts for the interminable loading times). The vehicle models are worthy of a tank sim, and the characters, who sport new uniforms for each campaign, look as though they have higher polygon counts. This expansion also has some lovely effects, such as the snow of the Ardennes forest, Greek sunsets, and the flash of spotting flares during nighttime combat.

Unfortunately, the mission design isn't spectacular enough this time around to make up for the rest of the game. Many of the scenarios take place on mammoth maps, but size can get you only so far. Devil's Bridge has nothing even remotely as spectacular as the first game's sinking battleship or train-wreck scenarios. Some of the more interesting scenarios, however, make good use of the planning screen by forcing you to split your team up. And there are several maps in which you get a jeep with a mounted gun, but it ends up being more of a liability than an asset; you have to baby-sit it, because you'll lose the mission if your jeep gets trashed.

Flashpoint site opens [20:19:03 EST] by - Rush
At long last, and a few days early, the official Flashpoint website has opened, with lots of background info and sweet screenshots. Here's how developer Bohemia Interactive describes the game:

Flash Point : Status Quo 1985 is a tactical combat action war game. It offers the player an unprecedented freedom of action integrating command of large squads and use of any available vehicles with total immersion. Player can experience the best cold war military equipment - infantry, mobile, armor and aircraft - in large and detailed 3D environment.

The game contains a single non-linear campaign, built in full featured mission editor and multiplayer combat.

Noteworthy is that UbiSoft is no longer the publisher. Thanks to SuppressiveFire for the news.

SWAT3 review [20:07:27 EST] by - Rush
Today is officially "SWAT3 Day".. PlayNow has put up a review (and screenshots of course) of Sierra's SWAT3: CQB, giving it a solid 80%. Here's how the game starts off:

The game kicks off with some simple domestic police work, just to give you time to get a feel for the basics. There are plenty of petty thieves and felons for you to dispatch, but they don't really pose a serious threat to you and your squad.

Once you get into the terrorist missions, things change radically and the action really gets interesting. You will have to rescue hostages, use a number of cool special devices, and make sure your guys get through missions without getting shot to pieces.

Check out the article for more..

SWAT3 shots [19:58:44 EST] by - Rush
Even more news on the SWAT3 front.. AVault has kicked up some shots of SWAT3: Battle Plan in action. Check 'em out!

More SWAT3 info [19:54:10 EST] by - Rush
Sierra has also updated their SWAT3 news site with some tasty bits of news. First up is that Sierra will be releasing SWAT3: Special Edition, which is the re-release of SWAT3 along with the Battle Plan upgrade, all in one box. It's due out August 2000.

Also due out August 2000 is the SWAT3: Multiplayer Upgrade, which will let SWAT3 players duke it out in Co-op, DeathMatch, and Competitive multiplayer modes.

SWAT3: Battle Plan site opens [19:46:31 EST] by - Rush
Sierra has opened up their official SWAT3: Battle Plan website, full of everything you needed to know about it.

SWAT 3: Battle Plan is the official expansion pack for Sierra Studios' highly praised first-person tactical police simulation. Due in summer 2000, Battle Plan will include six original single-player missions, multiplayer gaming, and an arsenal of new options and software tools for a whole new level of control and customization.

Monday, February 28/2000

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Devil's Bridge review [20:07:46 EST] by - Rush
Computer Games Online has put up a review of IllusionSoft's Devil's Bridge, the stand-alone expansion pack to Hidden & Dangerous, where they slap it with a 1.5 out of 5. Here's a snip on the AI (or lack thereof in CGO's opinion):

The much-ballyhooed artificial intelligence, for example, remains sub-par, even for squad members. Unless you baby-sit, a squad member on guard is often satisfied with his duties even if the muzzle of his gun is jammed into a solid wall. They are content to be run over by vehicles, and emit spouts of blood and grunts of protest while doing nothing to preserve their own lives. Ordered to follow a human-controlled leader near a frozen riverbank, the computer-controlled soldiers thoughtlessly fall into the icy water and drown.

So it seems only fans of H&D need apply.. Eh, every game's got its quirks.. 

Urban Ops preview? [19:56:24 EST] by - Rush
Hmm, I'm not sure if this is new or not, but GameSurge has a preview up on Redstorm's upcoming expansion pack for Rogue Spear, Urban Operations. I already posted about the pics, but now I see there's an article attached to it, hence the linky. In any case, here's a snip on what we can look forward to with UO:

The artificial intelligence in Rainbow Six was so vastly improved in Rogue Spear, and now its even more enhanced. The terrorists will now throw grenades themselves. The forementioned innocent bystanders will scream and run if they notice gunfire from either you or terrorists. Other Urban Operations additions besides AI cultivation include the 5 most popular maps from Rainbow Six, Amazon, Skyscraper, Hacienda, Hotzone, and Estate.

Now that I'm a RS 'convert', I'm looking forward to this one myself.

More on Zombie and LithTech [19:49:58 EST] by - Rush
Here's Monolith's spin on Zombie's (Ripcord's actually) licensing of the LithTech engine:

LithTech, Inc. today announced that Ripcord Games has secured six LithTech licenses for multiple platforms. Developer Zombie Studios is already working on a PC title using the robust LithTech 3D GOS.

"Ripcord's decision to license the LithTech 3D Game OS is testament to the power and flexibility of our technology," comments Jason Hall, CEO of LithTech, Inc. "We are very excited to be working with Ripcord Games and Zombie Studios, creators of the highly popular Spec Ops series."

LithTech, the technology behind Shogo: M.A.D. and upcoming Monolith games Sanity and No One Lives Forever, allows for a full range of cutting edge graphic effects, from spectacular lighting to highly detailed character models. The engine also allows designers to create breath-taking outdoor areas from magnificent mountain ranges to sprawling cities.

"As a multi-platform publisher, we have been looking for a single solution for our development needs," said Lou Viveros of Ripcord Games. "LithTech offers the greatest flexibility and support across multiple platforms which easily allows us to grow and expand our product line over time."

"Our project's design called for immense urban areas and highly detailed graphics. Therefore, we exhaustively researched every available technology on the market," comments Mark Long of Zombie Studios. "Hands down, LithTech is the best package available today. It has exceeded our expectations in terms of power, flexibility and developer support."

Good things are def on the way... Can't wait!

Sunday, February 27/2000

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Rogue Spear RSB/BMP Converter [21:12:57 EST] by - Rush
Rogue Spear Retreat has posted word of a RSB to Bitmap converter tool. Don't have PhotoShop and still want to edit the RS graphics? Well, then this is the tool for you. It will let you use MS-Paint to create/edit RS graphics. Head on over for the full details.

SWAT3 review [20:46:19 EST] by - Rush
I saw by way of EvilAvatar that ActionXtreme has put up a review of Sierra's SWAT3: Close Quarters battle. Here's a bit on the game's highly-touted AI:

The AI in CQB is utterly superb! The AI scripts are able to 'listen' to sounds around them and react accordingly. They even interact with other AI characters as well making for an even more believable experience. During one bust operation a suspect went to warn another suspect of our presence, this simple bust turned into a siege situation. When I retried the same mission again, the suspect was able to give a heads-up to his buddies once more but this time it turned into a shoot out with all the bad boys in a single place. They came up the stairs with guns blazing and shouting their political opinion. Another work of wonder is watching your own team members performing their individual tasks when arresting a suspect. Three of the members fanned out and provided cover while the 4th approach with handcuffs to secure the suspect, now that is teamwork! With 125 different AI scripts and 60 more for the members of your swat team, there's plenty of randomness to allow excellent replayability and realism.

