SpecForce News Archives December 2002(db)
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December 2002   [Home]
Tuesday, December 31/2002
IGI2 interview [11:56:32 EST] by ~~ Rushian   Comments (0)      
Gamersclick has posted an interview with Innerloop's Managing Director, Henning Rokling, where they discuss IGI2: Covert Strike. Here's a snip on the game's tactical elements:
Most tactical games allow the player to make use of the environment to his or her advantage. Will this be the case for IGI2? Exactly how have you made this so?

HR:
You are constantly making use of the size of the landscapes, the hills where you can get an overview of bases/compounds with your binoculars, and hiding in vegetation. It's also possible to send the AI on a wild-goose chase to make your own progress easier. AI will for instance set off to explore and patrol and area if you make sounds by running close to them or create a bullet impact in their near vicinity. Use of cover in any form is vital for the stealthy player.
Monday, December 30/2002
IGI 2 demo dates /video [11:38:31 EST] by ~~ Rushian   Comments (0)      
The Codemasters IGI 2 site features a page detailing the public release of the MP and SP demos.

Basically, the MP public demo is slated for Friday, Jan 10th, 2pm GMT, 9am EST, while the SP demo is slated for less than a week later on Thursday, January 16th, 2pm GMT, 9am EST. A new video is planned for release on the 16th as well.

Here's some of the hype:
The IGI 2: Covert Strike playable demo calls for skilful stealth tactics but players also need to be sharp shooters when the need arises. The demo sees David Jones, our IGI (Institute for Geotactical Intelligence) agent, investigating the theft of an advanced nano-technology device by an organised crime syndicate.

The demo and video also showcase IGI 2: Covert Strike's incredible visuals, with detailed internal locations and massive outdoor environments with vistas rendered as far as the eye can see.
Looking forward to the SP demo actually...

STALKER interview [10:37:30 EST] by ~~ Rushian   Comments (0)      
The folks at ELiTeD have posted an interview with Oleg Javorsky, PR Manager for GSC Game World, developer of the sci-fi shooter S.T.A.L.K.E.R: Oblivion Lost. Here's a bit on the graphics engine the game uses:
S.T.A.L.K.E.R. has huge open terrains and a level of detail so great that it looks as if you could actually touch it. The engine behind all of this is called X-Ray, developed in-house. X-Ray is capable of delivering optimized T&L, 300,000 polygons per frame at 60fps, detailed character models at 500-10,000 polys, dynamic shadows, breakable lights, and the list goes on and on.
The interview includes 2 new pics too. Thanks Blue's News.

IGI2 preview [5:13:31 EST] by ~~ Rushian   Comments (0)      
GameSpy has posted a preview of Innerloop and Codemasters upcoming stealth shooter, IGI2: Covert Strike, based primarily on the MP test code.

IGI2 preview

Here's a snip:
The multiplayer beta test that we got to play was a limited version of what you can expect in the full game (tentatively scheduled for a February 2003 release). Along with a full single-player campaign, IGI 2 will ship with about five massive maps that blend expansive outdoor terrain with detailed building interiors for brutal close combat. From what we've seen so far of the game's multiplayer component, the results could be both predictable and unexpected.
I liked the first one, so I'm looking forward to this one as well.
Wednesday, December 18/2002
Two more DD2 reviews [4:34:22 EST] by ~~ Rushian   Comments (0)      
Two more Deadly Dozen 2: Pacific Theater reviews have hit the net.

