Tuesday, June 17, 2008

Mercenaries 2: World in Flames Hands-On

With a career that involves negotiating with warlords and avoiding a near-constant hailstorm of bullets, mercenaries live by a simple but reassuring motto: "Everybody pays." But occasionally, a client will fail to abide by this creed. That's when things turn sour and business partners become enemies. So begins Mercenaries 2: World in Flames, the sequel to a game that earned critical acclaim for its unabashed focus on sandbox mayhem and real-world political themes. We were recently able to play our way through a handful of Mercenaries 2's introductory missions. While brief, it was enough time to see that the formula that made the first game so appealing has been preserved nicely despite the 14,000 kilometer move from North Korea to Venezuela.

The first mission in Mercenaries 2 finds you working for a mysterious but undeniably charming man named Ramon Solano. He's asked you to rescue a military officer who's recently been taken captive by some of the renegade troops running around this fictionalized Venezuela. You start out the mission in style: cruising through the open seas on a speedboat. Pandemic has decided to introduce you to your newfound ability to hit the sea from the get-go because, perhaps, these new maritime vehicles will become a common sight in the game. The world map, which is said to be 8x8 kilometers in size with a 2.5 kilometer draw distance, is covered by a hefty amount of open sea. When not running through condensed versions of such major Venezuelan cities as Maracaibo, Caracas, and Valencia, you'll be bouncing through the waves in between the game's several islands.

After navigating your way through a narrow passageway of seaside cliffs, you'll wind up in a calm bay isolated from the dangers of the high sea. But it's not isolated from soldiers armed to the teeth with assault rifles, so just as you step off the boat, you'll immediately need to engage in some heavy warfare. From here, it's the familiar Mercenaries style of run-and-gun combat. Those who've spent much time with this year's other big sandbox game, Grand Theft Auto IV, may find themselves instinctively reaching for the cover button. But unfortunately, a cover system is not one of the features Pandemic has added to Mercenaries 2. With heavily destructible environments operating under the Havok physics engine, Pandemic decided it wouldn't make much sense to give you the opportunity to hide behind objects that would just get blown up anyways. Still, in our time with the game, we felt like we could really use it.

But one thing Pandemic has decided to work toward is--to quote creative director Cameron Brown--the "world's biggest explosion." A lofty goal, to be sure. And while that may be pie-in-the-sky thinking, you can really get a sense of Pandemic's dedication to ramping up the chaos that made the first Mercenaries so appealing. Even in this first mission, we were given the opportunity to call in an airstrike when met with a tall, stone gate. Once you've unlocked everything there is to get, you'll be able to call in airstrikes using the likes of daisy cutters, manually laser-guided bombs, tactical nuclear bombs, and even a little number called the Mother of All Bombs--or MOAB for short.

Once we got past this gate, it was time to hijack a jeep. We could have had the chance to test out the new Quick-Time Event minigame required to hijack a nearby tank were it not for the fact that our poorly aimed airstrike took out the gate in addition to the tank. But no matter--we were off and on our way, still on the lookout for that captured officer. Cruising through the windy dirt roads of mountainous Venezuela, we ran into several pockets of armed soldiers. Eventually, we found a shanty town up in the hills, divided several times over by a series of switchback roads crossing through the village. Rather than take the road, we decided to test out the destructible environments by putting these shacks in an unfair fight against our jeep. Sadly, the shacks lost. But it's not just the shanty towns that can be taken down. Later in the game, when you make your way to the big city, you'll be able to knock down entire buildings. The explosions in the game look really nice, too. From the sweltering fire effects to the way buildings topple over rather than burst into pieces, the attention paid to making the environment more fun to destroy seems to have worked out well.

Finally, we found our man. The officer, Carmona, was being held in an underground jail cell. We managed to rescue him and bring him back to Solano. But unfortunately, Solano's idea of a reward is to have you killed. He'd been planning on staging a coup to assume control of Venezuela, and with you having just Ramboed your way though scores of armed soldiers, he sees you as a potential threat down the line. But just as the gun is drawn, you take off running and manage to escape no worse for the wear--except for the bullet lodged in your posterior. This opening sequence plays out a little differently depending on whether you choose Mattias, Chris, or Jennifer, but the basic gist is the same: You've been wronged and now you're out for vengeance. This tale of revenge is one of the themes Pandemic has added to the storyline to give it a personal touch rather than having you play the cold-blooded mercenary who's only out to get paid.

In the next mission, you need to find a center of operations. You then kill two birds with one stone by ambushing one of Solano's estates to take it over. While racing to this location, you may discover a few things about the roads: There aren't many pedestrians because most of the locales are occupied military zones and the few there are can't be run over without losing money. It isn't terribly grisly when you do run someone over. This seems to fall in line with Pandemic's focus on exaggerated, over-the-top violence to help maintain the Teen rating for which it is aiming.