Delta Force 2 patch? [20:37:09 EST] by - Rush
It's Sunday night... do you know where your Delta Force 2 patch is? I sure don't!

Devil's Bridge review [19:46:21 EST] by - Rush
The folks over at pc.ign have slapped up a review (wish some great screenshots) of IllusionSoft's Hidden & Dangerous expansion pack, Devil's Bridge, sub-titling the article "Wow. This is just like the first game...except smaller". Here's how they conclude:

Now here comes the strangest part of all -- I still like the game. While there are some major functionality snags, the gameplay is still remarkable. The game concept is damn exciting and the design is sound. In fact, it may be because the game seems like it could be so good that irritates me the most -- that and the fact that this is the second time the developers have had a chance to address these issues. That the game still suffers from many of the same shortcomings as the original is just careless. Still, the real worth of the game does shine through these failings. Whether or not you'll be able to put up with it depends on your patience…and you'll need a whole lot of it.

Good stuff.. check it out.

Saturday, February 26/2000

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DF2 review [17:50:24 EST] by - Rush
EuroGamer has put up a review (and some pics of course) of NovaLogic's Delta Force 2, giving it a score of 8/10. Here's a bit on the atmospherics, which always seems to grab my attention:

Fog is impressive - your enemy slowly emerges from the mist as you kneel in the swamp with your itching trigger finger ready. You fire a single shot, and all hell breaks loose as his companions attempt to track you down. Other missions take place at night, so you must don your night vision goggles in order to see what you are doing. This adds another dimension to the gameplay, as enemies find it harder to see you and vice versa. It works quite well, and you have to rely heavily on your map and binoculars.

RS: Urban Ops preview [17:28:50 EST] by - Rush
GameCenter has put up a preview (with 9 new pics) of the upcoming expansion pack for Rogue Spear, Urban Operations. New features will include civilians, tangos who throw grenades, better support for mods, and new multiplayer maps and modes. Here's a snip on the enhanced mod support:

"In Urban Operations," Cotton says, "we've improved the mod support so much that we think the use of mods will be viable for even the non-hard-core Rogue Spear player. Install as many weapon, sound, or mission mods as you like, and you suddenly have a whole different game on your hands, while still being able to play with other Urban Operations players. Add to this the release of the tool that allows players to build in-game models of their new weapons, and you get an almost infinite arsenal from whatever the minds of Rogue Spear players can imagine or create."

The backbone of that support is a new Mod menu in the Options area. This menu displays the mods installed on your computer on one side, and the activated mods on the other side. Red Storm was a little slow to embrace the mod community following the release of the original Rainbow Six, but the inclusion of this menu goes a long way in remedying those early mistakes.

Hafta admit tho, being the Spec Ops fan that I am, that having civilians, ejecting cases, and being able to adjust the number of terrorists you play against has already been done by Zombie in the Spec Ops series, so let's give credit, where credit is due. Then again, ya can't copyright an idea, so RSE is free to include it in their game too if they want. Gotta love free enterprise.

Friday, February 25/2000

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Delta Force 2 review [01:22:17 EST] by - Rush
Continuing with the review news, Electric Playground has put up a review of NovaLogic's Delta Force 2. Want a snip? Sure ya do:

Swinging back to the graphics, while the outdoor settings were very nicely done...sloping hills, rivers and the like...the indoor settings were clunky and had problems that A-list games just don't have nowadays. But maybe you're a big multiplayer fan, right? I mean, who isn't? Finally, Delta Force 2 will have its moment to shine. While the multiplayer function has been launched (playable on NovaWorld) without all of the offered features playable, it's already a hair-raising good time. Imagine 50 trigger happy commandos running amok, either working in teams or in free for all kick-ass mode -- it's just a hooting good time. While the single player gameplay gets a "C" from me, the multiplayer easily gets a "B+" or an "A-".

Good review, and some nice screenshots. Thanks to SuppressiveFire (voted best tactical site by TOC) for the news.

Another SWAT3 review [01:13:36 EST] by - Rush
There's another review (with a few cool screenshots) of SWAT3 up at Well Rounded Entertainment. Here's a bit on the visuals:

SWAT3 will capture your eye with some amazing visuals. The game offers incredibly fluid animation, solid use of colors, rich environments and staggering attention to detail. Not unlike Rogue Spear, weapons and characters are accurately modeled, and the locales your squad will trek through vary and provide numerous challenges with their own shadows and crevices.

The character detail is nearly as rich. Each NPC you run across boasts incredibly lifelike facial expressions. Arrest a suspect or rescue a hostage, and you'll see their eyes move, widen with terror or visibly sigh with resignation. The priests you'll come across are even more impressive as each will have their own colorful robes, hats and beards that bend and shift with their movements.

SWAT3 review [01:08:12 EST] by - Rush
Following their review of FFF a few dyas ago, PCGamer UK has put up a review of Sierra's SWAT3: Close Quarters Battle, where they give it a 91% overall. Here's how they sum it up:

SWAT 3 takes the best ideas from every squad-based game around and successfully shoehorns them into the police setting without missing a beat. It's fast and exciting, yet you've got to use your brain if you're going to outwit your opponents. As action strategy cross-overs go, this is undoubtedly one of the best. The excellent control system and graphics are just the tasty icing on a sumptuous gaming cake.

Thursday, February 24/2000

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SWAT3 international patches [19:59:07 EST] by - Rush
Sierra has released the international versions of the 1.2 patch for SWAT3. Grab the one ya need:

UK, French, Spanish, German, Italian

Spec Ops: M.O.U.T. news [17:57:49 EST] by - Rush
John from Zombie sent me word of some new Spec Ops: M.O.U.T. info on AVault. Zombie's Mark Long was on hand to give AVault some detailed info on the game. Here's a snip that further describes the new Spec Ops title:

Spec Ops: M.O.U.T. will feature a strong single-player adventure, though Long told us the team will be developing just as much multiplayer content, which he calls a combination of Team Fortress' fast action and the careful strategy of Spec Ops. Imagine a futuristic battle in which two groups go head-to-head in a tight urban setting with the sort of death appliances described above. Long said such online battles will be an important part of the game: “We want all the fiction, such as the missions, the equipment, the weapons, and the tactics, to be as realistic as possible, but also be based on what we believe armies will be doing in the future."

Four locations with varying weather and time conditions are planned. Long mentioned Seoul, Korea in the winter, and promised high intensity warfare that reduces the city to rubble, with gamers fighting under nuclear, biological, and chemical conditions--as nasty a combat situation as could be. Other environments include a desert level, a jungle level, and an American urban level featuring anti-terrorist combat. These environments should provide a good range of tactical possibilities. “I love the realism of Spec Ops, but want to blend it with the fantasy of Team Fortress. I believe we have found the optimal mix to do that. The mechanics will be simpler and more action-oriented than our other games, but maintain the same realism and depth,” explained Long.

Sounds very promising to me... can't wait!  M.O.U.T. is on track to ship in November 2000.

Tuesday, February 22/2000

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More DF2 patch news [16:43:03 EST] by - Rush
The source on the net for all things DF2, Delta-Force2.com has posted yet more info on the latest patch for Delta Force 2, which is expected this week. They've confirmed gun emplacements are working, text macros have been added again, and that scopes will now have variable zoom.

Head on over for the news.

Rogue Spear review [03:16:16 EST] by - Rush
I noticed by way of  SuppressiveFire that GameSurge has put up a pretty small review of RSE's Rainbow Six: Rogue Spear. Here's a clip:

In Rogue Spear, the terrorists are smarter than ever, so, you will need your teammates behind you every step of the way. Rogue Spear Multiplayer is another great part of the game. You and up to 15 other players can play in various game types such as: Cooperative, Terrorist Hunt, Assassination, Double Bluff, Save Your Base, and many others. The Multiplayer game really gives Rogue Spear replay value and you will be playing this game all night just as I had when I first bought it.