The first one is up at PC.IGN, where it scores an 8.1 / 10. The entire review seems a bit critical, yet at the end, the game gets a pretty good score. Here's a snip:
And now, completely left out of the first game, is this fully implemented, full-blown multiplayer support. Standard modes we're all familiar with accentuate two real sellers, cooperative play and counter-operative play. Cooperative, as the name suggests, allows friends to partake in the entire singleplayer experience together, making the ride that much more enjoyable. Hell yes! Pacific Theater's version of counter-operative play (a name I take from Perfect Dark), is essentially the same kind of mission-based play, only people can also opt to be Japanese and prevent the American advance. You're right, that is very cool.
The next review is up at GameSpy, where it scores a 72 / 100. Here's some of the good stuff from that review:
The foliage isn't merely aesthetic. Since DD:PT allows kneeling and crawling, you can take advantage of the flora to move stealthily. This has a palpable effect on the detection radii of enemy soldiers, who can spot you standing out in the open from several hundred yards, yet fail to see you lying prone in tall grass from ten feet away. Speaking of distances, each of DD:PT's levels provides vast expanses of terrain covering several square miles. It's even more impressive given the fact that each map is bereft of annoying loading zones.
Gotta say, at the moment, DD2 is my favorite tactical shooter.. Look forward for more goodies from developer nFusion in the future as well..
Monday, December 16/2002
Tactical Operators Miniatures [4:56:17 EST] by ~~ Uziyahu   Comments (0)      
I was in Wal-Mart looking for a collectible music CD in a toy package when I stumbled across some incredibly realistic G.I. Joe-type dolls. They are called "Soldiers of the World", but click on over to the Raven Shield forum thread that got me thinking about them, again. I think you'll see what all of my positive impressions are about.
Saturday, December 14/2002
DD2 demo patch [1:05:03 EST] by ~~ Rushian   Comments (0)      
nFusion Interactive has released a patch for the Deadly Dozen 2 demo, bringing the version up to 2.35. Included fixes are map tweaks, bandwidth optimizations, and more.

IGI2 preview [0:41:08 EST] by ~~ Rushian   Comments (0)      
GameSpot has posted a quickie preview of Innerloop Studio's upcoming stealth shooter, IGI2: Covert Strike.

IGI2 preview

Here's a snip:
As in the single-player game, the emphasis will be on stealth and tactics, and players will actually be able to view real-time satellite data of their surroundings--including any units and armaments--using a map computer. This will not only be important for locating enemies and teammates, but it can also be used to assess the surrounding terrain, perhaps looking for somewhere to camp or conduct surveillance of a target.
Check out the screenshots too. Def looking nice. Release is set for Feb. 2003.

[Update]: ToTheGame has some screenshots too.

Splinter Cell PC demo soon [0:30:47 EST] by ~~ Rushian   Comments (0)      
According to a post on the UbiSoft forums, the PC demo of Splinter Cell will be released on Thursday December 19th.

Stay tuned...

VietCong demo [0:11:28 EST] by ~~ Rushian   Comments (0)      
In case ya haven't seen this posted anywhere else yet, a MP demo for Illusion Softworks' VietCong has been posted. Here's the list of mirrors:
bullet3D Gamers
bulletFileFront
bulletFileshack
bulletGamesWeb
bulletWorthplaying
bulletVietCong website
I don't know if it was due to high ping or what, but I couldn't seem to kill anybody.
Friday, December 13/2002
DD2 review [9:23:08 EST] by ~~ Rushian   Comments (0)      
Gamesplurge has posted a review of nFusion Interactive & Infogrames WWII squad shooter, Deadly Dozen 2: Pacific Theater, where is scores an unusual 14 / 20.

DD2 review

This is a poorly written review, so don't expect much.
Thursday, December 12/2002
Vietcong items [6:16:10 EST] by ~~ Rushian   Comments (0)      
The official Vietcong website has been updated with a developer diary that details the developer of the game (PTERODON) and the individual team members working on the project.

Next up, GamesRadar has posted a preview of the game as well. Here's some of the good stuff:
Despite being a squad-centric game, it takes Operation Flashpoint's approach of having you as an individual rather than Hidden & Dangerous' ability to skip quickly between each of your squad. "What we wanted to have is a believable experience," elaborates Jarek. "You play as Special Forces Sergeant Steven R Hawkins. You are playing him and have the ability to hear his thoughts on the current situation. You only control him: you can't shift to other characters. The rest of the team is also defined by the story. You can't choose them, but they're able to communicate with you.
Def a good read.