But eventually, you'll get your compound and start on a journey that will align you with several warring factions in a war-torn Venezuela that's just about ready to fall apart at any moment. In our demo, we really enjoyed the scope of the new setting. The visibility was surprisingly in terms of distance, especially from elevated terrain. While the visuals displayed some hiccups common in unfinished builds, the actual explosions and demolitions looked great. We'll be looking forward to future coverage so we can further explore the diverse Venezuelan terrain--not to mention some of the more intriguing new features like the ability to create your own private military company and online co-op.

Mercenaries 2 is scheduled for release on the Xbox 360, PlayStation 3, PC and PlayStation 2. The primary difference among them--besides the obvious visual disparity--is that the PlayStation 2 version will not support co-op multiplayer like the current-gen versions. You can expect to see the game arrive on August 31.

Battlefield: Bad Company Hands On

Though the Battlefield series has always been known as one of the leaders of multiplayer military warfare, the newest console edition, Battlefield: Bad Company, comes packed with a complete single-player campaign as well. As the name suggests, you are part of a company, Company B, and it's your job to quell the seemingly never-ending stampede of evil enemy soldiers. After playing through the first five levels of the campaign, we come bearing impressions on the transition to single-player combat.

The most noteworthy element in Bad Company's campaign is the sheer destructive ability your weapons carry. Ancient deciduous forests come crashing down with the blast of machine-gun fire, changing the face of battlefields midbattle. The ever-changing aspect of battle adds a level of chaos to the proceedings, and because you can't interact with trees once they've been uprooted, hiding from enemies becomes a quest to find more-permanent cover rather than a tactic of simply hunkering down and waiting out the storm.

The destructive element comes into play away from forests, too. You can also level buildings, though they require a slightly more powerful weapon--grenades--which you can throw against walls and through windows to expose cowering soldiers. Unfortunately, the buildings combust in a predetermined way; we encountered one instance where a gas tank positioned in a corner tore down one wall when ignited, but left another standing strong. Still, even though we couldn't bring buildings all the way down, we could reduce them to little more than freestanding staircases and untrustworthy floors.

Aside from the standard array of military weapons, we were given a few tools that made wanton destruction the most logical strategy for disposing of enemy forces. There are C4 explosives, which can be used not only to destroy objectives (such as a missile launcher), but to destroy enemy tanks and annoyingly placed buildings as well. But even more enjoyable than C4 is the mortar strike. Though our commanding officer told us to use this extremely powerful device to dispose of tanks and other enemy vehicles that are difficult to destroy with normal weapons, we found it more fun to use against ground troops and any object we felt should be razed. Instead of being given a finite number of uses like with the C4 bombs, we only had to wait for the time bar to refill before we could unleash another attack from above. It may be unsporting, but it's so satisfying to blow up one stranded soldier with a weapon designed to decimate a bridge.

The oddest quirk in the campaign is how healing is handled. Unlike many other shooters out there, Bad Company doesn't allow your character to automatically regenerate health. But it does have another method that, when used properly, made us virtually invincible: We could jab a long needle into our character's chest whenever he neared death. There is no limit to how often you can use this important device, save for a brief timer between uses. Like the air strike controller, a time bar refilled whenever we healed ourselves. Bolstered by our speedy recovery, we found ourselves running into battle with our gun put away and the needle out, absorbing bullets the whole time, then thrusting the needle into our chest and finally knifing enemies when we reached them. Combined with the unrelenting destruction, it made for a fast-paced, action-oriented spin on a military shooter.

Anyone expecting a multiplayer-heavy game with a shallow single-player campaign tossed in will be pleasantly surprised by Bad Company. There is real depth here, and with the camaraderie of your fellow soldiers pushing the story, it makes for a riveting journey through a desolate world. With a sprawling combat zone in which you can choose your own path to destroy enemies and well-designed sound that brings the horrors of war right into your living room, Bad Company is something those hungry for military action should keep their eyes on.

GTZ 280 Hands on preview

The PC gaming industry is undergoing a transition period, but that isn't slowing down the pace of graphics innovation. The industry is shifting from retail to digital distribution, and the current generation of consoles have adopted many features previously available only on the PC, such as HD graphics and pervasive online multiplayer support. The current consoles are much stronger competition in this time around, but the PC platform is up to the challenge. Industry heavyweights including Microsoft, Activision, Intel, Nvidia, and AMD have formed the PC Gaming Alliance to reinvigorate PC gaming by making it easier and more accessible to gamers. The PC still has its greatest advantage, a steady stream of new CPUs and GPUs that ensure that the PC platform's computational power is always several generations ahead of the consoles. Nvidia has increased the PC graphics lead one step further with today's release of the first GeForce 200 series GPU, the GeForce GTX 280.

The GeForce GTX 280 takes over for the GeForce 9800 GTX as Nvidia's latest and most powerful DirectX 10 GPU. The new GeForce GTX 280 actually compares best with the GeForce 9800 GX2 which has two GeForce 9800 GTX processors on a single card. The GeForce 9 series might be the most short-lived Nvidia GeForce generation we've ever seen, but the GeForce 9's brief life span makes sense when you consider that the GeForce 9800 GTX GPU was basically a die shrink of the GeForce 8800 GTX with some minor memory-interface revisions. Shrinking the die is an efficiency play that moves an existing chip design to a newer manufacturing process and results in smaller chips. The die shrink reduces costs because more chips can fit onto each silicon wafer, and it can often increase GPU performance because smaller chips can achieve higher operating speeds.