There are also some cheats posted with the article, so check those out if you're stuck.

Fight For Freedom review [00:43:51 EST] by - Rush
Would have posted this 2 days ago, but the link was broken. Anyway, PCGamer UK has put up a not-so-flattering review of IllusionSoft's Fight For Freedom, where they give it a 62% overall. Here's a bit on the first mission:

That's not to say FFF doesn't have its moments. The first mission, involving disguises, tunnel crawling and a hurried escape in a stolen prototype jet fighter, is the John Wayne film that never was. Some genuinely clever and ironic touches fill the plot, including one blood-chilling flourish that's second only to the ending of the Sixth Sense on this month's leave-Kieron-reeling-o-meter. Oh, and you do finally get a tank of your very own.

See if you can understand the rest of the review. :)

Monday, February 21/2000

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RTB servers back online [18:55:33 EST] by - Rush
Ok, after some slight complications, the Zombie Ranger Team Bravo/SO Gold multiplayer servers are back online! Enjoy!
Saturday, February 19/2000

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RS Toolkit 2000 released [16:57:41 EST] by - Rush
Rogue Spear Retreat has the release of the RS Toolkit 2000, in either the full (8 MB) or lite (2 MB) version (does NOT feature the Online Server Listings to browse servers online.) Me, I'd just go for the full version; what's 8 MB these days... :)

For those of you who might not know what this is, here's what the program does for you:

What is the RS Toolkit? The toolkit is a utility that is designed to give the RS community a collection of easy to use tools that will make their RS experience much more delightful. Among these tools are: RS multiplayer launcher, RS server creator, Online server listing, Player config, server config, general options, and an address book of favorite servers.

Fight For Freedom/DB review [16:46:20 EST] by - Rush
I noticed via SuppressiveFire that Hidden-and-Dangerous.co.uk has put up a review (with lots of screenshots) of IllusionSoft's 'expansion pack' to Hidden & Dangerous, which is called Fight For Freedom in Europe, and Devil's Bridge in the U.S. Cutting to the chase, here's how they sum it up:

Devil's Bridge is an excellent addition to Hidden & Dangerous, and adds many hours of fun to the game. Missions are expertly designed with stunning maps, beautiful scenery, fantastic gameplay, and a good storyline. No other tactical game has achieved the scope, innovation, and immersion of Devil's Bridge. You'll find yourself being drawn into the game and fervently anticipating each consecutive mission. It's not just the big things like scaling cliffs in Greece while fighting off partisans, but also the little things like being able to do a combat roll, that make Devil's Bridge so great. In Devil's Bridge you have the liberty to control each squad member individually, drive several types of vehicles, blow up tanks and bridges, acquire top-secret technology, rescue captured Allies, and fight for freedom from Nazi oppression. Although this expansion pack suffers from some of the same problems of it's predecessor, you will find yourself truly fulfilled and thirsting for more after playing Devil's Bridge.

Very in-depth review, broken down into 10 categories. Give it a look. (Note: I had trouble viewing the page in Netscape, so us IE.)

More on DF2 patch [16:32:56 EST] by - Rush
Delta-Force2.com has posted word on the DF2 patch rumor, this time from NovaLogic themselves. Here's the scoop:

"In reading the forums this week, we noticed that there is a rumor that there would be a new update to DF2 this week. There is indeed an update cooking but it won’t be served until sometime next week. The update is scheduled to include: 
-the enabling of gun emplacements 
-the debut of Attack and Defend 
Also check our Development Notes posts at www.novalogic.com, for the latest information on our products. The most recent post dated 2/16 announced that a new set of Search and Destroy have opened for business on NovaWorld."

So, the patch won't be out till next week, and will finally have the gun emplacement operational.. 

Friday, February 18/2000

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RS: Urban Ops shots [22:51:04 EST] by - Rush
GameSurge has posted some Rogue Spear: Urban Ops shots. Def looking good..

More SWAT3 info [22:24:51 EST] by - Rush
Gamecenter has put up some screenshots of SWAT3's upcoming mission pack, called Battle Plan. They're also got an interview with Rod Fung, the game's producer. Here's the good news:

We are planning on releasing a free downloadable patch that will consist of a SWAT 3 multiplayer executable that uses our original 16 missions...In our SWAT 3 add-on pack Battle Plan, we will have six new missions that the player can play either in single- or multiplayer...The player will also be able to choose from a large variety of firearms, many of which are configurable to the player's individual preference. In this expanded version of SWAT 3 multiplayer, you will get to play a wide variety of missions. Also included will be our Worldcraft level editor and a skins editor that will allow the players to customize their characters and weapons.

SWAT3 patch [22:14:17 EST] by - Rush
Continuing the SWAT3 news today, Sierra has released a patch for SWAT3, bringing it up v1.2. No word of the fixes tho. Thanks to VE for the news.

[Update 22:32] SuppressiveFire has the list of fixes.

Updated Codename Eagle demo [18:31:09 EST] by - Rush
Just saw over at 3DFiles that there's an updated Codename Eagle demo out (~35 MB). They liken the game to Goldeneye on the N64. Grab it here.

SWAT3 add-on [18:18:22 EST] by - Rush
SuppressiveFire has the scoop on the expansion pack for Sierra's SWAT3 (courtesy of GoneGold..) Check it out.

Thursday, February 17/2000

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Codename Eagle review [03:31:44 EST] by - Rush
Not something I usually post, but news has been real slow lately, and this game sorta fits the genre. WAGZ has put up a review of Codename Eagle, which is similar to Hidden & Dangerous, but leans more towards action, but looks to be a pretty fun game. Here's how they describe the scenery:

Not only are the vehicles a joy to drive, the playing areas are big and spacious, with plenty of room to tear up the dirt (or sky). The arenas do give the feeling of being in a real location, with enough scenery scattered around to be realistic but placed cleverly so as to allow maximum freedom of movement. One thing I must make mention of is the water. I have never seen such stunning modelling in a computer game. It looks so real you must see it to believe it. Not only does it appear real, but go for a swim and you will bob up and down in the waves…amazing. Unfortunately the scenery is not destroyable, but we really should rein in a few of those destructive urges anyway. And you can run folks down. In fact it’s recommended. And fun.

I have the demo of this, but still have yet to look at it. So many games, so little time.. Thanks again Blue's for the, uh, news. :)

SWAT3 review [03:24:23 EST] by - Rush
I noticed over at Blue's that Clan Nexus Network has put up a review of Sierra's SWAT3: Close Quarters Battle, using a 4 point font, so get our your magnifying glass and check it out. Here's a snip on the gripping play:

Unquestionably the best part of the game is the realism that is generated by the atmosphere and the scenario. Your heart rate will start to increase from the preliminary briefing and won't slow down until you return to headquarters for debriefing. Unlike Rainbow Six and Rogue Spear, you don't spend hours planning your mission. You will sometimes have the option of choosing your entrance (if there is more than one) and you'll have to decide if you're going to enter in stealth mode or dynamic mode. (which are described in the gameplay section). Once you locate the suspects, if that is your mission, it will be your job to get them to submit and put them in cuffs. You do this by shouting at them very, very loudly, and pointing your sub-machine gun at their head. Nothing causes you to jump higher than when you think everything is clear, and then from across the room you hear your teammate shouting, "DROP THE WEAPON, DO IT, DO IT NOW!" Talk about intense. Sometimes they'll get the idea and drop their gun and surrender, but more often than not, they'll start spraying bullets and it'll be up to you to take them out or take them down. You'll need to remember that you are a cop, and not a Quake Marine. The more hostages/suspects that you can take alive, the better your rating will be and the more medals you'll receive.