Hmm, tho, it appears the game will be more arcadey than tactical ("definitely don't expect Quake in the jungle and also don't expect deep soldier simulation or tactical strategy") which is a shame. Good thing there's another (or 2) 'Nam game coming. . .

Söldner interview [5:51:19 EST] by ~~ Rushian   Comments (0)      
I've been seeing news items on Söldner: Secret Wars for awhile, and it looks to be right up our alley. Its a military tacitcal shooter from developer Wings Simulations (Panzer Eilte), set for release in Q2, 2003.

As such, ActionVault has posted an interview with studio head Teut Weidemann where they discuss the game.

Soldner interview

Here's a slice:
Action Vault: Will the game have many different levels, and what were the primary design influences affecting them? What degree of world interactivity will there be?

Teut Weidemann:
There is only one level in Soldner, but it is HUGE - 6,500 x 3,500 kilometers huge. The reason was simple - to support all ranges of military weapons, we needed huge levels anyway, so why not connect all of them and make one big landscape? That's exactly what we did.

Our other design philosophy - "Everything you can see you can destroy". Simply said, every object in the game should have a reason in gameplay to be there. Trees can be run down, so you can't take cover in their leaves with your camouflaged soldier. Houses can be destroyed wall by wall to take out a pesky sniper hiding. No more camping in indestructible walls or houses. Larger explosives leave craters in the landscape, which can make vehicle crossing difficult but provide excellent cover.

Of course soldiers get their own share of landscape action - opening doors or blowing them apart, blowing holes into walls to ambush soldiers in houses, or even jumping through windows, shattering them and attacking enemies in behind.
Looks good so far; we'll see how it develops.
Sunday, December 8/2002
DD1 missions for DD2 [10:30:12 EST] by ~~ Rushian   Comments (0)      
Modder extraordinaire Andy C. has converted all of the DD1 maps to allow them to be played in DD2, in both SP and MP! The converted maps gain the new DD2 features such as the ability for your squad to go prone, better AI for your team and the enemy, ability to use the new weapons and items, etc. The only caveat is that while you'll be back in Europe, the enemies will still be Japanese. Andy's working on some Nazi skins as well to help fix that..

The missions are a bit tricky to get installed, but after the first one or two, the rest get easier, and full docs are included with each file. I highly recommend starting from DD1_Mission1 and working your way thru all 10 in order. Andy is even converting the 2 bonus DD1 missions, so stay tuned for those as well. (In fact, mission 12 is already done..)

The files can be found in the Deadly Dozen files section. The missions require that you have both DD1 and DD2 installed. Consider this the unofficial ex-pack for DD2...

[Update]: Mission 11 has now been added to the download list, so that makes a complete 'total conversion' from DD1 into DD2. Many thanks to Andy C. for all his work.
Tuesday, December 3/2002
DD2: PT review [6:28:49 EST] by ~~ Rushian   Comments (0)      
The folks at GameZone have reviewed Deadly Dozen 2: Pacific Theater where is scores a very solid 9.0. Here's some of the good stuff:
On another plus note, the game gives a good variance of missions to accomplish and things to do while engaged in them. One mission might have you infiltrating and destroying warehouses that intel has determined are housing supplies for the enemy … or you may have to go on a search and rescue for captured soldiers. In addition, you can also commandeer vehicles that you come across from time to time, such as fully moving and firing tanks and trucks, or utilize mines or rockets to take the vehicles out rather than drive them … again, it’s your call on how you think the mission will go smoother in the end.
Another great review for the game.. If you haven't yet picked this one up, it's selling for only 30 bucks, so ya can't go wrong. You'll get a lot of enjoyment out of it!

And the mods are about to start rolling in...
Sunday, December 1/2002
Vietcong shots [23:52:16 EST] by ~~ Rushian   Comments (0)      
3D Gamers has posted a few new screenshots from Illusion Softworks & Pterodon Studio's upcoming jungle shooter, Vietcong. Def looking sweet.

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