GeForce 9800 GX2 owners might want to avert their eyes.

The GeForce GTX 280 has 240 stream processors, almost double the number of processors on the GeForce 9800 GTX, and Nvidia has optimized the new chip architecture to squeeze even more performance out of each processor. Nvidia bumped up the onboard memory to 1GB for a single GPU and widened the memory interface to 512-bit to improve performance at high resolutions with antialiasing enabled. The performance doesn't come cheap--the GeForce GTX 280 comes with a very top-of-the-line $649 MSRP. However, the GTX 280 is only half of the GeForce GTX 200 launch. Nvidia plans to release the slightly less powerful, but much more affordable GeForce GTX 260 next week on June 26, 2008. The $399 GeForce GTX 260 will have 192 stream processors, 896MB of memory, and a 448-bit memory interface.

The GTX 280 continues Nvidia's commitment to evolving the video card into a more consumer-friendly product. The entire dual-slot card is encased in a glossy, molded shell, and the new design hides the card's SLI connector and audio port beneath rubberized covers. It's really only a matter of time before a designer extends out the shell to hide the PCI Express connector, the last exposed portion of the card's PCB shame.

GPU GeForce GTX 280 GeForce GTX 260 GeForce 9800 GX2 GeForce 9800 GTX
Current price $649 $399 $499 $269
Processor cores 240 192 256 128
Processor clock 1.3GHz 1.24GHz 1.5GHz 1.69GHz
Core Clock 602MHz 576MHz 600MHz 675MHz
Memory 1GB 896MB 512MBx2 512MB
Memory Clock 2.2GHz(DDR) 2GHz(DDR) 2GHz(DDR) 2GHz(DDR)
Memory Interface 512-bit 488-bit 256-bit 256-bit

Nvidia added more open space around the 8-pin and 6-pin power connectors to accommodate larger power plugs. The GeForce 9800 cards had less clearance around the power connectors, which forced users to either find a power adapter or snap off the extra plastic to get power cables to seat properly. Nvidia recommends using a 550W power supply with at least 40A on the 12V rail for a single GeForce GTX 280. Cards will work in 2-way and 3-way SLI, provided you have an SLI-enabled motherboard with the appropriate number of PCI Express slots.

The card has two dual-link, HDCP-compliant DVI-I outputs and a 7-pin analog connector that can output S-Video as well as composite and component with the appropriate cable dongle. HDMI output comes via a DVI-to-HDMI adapter, but you'll need to jack a SPDIF audio feed to the top of the card if you want to get sound integrated into the HDMI-out. As with all recent Nvidia GPUs, the GeForce GTX 200 series has PureVideo support that provides full decode acceleration for all popular HD file formats.

The GTX 200 GPUs also have smarter power management features that can automatically detect and throttle the chip's power depending on how much 3D-performance the system needs. According to Nvidia, the GeForce 280 GTX will only consume 25-35W when running in desktop mode or while playing a Blu-ray movie, but it can ramp up to full power, approximately 236W, when it's time to fire up Call of Duty 4. The GTX 200 GPUs also support Nvidia's HybridPower feature that can switch all graphics work over to the motherboard graphics chip for low-intensity, nongaming applications provided you have a motherboard with an nForce 780a or 790i chipset.

Nvidia GeForce GTX 280 Performance

(Longer bars indicate better performance)

3DMark Vantage, Performance Test

GeForce GTX 280 1GB
10276
GeForce 9800 GX2 512MBx2
9521
GeForce 9800 GTX SLI 512MBx2
10048
GeForce 9800 GTX 512MB
5879

3DMark Vantage, Extreme Test

GeForce GTX 280 1GB
4902
GeForce 9800 GX2 512MBx2
3509
GeForce 9800 GTX SLI 512MBx2
3716
GeForce 9800 GTX 512MB
2102

3DMark06, 1280x1024

GeForce GTX 280 1GB
13811
GeForce 9800 GX2 512MBx2
14260
GeForce 9800 GTX SLI 512MBx2
14451
GeForce 9800 GTX 512MB
13408

3DMark06, 2048x1535 4xAA/8xAF

GeForce GTX 280 1GB
9565
GeForce 9800 GX2 512MBx2
10544
GeForce 9800 GTX SLI 512MBx2
10925
GeForce 9800 GTX 512MB
6636

Crysis, High Quality, 1600x1200, 4xAA

GeForce GTX 280 1GB
36
GeForce 9800 GX2 512MBx2
23
GeForce 9800 GTX SLI 512MBx2
22
GeForce 9800 GTX 512MB
18

Call of Duty 4, Max Quality, 1920x1440, 4xAA

GeForce GTX 280 1GB
75
GeForce 9800 GX2 512MBx2
80
GeForce 9800 GTX SLI 512MBx2
78
GeForce 9800 GTX 512MB
54

Team Fortress 2, High Quality, 2048x1536, 8xAA/16xAF

GeForce GTX 280 1GB
95
GeForce 9800 GX2 512MBx2
93
GeForce 9800 GTX SLI 512MBx2
83
GeForce 9800 GTX 512MB
73
System Setup: Intel Core 2 Extreme QX9650, EVGA 780 SLI motherboard, 2GB Corsair DDR2 (1GBx2), Seagate 7200.11 750GB Hard Disk Drive, Windows Vista 32-bit SP1. Graphics Cards: GeForce GTX 280 1GB, GeForce 9800 GX2 1GB (512MBx2), GeForce 9800 GTX 512MB. Graphics Drivers: Nvidia ForceWare beta 177.26, Nvidia ForceWare 175.16.