Good read; check it out.

Wednesday, February 16/2000

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Spec Ops 2 German patch [22:46:07 EST] by - Rush
Zombie has released a patch for the German language version of Spec Ops 2 (only), which weighs in at 635KB. If you're running the English version, you do not need this patch. Here's the readme: 

Spec Ops 2 Grenade Patch Beta v0.9 (2-16-00)
This patch fixes the problem with grenades in Spec Ops 2 German language Version.

To install:
1) unzip the file into a temporary directory

2) determine if you have installed the D3D or Voodoo version of the game

   2a) if you have installed the D3D version, rename the file germand3d.exe to beret.exe and copy it to your spec ops folder, replacing the old beret.exe

   2b) if you have installed the Voodoo version, rename the file germanvoodoo.exe to beret.exe and copy it to your spec ops folder, replacing the old beret.exe

3) copy the two .txt files : iventory.txt and iventorydesc.txt to your specops/menu folder

Alternately, you can install the English language version of the game

There ya go German players! Enjoy! 

Great things are on the way from Zombie.. stay tuned!!

NovaLogic PR [09:38:39 EST] by - Rush
The boys over at Delta-Force2.com received a PR from NovaLogic Ltd. (NovaLogic's European subsidiary) regarding DF2 grabbing the #1 spot in the UK PC games market. Here's the PR:

It's now official: just days after its February 4 release in the United Kingdom, NovaLogic's Delta Force 2 took the #1 spot on the UK's ChartTrack PC CD-ROM sales chart. The game's release marks the strongest product debut yet for NovaLogic Ltd., the company's UK subsidiary.

"The release of 50,000 units of Delta Force 2 is the biggest day-one launch for Novalogic in the UK to date," said NovaLogic Ltd. General Manager James Lamorticelli. "NovaLogic created a strong brand in the UK with the release of the first Delta Force last year, and seeing Delta Force 2 take the #1 position in its first week is an affirmation that it has been eagerly anticipated by our customers and the press."

Delta Force 2 launched in the U.S., Nordic, and German markets in November 1999, and it will arrive at retail in France, Italy, Spain, Poland and other European territories in March.

Congrats NL!

Rogue Spear MP pic [05:24:56 EST] by - Rush
Ok, I must admit that I'm kinda hooked on Rogue Spear MP at the moment (as it's still 'new' to me..) I have a strong feeling I'll be back into SO2 MP real soon (inside joke..)

Anyway, AndOne from SuppressiveFire and a few of his buddies and I have been playing a lot of RS MP action, and having a blast. We've been mixing it up between Co-op (terrorist hunt) and Team DM and every game has some great moments. Here's a snap I took of the results of one particularly satisfying win our blue team had over the gold team.


Rush destroys the gold team in 19 seconds, and comes away with 116% accuracy!

So, who's ELITE now? (another inside joke..) And remember: "first one to the choke point wins!"

Tuesday, February 15/2000

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DF2 patch rumor [15:49:52 EST] by - Rush
Delta-Force2.com has a pretty interesting post up about rumors of an upcoming patch for DF2 (possibly this weekend). They're even got a list of fixes/additions. Check it:

i) Gun emplacements will be operable.

ii) Ghillie suit bug will be fixed. This means that players utilizing the suit will not be invisible from certain distances. There is a possibility that the suit will be restricted to players using certain weapons, such as the M40.

iii) Variable scope magnification. This could be the most radical change, allowing the sniper to change the magnification from between 6x and 10x. This will be handy for players using the scope at fairly close distances where magnification is too high, hence difficulty in keep running players in the crosshairs. It is unknown whether you will be able to change the magnification in-game, or whether you specify the scope in the setup screen, either way it will be an interesting addition.

Looks like it'll be a good upgrade... 'Course as its only a rumor, none of it may see the light of day. :)

ATI drivers and Spec Ops [15:40:47 EST] by - Rush
New ATI drivers have been released that fix the missing textures problem in Spec Ops 2. Thanks to SpecOps2.com for the news.

Flashpoint news/shots [15:14:24 EST] by - Rush
Out of the blue comes some news and shots of UbiSoft's Flashpoint, which is now sub-titled Status Quo (but still only a 'working title'). According to GamersCentral, the game is "still under development and going strong." Click here for the pics. Sweet pics too..

And I have a feeling we'll be seeing more FP:SQ pics soon.. :)

Release dates [03:48:05 EST] by - Rush
CPL_Budha sent me some release dates for some upcoming tactical games we all know and love, according to the EB crystal ball. Here's the goods:

H&D2 11/1/2000
Team Fortress 2  9/30/2000
Hitman  5/29/2000
H&D gold  5/3/2000
Code Name Eagle  4/6/2000
RS: Urban Ops.  4/6/2000
Soldier of Fortune  3/15/2000
Swat 3 add on  2/23/2000

"As always these are subject to, and most likely will, change."

Sunday, February 13/2000

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Rogue Spear commentary [19:14:04 EST] by - Rush
Its been a slow news weekend, and I spent most of my time playing RSE's Rogue Spear, which I just picked up on Wednesday. Pretty late, I know, but the RS demo didn't really grab me, and till now I've been busy playing SO2 (and DF2 and AoK.. :)

Zombie's Spec Ops: Rangers Lead the Way is what first turned my attention to the tactical shooter genre, and I've been a big fan of the Spec Ops series ever since. I have to also say at the outset that I like outdoor environments much better, so games like SO, DF and H&D are more 'my type' of games than RS (and SWAT3), which is why I waited till now to finally pick up RS. (I still don't have SWAT3. :)

This was going to be a separate, full-length, point-by-point comparison of Spec Ops vs. Rogue Spear, but I decided not to do that and just post a small(?) commentary instead..

The first thing I noticed were RS's menus. Yeah, they're pretty spiffy, but I think they went perhaps a bit too overboard with them. There are just too many of them that ya have to wade thru before ya can actually get to the game (even after I turned off the confirmation dialogs.) Zombie's menus are much more Spartan, but ya can get thru them much quicker and into the action. The spoken briefings in RS were def nice, as DF2 also has. But the intel screens were a waste; I never once looked at the people, organizations, news wire, or misc. screens. I also never bothered to get briefings from other than "Control". I didn't care too much about the back story at all (and the spoken briefings were enough), I just wanted to play the damn game already! :)

Once I actually started playing the missions, I noticed a few things. One, the level design is quite nice. Being more indoors lets RSE model a pretty convincing and 'full' world. (The nuclear power plant in mission 18 was awesome!) SO2 being primarily outdoors, (and using a  larger scale), just looks more empty; if you're in Antarctica, there's just not a lot to see except snow and ice and a tent now and then. Same thing in Thailand.. except for a lot of trees and bushes, and the occasional river, there's just not much to see. It's all 'empty' till ya get to the enemy compound, and even then you stay pretty much outdoors, so the level of detail is just lower.. You just see 'building', 'truck', 'barrel', 'crate', etc. DF2 suffers from the same thing really..

