RTCW 2 in Entwicklung

In den Attached Thumbnails findet man eine E-Mail von John Carmack, der uns über die Entwicklung von Return to Castle Wolfenstein 2 aufklärt. Es gab einige Verwirrung in der Online Szene, ob Quake Wars nun der Nachfolger RTCWs wäre, was natürlich vollkommener Quatsch ist, wo doch Hollenshead das Spiel bereits 2004 ankündigte, aber manch einer braucht’s halt Schwarz auf Weiß 😉

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It has nothing to do with Wolf. The „Enemy Territory“ name is due to Splash Damage’s multiplayer design skills being the drive behind thegame. There could be other ET games in the future in different settings.
John Carmack

quelle

Quake4.. neues Material

Gestern Abend las man auf planetquake.de von einem neuen Video Interview mit Todd Hollenshead, der sich über die Xbox Version von Quake4 befragen ließ. Es brach gleich entsetzen aus, als Todd Hollenshead ansprach, dass Quake Wars der nächste MP Kracher und somit die armen Quaker vernachlässigt würden.
Zudem nannte er, es würde tatsächlich mehr am Singleplayer gepfeilt, schrecklich. 🙂 Allerdings sollte man auf das Geweine nicht allzuviel geben, denn lauscht man den Worten Todd Hollensheads, wie „Killer Multiplayer Komponente“, oder „..shooting, moving, all the true pure skill aspects of multiplayer“, dann bekommt man doch genau das geboten, was man möchte. 😉
Es werden auch neue ingame Szenen gezeigt, also auf jeden fall angucken.
Um abzuschließen wähle ich die Worte von Todd: „..it absolutely kicks ass“ 🙂

Video Interview (IGN.com)

Beyondunreal.com wollte sich, nach der Ankündigung, Gears of War würde doch für den Pc erscheinen, noch einmal absichern, und zog Mark Reign, braucht man nicht kennen, zur Seite, der genauere Auskunft gab, als sein Kollege. Wenn nichteinmal die interne Kommunikation klappt, fragt man sich, was das heißen sollte: „Wir arbeiten eng mit der Community zusammen“. 🙂 Nach Aussagen Mark Reigns, wird Gears of War ausschließlich für die Xbox entwickelt.

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Gears of War is an Xbox360 exclusive. We’re developing it specifically to take advantage of the power and features of the console. All of the work on Gears between now and when we ship is toward creating the ultimate Xbox360 game.

Could we, in the future, adapt Gears for Windows just as Microsoft did with Halo? Sure we could and, as you can see from J Allard’s comments, Microsoft is clearly cool with that idea. But we’re a long way off from thinking about that. Right now our only goal is to make Gears one of the „must have“ titles for Xbox360 and judging by reaction to our relatively early showing at E3 we’re well on our way toward achieving that. One major web site, 1UP.com, already voted us their Best Xbox360 Game in their Best of E3 roundup!

News @ BU.com

Auf der E3 sorgte das Spiel „Gears of Wars“, dass dort auf der Xbox360 vorgeführt wurde, für großes Aufsehen. Nun nahm man an, da auch nichts andere bestätigt wurde, dass das auf der Unreal 3 Engine basierende Spiel, nur für die Xbox released würde. Doch Ein Artikel auf Eurogamer verrät uns, dass „Gears Of war“ tatsächlich auf beiden Plattformen erscheint.
Im Übrigen kann man sich die beeindruckenden „Gears of War“ Trailer nochmals zu Gemüte führen, oder gar zum ersten Mal in diese Welt eintauchen (attached links).

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Eurogamer: But is that exclusive to Xbox?

J Allard: It’s Xbox and PC.

Eurogamer: It’s interesting. Why have you not made those Xbox/PC titles like Call Of Duty 2, Quake 4 exclusive to Xbox 360?

J Allard: I always get back to the gamers. Every decision we make is really focused on what the gamers want. A ton of our gamers are dual gamers meaning that they have PC and console because they prefer some aspects of PC, especially in FPSs. Okay, should we really make Quake an exclusive that you can’t play on PC.

Eurogamer: You did exactly that with Halo, though, and that’s the point. You yanked it off PC and made it an Xbox exclusive.

J Allard: No, no. We published Halo on both PC and Mac.

Eurogamer: Yes, but that was about two years later!

J Allard: We didn’t talk about sequencing. Gears Of War will be on both platforms, but it might be on one before the other. That’s a little bit more of a game time decision.

Screenshots: Screenshots von Gears of War
Trailer: Gears of War Trailer on IGN.com

Preview: Quake 4 auf 1up.com

Eine Nachfassung eines Artikels auf 1UP.com birgt zwar keine neuen Informationen zu Quake4, doch hinterlässt einen besseren Eindruck zu dem Spiel, als die meisten anderen Previews (außer: ) 🙂

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[…] Quake 4 uses the Doom 3 engine to beautify all of the killing for you, and, frankly, the first five or 10 minutes of the demo that id was showing at the Activision booth looked a bit too much like Doom 3 for some of the folks I watched it with, featuring lots of dark corridors and flashing lights and ugly monsters. Had I been in charge of putting together this demo, I would have started with the second segment they showed — the „stroggification“ of the game’s main character, which is as creepy of a cutscene as I’ve seen in a long time, and which elicited audible laughs and groans from the demo audience. Finally, the demo finished with a brief look at some of the multiplayer vehicular combat, which looks good if not overly original, at this point in time.