The performance tests show us that the GeForce GTX 280's 240 stream processors are very capable of taking on 256 processors from the previous generation. The GeForce GTX 280 only has a slight lead over its competition in Call of Duty 4 and Team Fortress 2, but the newest GeForce shows what it can do in our most challenging tests, Crysis with high-quality settings and the new 3D Mark Vantage. Crysis has been the most graphically demanding game in our benchmark suite since its release late last year. Most cards struggle to maintain playable framerates at higher resolutions at the best image quality levels, but GeForce GTX 280 handles high-quality, 1600x1200 without a problem and actually makes antialiasing a viable option. The card does particularly well in the 3DMark Vantage Extreme test which sets the resolution to 1920x1200 and increases all shaders to “extreme” levels.

The video card isn't just about gaming anymore, either. Nvidia is currently working on expanding the video card's usefulness outside of graphics applications. The process started in the last generation with the launch of the CUDA (Compute Unified Device Architecture) initiative with the GeForce 8 series. CUDA opens up the GeForce GPU's processing power to non-graphics applications such as video transcoders, image manipulation programs, or any other work that can benefit from parallel processing. CUDA-enabled consumer applications are still rare, but there are a few promising programs on the horizon.

Software start-up Elemental Technologies is developing video transcoding software that uses the GPU to accelerate transcode times 10 to 20 times faster than CPU transcoding, and users participating in the Folding@Home program will soon be able to use their CUDA-enabled GPUs to start racking up the points at an incredible rate. If these two programs are a sign of things to come, it's not difficult to imagine a time when everyone will need to take non-gaming software support into account when buying a new video card.

The GeForce GTX 280 is your only choice if you're looking for the most powerful single-GPU available today. The GeForce GTX 280 matches up well against the dual-GPU GeForce 9800 GX2 in current games, but it seems like many of the 280's engine improvements won't become apparent until games start adopting 3DMark Vantage-level graphics workloads. The card also has plenty of non-gaming upside with its pending CUDA applications, but that also applies to all CUDA-enabled GeForce 8 and 9 series cards. The GeForce GTX 280's primary downside is its hefty $649 MSRP--pretty steep considering that you can get a GX2 for just under $500. For what it's worth, the GeForce 280's advanced power options will make the card more affordable to operate when you're not gaming.

Metal Gear Solid 4 is an awe-inspiring synthesis of dramatic storytelling and entertaining gameplay.

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.

The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.

Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.

You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.

Thursday, April 24, 2008

Command & Conquer 3: Kane's Wrath Q&A - Consoles vs. PC

Real-time strategy (RTS) games arguably began their lives on consoles in the obscure Sega Genesis game Herzog Zwei, but they became what they are today on the PC. The keyboard-and-mouse interface was perfect for accurately selecting buildings and groups of units as you gathered resources, constructed a base, and churned out an army to crush your opponents before they could do the same. However, real-time strategy games have begun to pop up on consoles, and the next game to do so will be Command & Conquer 3: Kane's Wrath, an updated version of Command & Conquer 3 that will offer new control improvements and new content. EALA's Louis Castle, cofounder of Westwood Studios and one of the original minds behind the Command & Conquer series, sat down with us to go over these improvements and discuss the evolution of console strategy games.

GameSpot: Give us an update on the development of Kane's Wrath for consoles. How are things going? How is the game working in practice, and how is it stacking up against the PC version of the game, in terms of both performance and head-to-head competition?

Louis Castle: In terms of console RTS games, Kane's Wrath is tracking to be a strong improvement over Command & Conquer 3. This is the third console RTS in a row that the team here in LA has developed, and it shows. The continual improvements in interface design, performance, and suitable mission design for console gaming is evident from the moment you pick up the controller. The CommandStick controls make even traditionally challenging PC commands lightning-fast and intuitive. The full integration of the PC and console teams allows for great sharing and game design that maximizes all platforms, from concept to final.

GS: Give us an overview of the CommandStick control. What does it add to the experience of a real-time strategy game on a console?

LC: The CommandStick allows for rapid command selection from a radial user interface which appears on the screen with the press of a button. This gives players the ability to build units in resource queues anywhere on the map without switching their visual context. This latest improvement in the console UI gives console players the rapid controls associated with dozens of hotkeys on the PC, all at the flick of a button.

GS: How will Kane's Wrath go beyond what we've already seen from Command & Conquer 3 on consoles? How will it evolve the control scheme and pacing that was developed specifically for consoles with C&C3?