Next, and I'm sure this is just me, but I never felt I had good 'situational control' while playing the game. In Spec Ops, I usually know exactly where I am in a mission. Not just geographically, but tactically as well. I never got that feeling in RS at all. Some times a mission fails without me really knowing why (yeah, a hostage was killed, cuz we were detected I guess) but it seems *very* hit and miss. Other times, the mission will end successful without me having done much at all (the 747 highjacking was like that; I failed it like 8 times, then without really doing anything different, it ended successful..) Having up to 3 other autonomous teams is really hard for me to get used to. I'm using the default plans exclusively, so I guess that's why, but really can't be bothered to make my own. I tend to play slightly Rambo-style (with tactics however) so all this pre-planning is boring to me. :)

And 'buddy AI' needs almost as much work as in SO2; do they *ever* actually cover you??! Maybe its because they're always behind me and haven't actually spotted the tango yet. Makes sense I guess, but it would be better if they were actually useful, rather than just being an extra body to switch into after your point man gets killed! And once, I saw my whole red team die, one by one, as they tried to enter the same alley in Kosovo. Yeah, we're 'elite'.. (snicker)  It must be said that the AI pathfinding is excellent tho. Even after racing ahead, around corners, and up stairs, my team mates would find me if I stopped to wait for them. I think Zombie's pathfinding tries to 'home in' on you on the fly (so going around corners will really trip them up), while RSE's probably traces your actual footsteps. (Just a guess tho..) However RSE does it, it works very well.

The gfx engine on RS clips fairly often too, more than SO2's in my opinion. I still find T. Liam McDonald's quote from his PC Gamer review of SO2 where he states SO2 'clips horribly' to be totally false. :) It can be said that both games exhibit some clipping problems, and ya can leave it at that. :)

Seems I also have a lot of trouble hitting a tango if I'm crouched in a doorway (even if he's like 8 feet away!)  I always hit the door frame (even with auto-targeting on!), while the tango fires once and my guy is dead, even when I had the drop on him. Yeah, right! Other times the game auto-targets a tango way on the other side of a courtyard (that I can barely even see, even with zoom), and one squeeze of my trigger has the guy dead. Seems real hit and miss to me (pardon the pun!)

I also have to say I'm not a real hardcore gamer, but I already finished the game! It took me only 4 days to finish it, at pretty casual play (and using most of Saturday to play MP (Hi Rick!) and not the SP campaign).. I'm rather disappointed here. Zombie at least gives ya 26 missions in SO2 while RSE only gives ya 18 in RS. RS could have easily used 6-8 more missions to feel more 'complete'. Sure the MP aspect will keep me busy for awhile (maybe; I just don't have time enuf to get 'hooked' on MP), but the SP campaign was over way too soon. Speaking of missions, I didn't like how RS jumped all over the globe from one mission to the next. I rather liked the continuity of having 4-6 missions in one locale, then moving to another hot spot as the game progressed, as was done in SO2 (and DF2 and H&D.. :) (Personal preference obviously..)

So my final thought: while RS is great game, and a bit more polished, I don't think it really outclasses SO2 that much; they're just designed differently, with different goals in mind. Sure, RS sexier, and got a few extra features (roster, support for mods), but the real meat of the game is pretty much the same. Once ya get into the groove, both games are seriously a lot of fun! And that's what it's all about.

Comments? Hit the RS forum!

Friday, February 11/2000

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SWAT3 review [18:32:09 EST] by - Rush
Bloodshot.org ("when gamers never sleep") has posted a review of Sierra's SWAT3:CQB. Here's a snip on the graphics:

Visually SWAT 3 is absolutely stunning with incredible detail given to every aspect. The terrorist and civilian models are well detailed, though perhaps too repetitive. One complaint is how much some terrorists look like civilians...that was intentional, but a nasty surprise. Trust me - yell at everyone, then cuff them (maybe a little CS tear gas too, completely up to you) and you'll save yourself a lot of grief. Fellow officers, a.k.a. Operation Human Shield, sport excellently detailed uniforms right down to the creases. They also have eerily lifelike facial features, get right in their face and you can even see them blink, probably in annoyance as you're blocking their view of the gorgeous mission environments. The great texture work continues there, as each setting contains detailed and distinct texture sets. A suburban living room looks like just that, is significantly different from other homes you'll "visit", and is completely different from, for example, the church you enter later.

There are some nice pics to go along with it as well.

DF2 interview [18:26:57 EST] by - Rush
The folks over at AGN have posted an interview with Dan Bennett, PR guy over at NovaLogic, about the marine corps using DF2 as a training tool. (Ha, the story that won't die!) Here's a snip:

Do you know how they plan on using Delta Force 2?

The idea is they are looking to supplement their training in movement, concealment cover and communications especially. The built in voice communications of Delta Force 2, I think was a factor in their being interested in it. They wanted to take Command and Communication and that sort of thing, that a computer could simulate well. Of course they are not looking at it as a substitute to actually getting out there in the field.

Check out the rest. 

Thursday, February 10/2000

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Spec Ops M.O.U.T [21:11:41 EST] by - Rush
More Zombie stuff in the news. GameSpot has posted word that Spec Ops 3 will not be Zombie's next game, but Spec Ops: Military Operation Urban Terrain, or M.O.U.T. for short, and it will also use the LithTech2.0 engine. Here's the whole thing:

After the release of Spec Ops 2 earlier last year, Zombie president and cofounder Mark Long gave GameSpot the first details behind Spec Ops 3. The game will be designed using the LithTech engine, will focus on Navy SEAL operations, and was scheduled for a Christmas 2000 release date. In a telephone conversation we conducted with Long yesterday, we learned that Spec Ops 3 will not be Zombie's next Spec Ops game.

According to Long, Zombie is currently working on a brand-new Spec Ops title that's not directly related to the company's previous games. Called Spec Ops: Military Operation Urban Terrain, or M.O.U.T. for short, the game will actually eschew the tactical-simulator feel of Zombie's previous Spec Ops shooters in favor of fast-paced action. Long likened M.O.U.T. to Valve's Team Fortress Classic with licensed weapons and realistic environments. Like the proposed Spec Ops 3, M.O.U.T. will be designed using Monolith's LithTech 2 3D engine.

Long assured us that development on Spec Ops 3 will continue, however, although it's too early to speculate whether or not the game will release this year, or sometime during the next. Spec Ops: M.O.U.T. will be published by Ripcord and should make it in time for the holiday season. M.O.U.T. will make an appearance at this year's E3 in Los Angeles, where we'll be bringing you more details about the game. Stay tuned.

Looks like this is the official "Mission 2000". Sounds good to me. Also check this link for GameSpot's news report of the sale of Zombie.

Thanks to Rick from SuppressiveFire for the head's up.

More on DF2 in the military [08:30:04 EST] by - Rush
Tactical Zone has posted an interview with Master Sergeant George Caldwell, the man in charge of the experiment to use NovaLogic's DF2 as a training tool for the marine corps. Here's a snip from the article:

Lady_"J" - " I realize that game combat is in no way related to real action, but can DF2 simulate, in any way, the feeling of battle?" 

Master Sergeant George Caldwell - "A true simulation in battle is a mixture of realism, total attention and immersion, fear of the unknown, and just flat-out fear! LOL Combine this with realistic environments, weather, and available weaponry, and you have one heck of a good idea of how such a gaming platform can relate the real, into virtual.

Lady_"J" - "In your opinion, will these types of games influence the up and coming generation to want to become soldiers?"

Master Sergeant George Caldwell - "They certainly will have some impact, I'm sure. "

Lady_"J" - "Have any of your real life experiences with the Corps affected the way you play DF2? If so, in what way?"

Master Sergeant George Caldwell - "Absolutely! The Corps teaches you from day one in recruit training to ALWAYS take maximum advantage of existing terrain (natural, or man-made) for cover and concealment...whether you're approaching an objective, or leaving one."

Thanks to Delta-Force2.com for the news.

SWAT3 review [00:33:49 EST] by - Rush
EuroGamer has posted a review of Sierra's SWAT3. Here's a snip from the conclusion:

SWAT3 is an interesting take on the tactical combat genre, going for a more on-the-fly approach to team strategy. The comms system is truly excellent once you have worked out how to use it, and adds a whole new dimension to the game.

