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1Up interview with Ravens Creative Director Eric Bessman
WolfensteinYes, we know that Wolfenstein's release date follows the id Software convention of "when it's done," but we'll be surprised if it doesn't manage to hit shelves by the holidays next year. It's been a bit of a while since we've seen anything on Raven's installment of the legendary franchise (remember, pretty much all first-person shooters trace their lineage to the goofy pseudo-3D FPS where you fight Mecha-Hitler at the end), so we sent some questions to Creative Director Eric Biessman over at Raven. Here, he touches on topics such as where the heck the supernatural dimension known as the Veil came from, what's it like to give the player special powers, and how id and Raven are totally best friends forever.

1UP: Can you talk about how much id contributes to Wolfenstein's development? Is it pretty much 100 percent Raven, with id providing a John Han***** or two when needed, or is id more intimately involved?

Eric Biessman: Raven and id have worked very closely throughout the development of Wolfenstein. There's a rich history in the license, and we've worked hard to push forward new ideas and gameplay while still retaining the flavor and characters that are a part of the world. We're lucky, because id and Raven have a great history of working together. Some of Raven's first titles were done hand-in-hand with id -- from Heretic to Hexen 2 -- and we've had the pleasure of doing many projects on id technology. Because of this, we've got a really good chemistry of openness and an ease in communication -- it's a great collaboration. If I have a question for [designer] Kevin Cloud at id, I'm always open to drop an IM, e-mail, call, or even set up a videoconference so we can look at the game together. It's worked out great, from brainstorming new ideas to getting solid feedback as we implement things into the game.

Posted by ADMIN on Monday, December 15 @ 14:10:33 MST (18 reads)
(Read More... | 9318 bytes more | comments? | Score: 4)
Endrant Studios to co-develop Wolfenstein
WolfensteinEndrant Studios has announced the opening of its doors and its first project - a co-development partnership with Raven Software and Activision Blizzard on id Software's upcoming Wolfenstein game. "Our goal is to make exciting, fun and accessible games that translate to the masses," said Ben Smedstad, creative director and co-owner. "Our backgrounds and experience enable us to be more creative, more focused and deliver a higher quality game no matter what the platform." Endrant Studios is based outside London in Sevenoaks, Kent. "The pool of talent in the UK was the driving force behind us choosing to set up in England," said Neil Postlethwaite, managing director and co-owner. "Although the incentives in other countries were tempting, the experience and talent available in the UK is what kept us here." On Wolfenstein, Endrant will be focusing primarily on multi-player development.
Posted by SPLIN on Thursday, July 17 @ 23:05:49 MDT (396 reads)
(comments? | Score: 0)
Carmack frees Quake
QuakeCon 2008Godfather of deathmatch spills the beans on Quake Live and why Crysis isn't the future of PC gaming

PC Gamer: What inspired you to resurrect Quake III Arena as Quake Live?

John Carmack: At the very highest level, Quake Live - what we originally called Quake Zero - was one of my experiments about what we could do usefully on the PC platform. The consoles are very good machines for a lot of things, but there are some things the PC platform uniquely does better, such as anything having to do with a web browser and the superior mouse & keyboard interface. [Those things are] pretty darn good reasons to be playing on the PC, and we’re also trying out an innovative business strategy that could pave the way for the future.

 
Above: In-game advertising will bankroll Quake Live, but won’t warn your dumb ass about incoming fire

Read More...

Posted by SPLIN on Friday, June 27 @ 20:30:06 MDT (539 reads)
(Read More... | 7418 bytes more | 1 comment | Score: 5)
RTCW File Downloader
Return to Castle WolfensteinADMIN writes "
 


Download Here

RTCW http downloader v1.0
by: S4NDM4NN

=============
=   About   =
=============

Anybody who has played newer games knows what http downloads are. They make getting
custom maps faster, and much less frustrating. The idea of adding http downloads to
RTCW came to me while waiting for a map to download from a server. I began looking
around the web and found there are similar solutions for other games and now even
for RTCW( http://www.rtcwmapdownloader.tk/ ). The programs are great, but I wanted to
go a bit further and add the download function directly into the game. This is what
RTCW http downloader v1.0 has accomplished.
Read More..."
Posted by SPLIN on Monday, June 09 @ 18:27:10 MDT (603 reads)
(Read More... | 3191 bytes more | 1 comment | Score: 5)
Grand Theft Auto: IV
GTA: IVADMIN writes "Rockstar Games are bringing Grand Theft Auto IV to Xbox 360 and PlayStation 3 on April 29, 2008.

Main GTA IV Info
Here is a short list of information tidbits regarding the game:
  • Main Character: Niko Bellic
  • Single Player: Yes
  • Multi-player: Yes, 15 modes including Hangman's NOOSE, Team Car Jack City, Bomb da Base, Bomb da Base II, Mafia Work, Team Mafiya Work, Deathmatch, Team Deathmatch, Turf War, Cops n' Crooks, Race, GTA Race, Deal Breaker, Free Mode and one more unknown mode.
  • Episodic Content: Two pieces of content for Xbox 360 in 2008/2009, possibly PS3 later on
  • Graphics: Uses Rockstar Advanced Graphics Engine (RAGE)
  • Physics: Uses NaturalMotion euphoria
  • Location: Liberty City, broken up into five areas:
    • Brooklyn is Broker
    • Manhattan is Algonquin
    • Queens is Dukes
    • The Bronx is Bohan
    • New Jersey is Alderney
  • Sea/Air: Helicopters and boats but no planes
The Story
What does the American dream mean today? For Niko Bellic fresh off the boat from Europe, it is the hope he can escape his past. For his cousin, Roman, it is the vision that together they find fortune in Liberty City, gateway to the land of opportunity. As they slip into debt and get dragged into a criminal underworld by a series of shysters, thieves and sociopaths, they discover that the reality is very different from the dream in a city that worships money and status, and is heaven for those who have them and a living nightmare for those who don't.

The Character: Niko Bellic
Niko Bellic is the main character and is described by Rockstar as "tough." His home was in Eastern Europe, and he likely may never have traveled to Liberty City if it wasn't for his cousin Roman who is described as a "friendly buffoon" by Rockstar. Life wasn't going well, and Bellic turns up in Liberty City because he's been receiving e-mails from Roman that are full of lies about how great he is doing in America. Roman is actually in trouble.


However, Niko knows that Roman is the only person he knows in America. Roman serves as one of his main friends, motivations, and connections at the start of the game. Unlike San Andreas, players won't get a chance to see Bellic in his homeland. You will see his life unfold from the moment he steps into Liberty City.

Why Go Back To Liberty City?
Dan Houser, the creative vice president of Rockstar Games had the following answer when asked why Liberty City was chosen for GTA IV:
"[New York City] is an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had that impact. It has all of these iconic things that you couldn't put into a game before."
In another magazine article, Houser explained again with this:
"We've always wanted to do New York properly. With GTA III, we were dealing with so many technical issues and design issues about making a game like that, that we didn't really think that trying to make somewhere like a real place was important at the time and then we discovered later that that gave an added element of content to the place.

We've got a full time team of researchers and photographers in the office in New York who get emails from the artists in Scotland saying, "Hey can you find out what this building's like, or what the traffic flow's like around here?" or the designers want to find out how the law systems work. We wouldn't be as confident doing a next-gen game the way we wanted, somewhere we didn't have a base."
Source: PlanetGTA
"
Posted by SPLIN on Monday, April 28 @ 11:27:01 MDT (35 reads)
(comments? | Score: 0)
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