LC: The CommandStick alone is a great innovation and large evolutionary step in console RTS design. The mission design and performance improvements help to drive full-featured RTS gaming into the hands of millions of console gamers. The PC guys have had the rich experience of RTS gaming to themselves for over 10 years, and it's great to see a whole new breed of console RTS gamers who are passionate and as capable as any PC player at executing their personal strategy nearly instantly.

GS: In a larger sense, in what direction do you feel Kane's Wrath will push real-time strategy on consoles? Going back to Battle for Middle-earth II (EALA's console real-time strategy debut), in what direction is the studio trying to push console real-time strategy?

LC: Our team has the single-minded goal of unlocking the amazing gaming experience of full-featured RTS games on consoles. With each console RTS we complete, we learn more about what excites and empowers console gamers, and that learning drives improvements, not only on console RTS games but also on their PC RTS peers. I have found that one of the best ways to make better games is to try new ideas, test them in the marketplace, listen to consumers, and improve the experience. With each new product, our team evolves and improves an already outstanding experience.

GS: In the eyes of some skeptics, consoles may not offer as strong a real-time strategy experience as PCs--after all, there's no traditional mouse-and-keyboard control setup, more-restrictive online options, and little to no room for user-generated content and mods to keep games fresh and vibrant for months or even years. In your opinion, what unique advantages does a console real-time strategy experience offer, aside from letting people play them on the couch?

LC: One of the best advantages for console RTS gamers is the absolute certainty that you are playing against another player who has the same machine spec as you do. The PC market has the complication of so many hardware configurations and connection issues that a multiplayer gaming session is often compromised by a player with a less capable system.

The winners of console RTS matches are, more often, simply the better player. I wouldn't so quickly dismiss the value of playing on the couch. Most gamers with console systems have their gaming system where the bulk of their entertainment dollars have been spent. Sitting on a comfortable couch with a large, high-definition screen and surround sound simply amplifies the great RTS experiences we seek to create.

GS: Would you say that console real-time strategy has truly hit its stride at this point? It's easy to see that first-person shooters, traditionally a game genre that was associated with the PC, have come into their own on consoles. What will it take for real-time strategy games to really take off in the living room?

LC: I think console RTS games will continue to grow in popularity as console gamers seek richer strategic gaming experiences. We have far from hit the stride in my opinion. The continued growth of the console installed bases ensures many players with the same equipment can enjoy the gaming experience we have enjoyed making for over a decade.

This continued market growth and the continued growth of existing gamers' depth and complexity expectations will almost certainly result in more and more RTS fans that play in their living rooms.

GS: We understand that the recently announced Command & Conquer: Red Alert 3 is scheduled to ship on both the PC and consoles. Has EALA resolved to put all its new real-time strategy games out for both PC and consoles from here on out? Any possibility that future projects might be exclusive, either to the PC or to consoles?

LC: I can't comment on what we might do in the future, but I would expect us to continue to try and deliver the best full-featured RTS gaming experience we can for all the audiences we have the pleasure of attracting.

Wednesday, April 23, 2008

Grand Theft Auto IV Q&A: Animating the World

Now that GTAIV has gone gold the team over at Rockstar North is finally getting a chance to field some questions from the masses. Rockstar has made two members of the team available for interrogation. First up is Mondo Ghulam, animation artist on GTAIV, who will be sharing information on how the characters in GTAIV have been brought to life. Later this week, we'll be checking in with another member of the team to hear about weapons.

GameSpot: How have the new consoles affected GTAIV's development?

Mondo Ghulam: Cutscene production has become more involved but more satisfying. Having fully featured skeletons--five fingers and so on--allows us to get to the right pose instead of trying to approximate it with less. Depth of field and full scene lighting has opened the door to much more cinematic-looking cutscenes. We have only scratched the surface with lighting. Higher resolution across the board--models, textures, normal maps--allow the camera to get closer than we used to. Having effectively no upper limit on animation duration and quantity has enabled us to keep much more fidelity in the animation and to realize the script in its full form. More-realistic and believable characters make for better storytelling.

GS: How has this affected the size of the team, say in comparison to something like San Andreas?

MG: The animation team is about double what it was on San Andreas. The cutscene team doubled in size for around 40 percent of the time we were on production.

GS: Did this lead you to change the way the teams were structured?

MG: There is a clear distinction between in-game and cutscene animation. The tasks and the tools are quite different. There has been some overlap in the content, however, with a number of the smaller connective cutscenes that were previously scripted being handled as full cutscenes.

GS: Can you give us a rough idea of how something goes from an idea on paper to an in-game cutscene?

MG: The basic flow is like so: Script > Read-through > Casting > Rehearsals > Environment > Mocap Shoot > Character Proxies > Mocap Data Solved > Motion Editing and Animation > Props > Facial Animation > In-Game Integration > Audio/Dialogue.

GS: When does the team start working on the cutscenes and cinemas in the development process?

MG: Usually quite late, though in real terms we worked on GTAIV for the last 16 months of production. I think total production time was around 36 months, which included motion-capture work at Perspective Studios in Long Island.