The missions and their settings are varied enough to keep things interesting, and the range of weaponry and equipment on offer is all highly realistic and enjoyable - the game is almost worth buying just for the nifty periscope that lets you see round corners!

Nice screenshots to go with it as well. Check it out..

More on Zombie & LithTech [00:09:55 EST] by - Rush
Here's GameCenter's take on the latest doings at Zombie:

Zombie Studios, creator of Spec Ops and its sequel Spec Ops II: Green Berets, has been purchased by interactive simulation producer Advanced Interactive Systems for an undisclosed amount.

The reason for the acquisition may have less to do with squad-based shooter gaming and more to do with Internet portal technology. For the past year and a half, Zombie has apparently been working on a concept called HQ.com, a system for connecting military personnel and their families. AIS is going public later this year, so it is likely it found the system attractive.

Because AIS makes video-based simulators for SWAT and Special Forces teams, its acquisition of Zombie may be a boon to gaming as well. To give one example, AIS makes the SEAL Team Six simulator and has the Navy SEALs license, which could finally give Zombie the edge to compete with big brand name titles, such as Red Storm's Tom Clancy-inspired Rainbow Six series.

In related news, Zombie has also announced that it has licensed from Monolith Productions the LithTech 2.0 engine, choosing it over the competing Quake III and Unreal Tournament engines. LithTech 2.0 will be used to create a new game called Shrapnel, as well as the soon-to-be-announced Spec Ops III, which will involve the Navy SEALs license.

Zombie itself will be a wholly owned and independent game studio for the foreseeable future. This basically means that it will be owned by AIS, but can handle projects independently.

Pretty much the same info, but still a good read.

Wednesday, February 09/2000

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Novalogic press release [19:54:23 EST] by - Rush
Continuing the DF2 news today, Morgo over at Delta-Force2.com has put up a press release by NovaLogic regarding the US Military using DF2 as a training tool. Here's a snippet:

"The Delta Force 2 platform provides the realism, communications, and movement that is a necessary part of each and every Marine's 'shoot, move, and communicate' mindset while serving their Corps and country," Caldwell says. "If the Delta Force 2 platform results in saving even one Marine in combat, then it's worth its weight in gold."

Check out the rest.

Delta Force 2 review [19:34:30 EST] by - Rush
ActiveWindows has put up a review of NovaLogic's Delta Force 2, where they give it an 80% overall. Looks like they really put the game thru its paces. Here's a snip on the 'gameplay' section:

The first thing that I have noticed is that the level designs are far better than in the original game, enemy soldiers tend to help you figure out the root to your objective, be it blowing up a train or killing off all of the enemy. It is great to be able to use the terrain to stealth around in, being able to creep up on your enemy and then take them out with the sniper rifle gives off a great buzz. The AI has also improved over the original game although there are still a number of problem here in terms of the way the enemy reacts to you, once I walked into a building and stood face to face with an enemy soldier for about 5-7 seconds before he bothered to do anything, not exactly the most realistic of situations is it.

This time around each mission does tend to have variety, you could be diving into water to take out the enemy, planting satchel charges on a train track to bring a train to a halt or have to snipe around in the snow/fog taking out the enemy one by one. I was surprised at how much I enjoyed the gameplay side of Delta Force 2, it has a lot going for it and it can be thrilling to play at times, but I don't feel that a major improvement has been made over the original.

Good stuff, check it out!™  Thanks to SuppressiveFire for the news.

Tuesday, February 08/2000

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More on 'Shrapnel' [23:57:19 EST] by - Rush
According to AVault, here's what Zombie's other project 'Shrapnel' is about:

Shrapnel will be a pure 3D action shooter in which people control a large mechanical arachnid that has a Godzilla thing going, and can climb up the sides of huge urban structures, blowing the sides out of buildings and overturning cars. It will be a single- and multiplayer title for the PC and Dreamcast that uses Monolith’s LithTech 2.0 engine. The title, which will feature art that fuses anime with the unique Wild Storm style, is in the pre-production phase and slated for release in 2001. The debut of a new series from Wild Storm Comics will accompany the release of the game.

It looks like it's not a tactical shooter, so we'll be keeping an eye out for Spec Ops 3!

>Zombie Studios sold, Spec Ops 3 to use LithTech 2.0  [14:21:12 EST] by - Rush
Rick from SuppressiveFire fired off this oh so tasty bit of news on the latest doings at Zombie, according to AVault. Here's the whole thing:

During a time when production costs are soaring and innovation sometimes has to step aside to create room for a march toward mainstream offerings, things can be tough for independent developers with a tendency to set trends. Oftentimes aligning with--read: being sold to--another company with a fatter wallet can provide the necessary revenue stream to continue developing good titles, though this also can dilute a development team's more creative aspects. Then there is the occasional turn of fate when a financial and creative collaboration fits better than a pair of well-worn Levi’s. To wit: Zombie Studios, creators of the 3D tactical combat game Spec Ops, has been purchased at the hand of Advanced Interactive Systems, a producer of interactive computer simulation training and entertainment systems.

The coming together of these two companies is one of the interesting aspects of this news. What few gamers realize is that the creator of Spec Ops is more than an interactive entertainment developer; Zombie is also a web-based design studio and Internet portal company. During the last 18 months, Zombie has been incubating a new company on the web development side called HQ.com that will exist as a series of vertical portals for the military and their families. Zombie was planning on raising money for the project, but AIS, which is intending on going public later this year, thought both the military project and Zombie Entertainment would be a good fit for their IPO, so they acquired both companies.

How did these two meet? AIS specializes in state-of-the-art video-based simulators for law enforcement, SWAT, and special forces teams. The company visited Zombie to see Spec Ops and determine if it could be modified for their purposes. According to Mark Long, Zombie co-president and founder, what the purchase does other than bring more financial resources to Zombie is give them access to some enticing development resources. For instance, AIS has the contract for SEAL Team Six’s simulator. “We now have this amazing access to the real deal, similar to what Clancy has been able to do with his connections through the military,” Long told the Adrenaline Vault. AIS also plans to produce location-based entertainment, so Zombie will be able to target PC games and multiplayer online arcade products.

Zombie will be a wholly owned, independent label acquisition, which Long says will allow them to finance original projects. It will also enable them to avoid having to pitch a title in the traditional fashion, in which a developer goes to a publisher and requests financing--something with which Long is pleased.

“One of the problems for the industry is that publishers are gambling considerable resources when they start developing a new title, which is why games tend to be very derivative. Developing a title is expensive, and publishers can lose a lot of money. There are independent developers out there who are interested in doing new stuff, but there are not enough publishers willing to chance that. With the business moving more toward mainstream products, the opportunity to do original development is getting smaller. The AIS purchase allows us to do that. It would be good for the industry as a whole if independent developers were able to do their thing, because that is where real innovation comes from,” commented Long.

The next title on Zombie’s slate is a continuation of the Spec Ops series using the Navy SEALs license. It will also brand a new direction for the company in which it licenses a game engine rather than creating its own technology. For Spec Ops 3 and another title under development at Zombie called Shrapnel, this means turning to Monolith Productions to license LithTech 2.0.

“I have a lot of respect for that engine,” Long explained. “There are three or four engines you can license right now, and one is as good as another. They are all battling to have features that are a superset of their competition. The thing that is different about Monolith is they have made their engine licensing an actual business and spun it off into a separate company. I have licensed an engine before, and the thing that is more important that a big feature set is the level of support you get from its developers. And that is where LithTech’s greatest strength is right now. It is a dedicated business with a dedicated staff. That can be the difference between an A and a C title.”

