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Overzicht » Computer » Games » [PC] First person shooters 2007
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wzl-lid
Sinds 29/5/2005
T: 5 R: 1985
21/1/2007 - 15:37u | Quote
Release : Q1 2007

S.T.A.L.K.E.R.: Shadow of Chernobyl


Bioshock

Preview Gamespot

Screenshots

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Cinematics


Release Q2 or early Q3, 2007


Crysis



Unreal Tournament 2007


Features


Screenshots


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Cinematics



Enemy Territory: Quake Wars


Enemy Territory: Quake Wars Preview
I flew all the way to California to see the game, and are my arms tired!
by Pappy-R, 01/30/2006

Setting the scene:
You've most likely seen a rash of "sneak-peeks" for Enemy Territory: Quake Wars on the major gaming pages and in magazines recently, and on Thursday Jan 26th, a few online community sites were invited to a demonstration of the game. I was among this group and I can tell you straight up, I was hot for it. Sure I've seen the screenshots and video clip from E3, but a chance to see the game live and in person was too good to pass up. Some schedule re-arranging and travel plans later and I was on my way to meet up with some of the minds behind the game and more importantly in this case....the game itself.

Deep within the bowls of Activision we were met by id Software's Kevin Cloud (Artist and owner) and Marty Stratton (Biz dude) along with the owner and Lead Designer of Splash Damage, Paul Wedgwood. Paul would be driving the game's demonstration and questions would be fielded by Paul, Kevin and Marty. We were also told to interrupt with questions at anytime during the demonstration, which is pretty rare, but it made for a two-hour demo session that seemed to fly by in half an hour. Not a dull moment was had and now that you've got a mental picture of the event, it's time to introduce you to the newest entry in the Quake universe.

Powered By:
The first thing to note about all of the info in this preview is that at the state the game is in, just about anything is up for change. In other words, nothing is set in stone and anything you read from this point on concerning game play or content could easily change by the time the game is released. Now let's start with one of the things that won't change, the game's engine. A modified version of the DOOM 3 engine is being used and if you've been keeping an eye on the news pages about ET: QW, then you may have heard bout a little miracle called "Megatextures" developed by id's John Carmack (Owner and Technical Director). The process changes the way large outdoor areas are created and rendered offering a spectacular array of terrains that are huge, yet easy to make and detail with the tools developed by Splash Damage. The terrain also connects to different properties that would and do affect not only sound appropriate and give off the correct effects under fire, but also correctly distribute traction for the vehicles. In a way, this one huge, painted terrain acts as it should from gravel to pavement.

The graphics of the game are very strong and from the DOOM 3 base has come an engine that looks as great outdoors as it did indoors on it's first run around. The lighting will impact game play. We were shown one area under different and very realistic lighting circumstances (clear blue sky or near dusk) and you could easily see how you would have to approach things like tunnels differently since at one setting is was dark and foreboding, but in the other, the light streamed in to make it a much more friendly route. Before we move on, here's a little tech tidbit for you. A Megatexture all done up weighs in at about 6GB but once ready for the game it only takes up 8MB. Feel free to drool on your keyboards.

Before we can leave off talking about how the game looks we need to talk about the detail of the models. From the structures to the character weapons, everything is gorgeous and in the case of the vehicle and player models, a marriage of art and animation has been achieved with stunning success. The player models will show, in real time, just what the player is doing. You'll know if your buddy is covering you or getting ready to move on by just looking at him. Not unlike the way people are in the real world, go figure! Whether prone or running you'll be able to see if the player is looking down his gun sight or inching along for a better position. Iron sights were also a welcome addition for those times when accuracy counts more than spraying lead like it was on sale at Wal-Mart. The model animations for both classes look just great! The Strogg look menacing just standing there and when one is running right at you, it's impressive to say the least.

The vehicle models were some of the things shown that were unskinned, but more than half were all done up in their digital best. Each unit was easy to figure out what it did, except maybe a couple of the Strogg units, but once the introductions were made I knew we'd fast be friends when the game came out. The vehicles themselves are also one of the best examples of the game's physics engine. If a transport has twelve wheels on the ground (Tank), then all of those wheels will be contact points and react realistically with the surface it's driving on. At the time of the demonstration, it was also possible to damage vehicles by blowing their wheels off. Very kool!

Working or piloting the vehicles seemed easy to do and the cockpits are vibrant and accurate displays that others in the vehicle could actually read and react to. And again on the topic of physics, the Strogg have different technology than the GDF (of course!) and the vehicles are as far from carbon copies as you're going to see. The Strogg flying toys use gravitational forces and while aerobatic stunts are possible for both technologies, they happen differently which gives each side varied strengths and weaknesses.

Game play:
While much of ET: Quake Wars game play is still likely to change with tweaking and balancing, let me lay down the basics for the uninitiated. This is a team game and there is no "psycho lone gunman" in T..E..A..M. The back-story is of course that this is what started it all between us and the Strogg. They've come to Earth with a slightly more ambitious agenda than other fictional invasions. These guys not only want our planet, but they want us as well! The Strogg are a race that exist through a combination of biological and mechanical body parts, and we happen to be their new parts farm. We on the other hand, have a different destiny planned and so the Quake Wars begin.

The basis of the game is simple. Two teams with goals, and included in those goals is the destruction of all those on the other side. The game is class based which means each side is made up of players with different weapon load outs, abilities and functions. This concept isn't new by any stretch, but the way ET: Quake Wars is going about it is. Normally you have two sides that are completely symmetrical. Each side has the same pistol, machineguns, rifles, explosives which are basically reskinned versions of the same thing for each team. In this game we get two asymmetrical teams with different ways of doing everything from healing to getting reinforcements.

Even the vehicles are far more than carbon copies of each other and selecting your favourite race may become more of a hardcore choice than ever before. Team work is being rewarded like never before with a points system and even persistent ranking is planned for the game. You can however take off for a little solo action with the way the game's goals will be given out. The new system also should make the game very newbie friendly since one player can be given not only a small accomplishable goal through the games info systems, but he'll be guided through what is needed to get the job done. It's also done in a way that won't annoy more experienced players and those working together in squads.

Overall:
At the end of the day I was stoked. The game looked and sounded incredible as details were explained and suffice it to say that if your a fan of the big class based team games already, then nothing will come close to the intensity and depth of Enemy Territory: Quake Wars. If your not into this kind of play yet, then doing it in the Quake universe maybe just the ticket for you. A couple of last points for the drooling amongst you. There will be a demo before the games release and PunkBuster support is planned. So far there are campaign and Tournament (Like RtCW's Stopwatch mode) modes planned. I can't wait for this one and I think it's just what the doctor ordered for the kind of large-scale battle I've always craved but never found in WW II themed games. By the way, I've chosen the Strogg as my race to play so all you humans can just get ready to become...useful.



Screenshots

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Cinematics


Sry als ik topics of andere fps vergeten ben ^^, post ze anders hier. Ik wilde gwn een goed overzicht geven.



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Je moet ingelogd zijn om te stemmen...
Apo 3.352
wzl-lid
Sinds 12/12/2004
T:21 - R:249
26/1/2007 - 7:44u | Quote
waar staat de optie geen ?
 
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