GS: Can you give us an idea of how many people you wound up using for the motion capture?

MG: For cutscenes, only one actor was used for Niko's body and facial animation. For the whole game, a huge number--including one per character, plus specialists for fighting, weapons, and stunt work.

GS: How did you handle the motion-capturing facial animations?

MG: Image Metrics handles all of the facial animation. Characters created here by Mike Kane and his team were rigged for animation by Image Metrics. Early on in cutscene production we took the plunge and went for full blend shape and bone animation for faces. It was a tough piece of tech to realize and took the combined efforts of people here at Rockstar North, Rockstar San Diego, and Image Metrics. It has more than paid off.

GS: How much attention do you and the team pay to movies and the increased use of CGI? Do you think that work has any impact or bearing on video game animation?

MG: Personally, a huge amount. Though improving all the time and at great speed in terms of raw quality, CGI in films has the edge on games. I'm not talking about prerendered cutscenes here--there's no reason why they can't or shouldn't look every bit as good as film CGI.

With film CGI, everything you see onscreen has most likely been rendered offline, whereas those doing cutscenes in-game need to do that in real time/30 frames per second. If you look at CGI in movies maybe five years ago, in terms of features, games are close, but in terms of raw pixel quality we're at a quarter of the resolution. For me, this is what we should be aiming for.

With a game like ours, we not only have several movies' worth of animation but we also have even more gameplay interwoven with the story. In terms of production there is a lot more to coordinate and integrate--"two masters to serve," as it were. Ultimately, the two should go hand in hand to produce a singular experience for the player.

GS: Thanks for your time.

Tuesday, April 22, 2008

This is Vegas Exclusive Hands-On - First Look

This is Vegas is the upcoming action game from Midway that drops you into a stylized version of Las Vegas and lets you live a virtual life. The game is being developed by Surreal Software, of The Suffering fame, and takes an open-world approach. While this may sound like a setup that's been done to death (albeit not set exclusively in Vegas), Surreal's going in a unique, ballsy direction with the game. Rather than try to outdo the cinematic take of the gold standard for the genre, Rockstar's Grand Theft Auto games, This is Vegas is taking a humorous, tongue-in-cheek approach. Surreal has tapped writer Jay Pinkerton, a former Cracked magazine editor, to help craft the game's story. Surreal representatives say the result falls somewhere between Ocean's Eleven and a Will Ferrell movie. As far as gameplay goes, we got a general overview and the chance to try out three short sequences from the game that gave us an idea of where it's headed.

The game's story follows you, an unnamed nobody, as you arrive in Vegas with 50 dollars in your pocket and hazy goals. As luck would have it, you'll cross paths with Joey Nissan, a local "entrepreneur" who winds up working to get you in with the Vegas crowd. From the sound of it, this bit in the game will be your license to be decadent as you play. Of course, all good things don't last forever, and soon you meet your nemesis: Preston Boyer, a fast food tycoon bent on cleaning up Vegas to be a family-friendly tourist trap. This doesn't exactly fly far with you and your new crowd, so your goal will be to stop Boyer and preserve the town's special atmosphere.

The game's story and the action surrounding it will revolve around four pillars Surreal is focusing on for development: fight, race, gamble, and party. The playable demo we tried showcased three of these, fighting, partying, and gambling. Before we tried it out, Surreal Software studio head Alan Patmore filled us in on what we were seeing, the open-world element, and what to expect. Based on the map screen we saw, virtual Vegas is a stylized place that comprises the whole strip. You'll be able to visit a variety of casinos, which feature different activities and missions to undertake to earn money and improve your standing in the world. You'll find four "crowds" to roll with in the game: the diamonds, or high rollers; the hearts, old-school Vegas types; the clubs, hip clubbers; and the spades, edgy rocker types. The missions you undertake will improve your reputation with them, which will afford you certain benefits in the form of unlockable rewards. At the moment it doesn't sound like there's much bad blood between the four groups, so getting in good with one won't alienate another. Besides the missions you take on, some of which will progress the story, you'll be able to engage in side quests called "gigs" that have five difficulty levels--they'll get progressively tougher. Clearing them earns you various bonuses on your quest, chief among them being cold, hard cash.

We doubt anyone will be surprised to hear that money is a huge deal in Vegas, as you'll be able to use it to buy clothing, accessories, and hairstyles to customize your virtual self. In addition to allowing you to personalize your character, the cosmetic tweaks are key for accessing certain casinos--what would a Vegas game be without dress codes, right? Besides the small stuff, you'll eventually be able to pick up a home base to work out of. You'll need a base of operations, because not all your activities are entirely lawful. The game will feature a "wanted" system, as we've seen in many other games, and you'll have to contend with the law enforcement that will show up. The system doesn't sound like it's going to be too hardcore, as cops won't have terribly long memories; but you'll still have to be careful.