But why would a company that has been creating its own game technology license someone else’s engine? Long says he is tired of trying to support his own technology, and was disappointed with what Zombie accomplished for Spec Ops 2. “It is just not cost effective. The various gaming platforms move so fast and there is so much to support. Valve produced a Triple A title in part because they licensed technology and put the rest of their money and time into production values, whereas we spent 60-70 percent of our time trying to maintain pace with the state of the art, and our titles suffered for it. So licensing LithTech will bring the Spec Ops series up to where it should be.”

Long and Zombie co-president and founder Joanna Alexander will continue to manage the subsidiary and also become vice presidents of AIS. Long and Alexander founded Seattle-based Zombie in 1994. They started the company after completing the design of a virtual reality game console for Hasbro in 1993.

Very interesting news indeed! Ok, we knew about LithTech 2.0 already, but I guess it's now 'official'..  And a new project called Shrapnel.. interesting!

Urban Ops/Rogue Spear patch [12:58:05 EST] by - Rush
Tactical Planet has posted this tidbit of information as was posted by in the RSE forums by Greg Stelmack:

"Urban Operations will be a separate executable much like Eagle Watch was. There is no patch being released inside Urban Operations for the original Rogue Spear, rather the fixes are going into the Urban Operations executable (along with all the other cool stuff in the mission pack). If you buy and install the mission pack, you still have Rogue Spear 2.05 and can play with non-mission pack people through it, or play with Urban Operations and get all the fixes and cool stuff.

So no, the people who buy the mission pack are not getting a Rogue Spear patch in addition to their mission pack. There is no Rogue Spear patch. And that's what I mean in the explanation by the resources involved; to split the fixes out from all the Urban Operations features to build the separate patch [for RS] is not a small task."

"You will be able to play all Rogue Spear maps in Urban Operations in addition to all the new maps."

So, looks like if ya want all the latest and greatest features of the game, you'll have to pony up for the UO expansion pack. 

Rogue Spear review [12:51:47 EST] by - Rush
3D-Unlimited has posted a review of RSE's Rogue Spear. Unbelievably, the review had a pretty negative tone. Here's how they sum it up:

While not a ground-breaking product as was the original Rainbow Six, Rogue Spear adds features and expands upon almost all of the elements of it's predecessor. With a multi-player element that is worth the price of the game alone, I advise you buy this game right away. Pick up your guns, get your briefing, and smoke some terrorists. Remember, the world depends on it.

Thanks to SuppressiveFire for the news.

Monday, February 07/2000

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Fight for Freedom review [21:32:07 EST] by - Rush
Whilst at SuppressiveFire I also noticed that GibWorld has put up a review, (nice pics to go along with it too), of IllusionSoft's Fight for Freedom (released in the U.S. as Devil's Bridge), where it gets a score of 80. Quite the in-depth review, covering graphics, sound, gameplay, misc., etc. Here's how they sum it up:

This game is certainly ‘fun’, and will keep you occupied for some time trying to complete it. The game can sometimes become a little stressful and repetitive, and the game takes too long to load. However, there are some really good things that I like about this game. The sheer size of the maps, and the level of control and strategy you are given. This game, in my opinion, is not as good as Rogue Spear or SWAT 3, simply because SWAT 3 and Rogue Spear take place in modern times. However, Hidden and Dangerous: Fight for Freedom is a good buy, and is a good add-on pack / sequel to Hidden and Dangerous. If you are into stealth, précised attacks, strategy and raw fighting, then this game is for you. If you prefer sneaking into office buildings and banks, then SWAT 3 and Rogue Spear is for you.

Sounds about right to me..

SWAT3 review [21:12:26 EST] by - Rush
Doing a little surfing over at SuppressiveFire I noticed that The Wargamer has put up a review of Sierra's SWAT3. As is the norm for The Wargamer, it's a very in-depth review, and quite the good read. Here's a clip about the high level of reality:

SWAT 3 (and previous SWAT and Police Quest titles) have all had the benefit of consultation by not only SWAT experts and real-life members, but also the creator of the original SWAT force, Daryl Gates (former LAPD Chief of Police). This lends a certain level of authenticity to the series, and it shows in the final product. Real-world SWAT team members were used to capture the motions you'll see in the game, and their renditions are nothing short of amazing. The second byproduct of all this is the unprecedented tactical realism. As a SWAT officer, the player is armed with all the standard SWAT items, including either an MP5 or an M4, handcuffs, Opti-Wands (for mirroring around corners), lightsticks, flashlights, flashbangs, tear gas, and a Leatherman. If you thought the Rainbow Six series was realistic, wait till you get a hold of SWAT 3. From the choice of weapons to the methods used to breach doors - all are ultra-realistic SWAT moves. This game is by far the most realistic squad-based sim I have ever played.

Good screenshots too. Check it out.

More on DF2 as a training tool [16:46:34 EST] by - Rush
Morgo from Delta-Force2.com sent me some email with a follow-up to last weeks story that the USMC is using DF2 as a training tool. Here's a snip from the article:

Delta Force 2 can be played by a single player against the computer's artificial intelligence, or online as a unit conducting offensive, or defensive operations against an aggressing force. An impressive 50 participants can operate in one environment, giving small unit leaders the ability to utilize this platform for team, or squad level training. Caldwell feels that the game would make a very effective training aid for Marine units, as it challenges the player to think, plan and issue orders as small unit leaders, in order to accomplish the mission.

Check out the full article here.

SO2 MP servers [12:09:59 EST] by - Rush
Ok, the SO2 MP servers are back up! Go play!

Sunday, February 06/2000

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Spec Ops 2 MP servers [00:11:18 EST] by - Rush
Ok, it seems the SO2 MP servers are down. I fired off some email to Zombie, but dunno when they'll get to it..  The RTB/Ranger Gold servers are still up tho!

Delta Force 2 review [00:05:50 EST] by - Rush
Gamezilla has put up a review of NovaLogic's Delta Force 2. Here's a snip on the importance of sniping:

I found that in the single player game, the best chance for success is to use a weapon that has a scope on it because you can kill a large percentage of the enemy while at a distance in sniper mode. Without a scope, you have to get up close and personal and it is very difficult to succeed since a single shot will usually end your mission. There is no way to save your game during a mission so if you die, you must start again from the beginning.

I tell ya tho, many times the game becomes 'hunt the pixel'.. There are times I'm shooting 'guys' that are literally 4 pixels or less. 

Good review overall, and they give it an 82. Maybe one of these days I'll get to posting my own DF2 review.

Saturday, February 05/2000

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Spec Ops 2 review [20:34:42 EST] by - Rush
Rick from SuppressiveFire let me know there's a Spec Ops 2 review (and nice screenshots) over at FutureGamer, where it gets a 70% overall. Here's a tasty snip:

Dive into the levels themselves and, in its more exquisite moments, Spec Ops II delivers a compelling experience of the dirty conflicts still being authorized today by world powers, ruthless multinationals and James Earl Jones in a cameo role. Crouching in dirt, with only two wounded Green Berets, a 5.62mm M4 assault rifle called 'Tammy' and countless hostiles nearby for company, the tension is palpable. No quick-save cowardice is allowed here: the only way to survive is to achieve your objectives without dying, and patient observation should overcome any number of enemy defenses.