All of which is to say, as Douglas Adams once said: Don’t panic. Quake 4 looked a lot better to me in person at Raven’s office than it did at this brief demo, where it was just impossible to see the kind of thought and detail going into the game. You may remain skeptical now if you like, but I’m still on board.

Q4 PC Preview from 1Up.com

Happy Birthday Unreal

Gestern am 22.05.2005 hat Unreal seinen 7. Geburtstag gefeiert. Anscheinend hat Epic den Jahrestag vergessen, bzw ignoriert ihn, um das schlechte Gewissen über die letzten Nachfolger zu meiden. 😉
Doch genug, Happy Birthday Unreal =)

Unreal Engine 3 Artikel

TeleFragged.com präsentiert seinen Lesern einen Artikel über die Technologie, die hinter Titeln wie Unreal Tournament 2007, Gears of War und weiteren spielen, steckt.

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This not a preview for Unreal Tournament 2007 or for Epic’s new title Gears of War. There are plenty of previews out there that show off the gameplay, and they both certainly look very impressive. On top of these, Epic decided to separately show off the incredible new technology going into the engine behind their new games (and what I’m sure will be countless other games over the next five or more years). What this preview covers is the Unreal Engine 3, which represents the largest single change to Epic’s flagship game engine since they started licensing it out years and years ago.

UEngine3 Artikel

Duke Nukem Forever ;-)

3D Realms gibt neue Infos rund um Duke Nukem Forever an. Im 3D Realms Forum wurden Fragen einiger User von George Broussard (3D Realms) beantwortet. Laut Gamestar.de sucht man aber vergeblich nach wirklich interessanten Neuigkeiten. Allerdings wurde bekannt, dass das Spiel intern auf 9800 Pro- und 6800GT-Grafikkarten läuft.

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„Des Weiteren bestätigte George, dass der Spielverlauf in Levels unterteilt ist und aktuell bereits 15 verschiedene Gegner eingebaut wurden. Auch auf die legendären Bosskämpfe müssen Sie im fertigen Spiel nicht verzichten.“

gamestar.de

Quake 4 Preview

Ein weiteres kleines Preview zu Quake4 findet man die Tage auf actiontrip.com. Im Artikel wird grob die Geschichte hinter Q4 angeschnitten.

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In all, Quake IV looks like it may be the first great game using the Doom3 engine. It looks like it has a good single player game that does not limit the player to cramped, dark corridors. It also appears to have squad mates to back you up in fire fights and craft you can pilot as you try to bring the Strogg menace to its knees. Still not convinced Quake IV is doing it right? Then make your decision based on this final bit of info: the assault rife has a flash light in the stock that can be used without switching out the weapon.

Quake 4 Hands-on Preview

UT2007 Interview

Beyondunreal hat einen Schützling zur E3 geschickt, auf welcher Steve Polge, seines Zeichens Programmierer bei Epic und Lead Designer von UT2007, sich zum Interview stellte:

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BeyondUnreal: What specific changes have been made to dodging and movement? Are wall kicks or dodge-jumps going to be removed?

Steve Polge: All the movement abilities from UT2004 are still there. So you’ve got double-jump, you still have dodge-jump: The biggest thing we’ve done is fine tuning and tweaking the existing movement to get it exactly how we want. We’ll be in the hallway after a play session arguing about whether the jump higher should be 4 units heigher or whatever. But the biggest change is really that we’ve increased the feel of gravity. And that makes the world feel a little more solid and less floaty. What it ends up doing is, while you still have all those movements, they’re not quite as dramatic. You’re not feeling like you’re floating through the air. What we’re trying to do in our play sessions is perfect the combat. We also do a lot of play sessions of UT and UT2004 and kind of compare where we’re going and if we’re happy with the changes we’re making. You still have all those things a good player can take advantage of. By reducing the amplitude of the dodgeing movements, the fighting is more controlled in a way that allows the it to be more „in your face,“ closer and more personal, and that’s really one of the things we’re going for.

BeyondUnreal: Will that have a secondary shield function on it like we saw in UT2004?

Steve Polge: It won’t have a shield function, but it will have some kind of secondary function that, ah, and we’re still trying to figure that out, whether it’s a deflection kind of thing like we had in the original UT, or we’ve had some other ideas that haven’t been finalized. We won’t have any melee weapons like UC2, really we look at those as kind of different branches of the Unreal family. With UC2 we wanted more of a console friendly, fighter/shooter combo, but this game is more traditional deathmatch with of course, the addition of vehicles.

Steve Polge: We’re going back to the impact hammer. (Steve smiles deviously, again)

Beyondunreal.com Interview