As far as what we could play goes, the demo offered the three samples of gambling, fighting, and partying. The gambling sequence had us guiding our guy over to a table and hitting the B button to get started. You'll sit down at the table and play blackjack, with a slight twist. The game plays as it would in real life; you have a dealer and cards in front of you, and you choose to hit, stand, or get insurance--all the usual stuff. However, if you're feeling like you want a leg up, you can put on some "special" sunglasses and check the cards in play, as apparently one of your associates has marked them with special dye. The catch is that you'll have to manage your level of suspicion, which you'll gauge via an onscreen meter. If you spend too much time using your glasses, folks will get wise and you'll get booted. To keep things interesting, the marked cards don't make for a total cheat. Three types of marks denote their range. So a minus sign lets you know the card is between a two and a six, a circle is between a seven and a nine, and a plus is a 10 or higher. So you'll still have to do some guessing, but the glasses help a little. To move things along you can hit the X button and "fast forward" to your decision. The only other trouble spot is suspicion. You'll have to keep an eye on your surroundings to catch any roaming pit bosses, who will kick up your suspicion gauge much faster than normal if they're around you while you're using your specs. Besides blackjack, you'll find Texas Hold 'em poker and slots to let you gamble the night away. You'll also be able to get some "help" while playing the slots via a hacking minigame, although we weren't able to check slots or the minigame out.

Grand Theft Auto IV Multiplayer Hands-On

When you finally explore Liberty City on April 29, you won't have to do it alone. Grand Theft Auto IV will be the first game in the series to ship with a complete online multiplayer component, supporting up to 16 players on both Xbox Live and the PlayStation Network. Little information has been released about how this aspect of the game will work, other than the subtle hints that Rockstar has dropped during earlier previews of the game. But with the game now finally approaching release this month, Rockstar decided to blow the lid off nearly all the multiplayer game modes, showing us Deathmatch, Cops and Crooks, Racing, as well as much more. Taking the form of an entire day's play testing at the company's London offices, we were literally able to take Rockstar on at its own game.

As we'd previously heard, the multiplayer mode is accessed by pulling out your mobile phone at any time during the single-player game. A small LCD appears at the bottom right of your view, and in one of the many small touches in the game, different players see different mobile operator logos on their home screens. From here, you can choose to enter the multiplayer game, at which point your single-player progress is saved and your console accesses its online network. As with Burnout Paradise, you'll be able to see which of your friends are currently playing GTA IV online, and if they're in an open party, you'll be free to join them. Likewise, if you choose to create a game, you can restrict it to just your friends list or open it up to the online community. Your character in the multiplayer game world is completely different from Niko: the fairly limited customisation options allow you to choose a male or female template and change outfits and accessories, but not facial details or body shapes.

To get a feel for the new multiplayer game, Rockstar initiated us with a simple four-on-four team Deathmatch. This mode may be simple, but the open world provides plenty of innovative ways to take down the opposition. As newbies, our first urge was to jump into a vehicle and work as a team, performing drive-by shootings while aiming to run over any enemies that got in our way. Both the driver and the passenger can shoot out of the window while moving, with the left bumper smashing out the window then firing your gun. You can aim using the right joystick, and a small reticle appears onscreen to help you line up shooting, as well as driving. There's also a downside to grouping together, especially if your enemy has a rocket launcher or another explosive device. One accurate shot can take out an entire team of people if they're all housed in one vehicle, leaving them to burn together in a burning wreck while the opposing team gets to regroup and rearm.

The alternative to using vehicles--collecting weapons and finding an elevated position--seemed to lead to higher scores. Combined with the new cover system, the environment can be used by clever players to avoid being hurt. For example, players can pop out when they have the best shots or simply blind-fire to keep enemies at bay. Pressing the right bumper snaps your character to the nearest cover, whether it is a wall or another object, such as a car. The Rockstar team was on hand for other tips, such as crouching when using a sniper rifle for better accuracy and always going for a headshot when fighting one-on-one. Even if you're restricted to a handgun, you can kill off an Uzi-wielding enemy using this method because it can bring down even the most heavily armoured foes. When locking on to an enemy with the left trigger, you can then flick the right stick to lift the aim to the head, and if you nail the technique, it takes only a couple of shots to kill someone.

Standard gunplay is all well and good, but GTA has always been about the unexpected opportunities that arise from its sandbox gameworld. Even though the Rockstar team had been instructed to go easy on us during our first game, one of the team members couldn't resist jumping in a helicopter, chasing us down a street, and using the rotor blades to send us hurtling through the air to our death. It was a fitting end to the Team Deathmatch mode, but after getting used to the control system, we were yearning for more. A rocket launcher Deathmatch game was duly arranged, pitting us against one other in a small park at night. The rocket launcher is a powerful but slightly tricky weapon to use because it takes a long time to reach its target and you can only carry six rockets at a time. Luckily, if you run out of ammo or want to get up close and personal, then you can have the option of engaging in a good old-fashioned knife fight.