And actually, I think this quote is dead-on:

The strategy rests as much in equipping your team appropriately as in giving them orders to carry out your missions to the letter, and on this score there's enough real-world hardware in the form of M203s, L96A1 sniper rifles and silenced MP5s - all bearing the correct clip sizes, of course. . . [snip]

Lately, I was stuck in the Thailand C130 rescue mission, and the first Germany (ship crane) mission. I must have replayed each of those at least 8 times, and until I switched to the 'correct' guns, I lost every time. :) For Thailand, I switched from the Vektor to the M203, where I basically used the grenade launcher to defoliate the jungle as I went so enemies couldn't hide in the bushes anymore and kill me without me even knowing from where the shot was fired. :) For Germany, I had to switch to silenced MP5's in order to get anywhere. The M82 I was using was just too loud (and slow), and would bring too many bad guys converging on me. Once I went to silenced, I could proceed thru the level without much trouble. 

Overall, the review was a bit critical, but what else is new. Give it a look.

Delta Force 3 screenshot [19:57:10 EST] by - Rush
Ok, not really, but wouldn't Delta Force 3 look pretty awesome with an engine like this?   Ha, no trees tho..

SWAT3 review [04:06:26 EST] by - Rush
Game Revolution has posted a review of Sierra's SWAT3: Close Quarters Battle. They give it a B+ overall. Its getting tough to find stuff to snip, but here's a sample from the review on the dynamic nature of the game:

If one word can describe the general focus SWAT 3's design, that word would be 'dynamic.' Before each mission, the enemies and hostages are randomly placed, which creates uncertainty and ups the replay value. The excellent AI for both the criminals and your squad-mates further completes the equation. There is also no complex strategic planning and waypoint system as in Rainbow Six, which forces you to react more to the moment and make judgments on the fly.

Rogue Spear review [04:00:19 EST] by - Rush
WEWP! Entertainment has put up their review of RSE's Rainbow Six: Rogue Spear, giving it a 9 out of 10 overall. Here's a bit on the longevity of the game:

With more missions than you can count, and even more ways to play them, Rogue Spear will be on most peoples' systems for a very very long time. As I get farther into the single player game I get more and more options to go back and replay the previous missions in different ways, plus with the added levels of difficulty it just adds to the replay value. If you include the various forms of multiplayer, it puts the replay over the top. Plus, one thing worth mentioning. Most games offer Deathmatch and capture the flag RS has all this and one more - cooperative mode, allowing you and a bunch of friends or complete strangers to control each member of the team and finish the mission as a group. Picture you and 3 others going head to head with 30 terrorists on a 747.

Err, let's not forget Spec Ops (and DF2) have co-op too.

Friday, February 04/2000

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More Spec Ops news [01:35:47 EST] by - Rush
Bill from Zombie made this post over at the Spec Ops forum with more news on the expansion pack (parts of which will find its way into the SO2 patch), and a bit of info on what could be included in Spec Ops 3. Here's the quote:

I know we have been a bit quiet at Zombie but we have had a lot of crazy things going on. We are working on an expansion pack for SO2. Completely revamped AI. I mean completely new, as in throw out a bunch of code and start over. Also upgraded to DX7 and Glide3. I have been reading the forum and want to incorporate as many suggestions as possible. I think your ideas for SO3 are great. Keep em coming. Cut scenes...I do not know. With LithTech maybe we could do plenty of "in-engine" cut-scenes. It seems a lot more friendly to that sort of thing. HALO or other insertion methods is a great idea. Specific mission load-outs, yes. Replay option, yes. Better menu system, definitely. AI will be a very big focus. One of the reasons we want to use a new engine, so we do not have to worry about a lot of basic engine functionality and can instead focus on AI and game play. We are getting off to a good start with our new AI. I hope to incorporate it into a new patch for SO2. Give me another month or so and I will have a new patch for ya.

So there ya go, a major rework of the AI is coming, and work on the menus as well. Can't wait!

Wednesday, February 02/2000

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US Marines use DF2 for training [20:25:55 EST] by - Rush
Morgo from Delta-Force2.com sent word that they've posted an article that the U.S. Marines are using NovaLogic's Delta Force 2 as training tool for "all combat oriented occupational fields". A trial is currently being set up, and if [it's] a success then DF2 may be adopted by the entire Marines Corp as a tool to train individual and team tactics. Check out D-F2.com for the rest.

SWAT3 review [10:28:02 EST] by - Rush
Game Links.net has posted a review of Sierra's SWAT3: CQB, giving it a final tally of 83%. In this game, ya def don't kill anything that moves. Here's a snip:

SWAT 3 follows the next genre in action gaming. It moves away from the "shoot anything that moves" type of game. As a police officer you want to bring the suspect to trial, not take him to the morgue. So spraying a room with bullets won't win the mission for you in SWAT 3. Actually, it successfully complete certain missions. However most missions will involve hostages that will require you to rescue them in one (live) piece. Your overall score will also be better with fewer deaths.

There's some nice pics along with the article. Check it out.

Site update [06:32:22 EST] by - Rush
I did a bit of snooping on the web and found out how to fix my search page. The indexes were being created with the web folder name in the URL. Unbeknownst to me, there are actually 2 search engines on the web server, and it was using the wrong one. A quick tweak to the .ini file(s) set everything right. 

And while I was working on the system, I updated the December and January news archives. I was a bit behind on those. I tweaked the main news archives page too, but nothing major there. 

Urban Ops preview [01:58:17 EST] by - Rush
Gamesmania has posted a sneak peek, (with some real nice screenshots), of Red Storm's upcoming mission pack for Rogue Spear, Urban Operations. Here's a snip:

Even after the dust kicked up by contenders such as Delta Force 2 and SWAT 3 settled, we'd still have to say that Rogue Spear is still on top. The multiplayer aspect is just unmatched. But we've shot it out in the Siberian military bases and the Japanese oil tankers a million times now. Time for an expansion pack. Red Storm is going to deliver Urban Operations.

Check out the article for more.

Delta Force 2 review [01:51:04 EST] by - Rush
SuppressiveFire posted word that there's a review of Delta Force 2 over at Future Gamer. Here's a bit on the importance of stealth:

Above all, stealth is your greatest ally. Running around like a crazed fool while unleashing a constant barrage of heavy machine gun fire might work a treat in Quake 3, but attempt the same thing in Delta Force 2 and you'll simply be picked off by some unseen sniper. Terrain effects such as knee-high grass provide superb cover. Couple this with the extra camouflage provided by the Ghillie suit (a hat and netting with twigs on, in layman's terms) and you can remain hidden from all but the closest of foes.

They give it an 84% overall. I've been getting my fair share of DF2 gaming in lately, and while it doesn't break much new ground over DF1, its still quite a lot of fun to play, and looks a tad better (albeit runs slower) to boot!

Spec Ops 1 'postmortem' [01:04:26 EST] by - Rush
Gamasutra has put up a 'postmortem' for Zombie's Spec Ops: Ranger Lead the Way (SO1), written by Wyeth Ridgeway, programmer on the project. The article highlights the game's Viper engine. These are always a tasty read, as they really go behind the scenes to let ya catch a glimpse of just what goes into a game. Here's a snip on the physics engine:

Viper has a very impressive servo-based system for simulating vehicles. They are able to drive and fly over almost any terrain. The truck in the first level of SpecOps navigates the terrain based only on a series of vertices, which tells the servo where the road is. The truck applies a velocity in the direction in which it wants to drive, and the motion forward causes the wheels to move a corresponding amount. The friction model will cause the wheels to slip on steep slopes. A similar system of servos allows the helicopter to navigate over the trees in the forest and land in the clearings. The best part about working with servos is that they can deal with all sorts of environments without any additional work. The worst part is that they can sometimes do unpredictable things that are hard to reproduce.

The article was quite technical, but def a good read. One cool thing I saw was that SO1 was originally going to be a 1st person game, but they switched to 3rd person view for some debugging and realized the game would be better played that way. Cool stuff.. 

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