While the Deathmatch modes were fun, the real attraction of GTA IV's multiplayer may well come from the many other modes that Rockstar has dreamed up. The second mode that we played through was Mafiya Work, where the aim was to complete missions before anyone else in the game. Missions are called in to your mobile from gang bosses all over the city; then, every player competes to carry them out and collect the cash. Once each mission had been issued, the objectives flash up on the map and it becomes a mad scramble for victory. Missions included stealing a certain car or delivering weapons to another location, with the player who has the most money at the end of the allotted time winning the game

The Cops & Crooks mode is another absolute riot where one team plays as police officers who have to catch the other team of criminals. The catch is that one of the criminals is assigned the position of the leader, and he must stay alive no matter what happens to the rest of the team. Other team members can die and respawn on the way to reaching their escape points, but if the leader is killed, then it's game over for everyone. There's also a co-op mode for up to four players called Noose Assault, where we had to help a notorious criminal make it from his private jet to a hideaway while being pursued by a ferocious SWAT team. It's a shame that the entire game isn't playable in co-op, but this mission was a nice alternative to the other more competitive multiplayer modes.

Another surprisingly addictive mode is the racing, which can be played with or without weapons. It won't compete with Burnout or Need for Speed in terms of realism or depth, but leading a pack of eight racers and tossing Molotov cocktails out of the window is still highly entertaining. The host of the game gets to choose the route and the type of vehicle used in each race, while the participants get to choose which individual cars and colour schemes they want to use. If you're playing with weapons, you can collect pistols and grenades by driving over them, while heath kits restore any damage that you take to your car. If your vehicle does get damaged or you just fancy a change, then you can still jump out and steal one, but this does cost you valuable seconds of the race.

On the technical side, Rockstar hooked us up to the Xbox 360 debug version with headphones and a microphone. Despite being located in the same London office, we were all connected to each other over the Internet, which gave us a good idea of the online experience we can expect from the finished game. While you're free to talk to your teammates at any time by speaking through the microphone, you can also call individual players by accessing the mobile phone and just ringing them up. As with many Xbox Live games, the vocal quality can sometimes dip, but the only other issues we encountered were occasionally dropped animation frames when the action became frantic. Otherwise, GTA IV looked like a smooth online experience--and, according to Rockstar both the PlayStation 3 and Xbox 360 will be exactly the same in terms of multiplayer features. Rockstar also told us at this point that while the game will support 1080p, the game will only run in 720p natively, and will therefore be scaled up to the higher resolution.

We wondered just how much of a role multiplayer would play in GTA IV, and after seeing it in action, we're pleased to report that it's far from being a simple afterthought to the game. With classic deathmatch and co-op missions combined with cops-and-robbers and mission-based objectives, the multiplayer component of GTA has a wealth of content to offer. We didn't even get to see some of the other modes on offer, which we saw on the menu screen as Deal Breaker and Bomb da Base II. Having finally got a chance to sample the multiplayer action, we're as excited as ever to finally play it on April 29.

NBA Ballers: Chosen One Hands On

NBA Ballers: Chosen One will hit stores this coming Tuesday, just in time for the NBA playoffs. However, as we recently learned at Midway Gamers' Day 2008, Chosen One actually takes place during the offseason in a global tournament intended to break basketball down into its most fundamentally enjoyable element: the matchups. Rather than relying on role-players, substitutions and plays, in Chosen One, you'll choose one or two of your favorite players and, along with your created hoopster, pit them against the very best and brightest of the NBA.

That lends the game the feel of a fighter; it's very personal both in play and plot. It follows a fictional tournament sponsored by an equally imaginary television station that takes place in the offseason to see which player is truly the greatest of them all. Like Mortal Kombat, this will see you take a player through several matches in exotic venues until you've defeated all comers and essentially chosen yourself as the league's most dominant player. Unlike Mortal Kombat, you won't be playing with a preexisting character. Instead, you'll create your very own star from the ground up and pit him against the likes of Shaq, Baron Davis, Dwight Howard, and Kevin Durant.

Even though the game comes out very soon, there are still several tantalizing questions hovering around the nature of this tournament. After all, this is a Midway game, and when this company puts tournaments in its titles, the games tend to include spikes, tortured souls, fatalities, and evil wizards. From what we saw, Chosen One will trade the bile for bling, given that players compete in lavish environments. Indeed, if the aesthetic suggests any one thing, it's cash. Everything looks expensive, and when you're holding a tournament at this level, it probably should.

So there most likely won't be any spikes. And even though lead designer George Gomez swore that you wouldn't be able to unlock Goro, doesn't that just make you wonder what might be in his place? After all, someone has to be the last boss. Could it be Michael Jordan? And if he were to defeat you, would he swallow your soul and gain your abilities? These are important and entertaining questions, and even though you may be woefully in the dark now, you have only a handful of days until you can test your might against the very best that basketball has to offer in NBA Ballers: Chosen One.

Age of Conan: Hyborian Adventures Updated Q&A - Beta Weekend

Massively multiplayer games usually start you out as a wimpy adventurer in a high-fantasy world, beating up rats with a rusty dagger in the hopes of one day being able to afford a shiny new leather cap to wear. Funcom's Age of Conan: Hyborian Adventures will take a different tack by offering brutal real-time combat that will let you hack and slash your enemies into mincemeat. That's not an exaggeration--the game's extremely violent combat, which includes skewering enemies and lopping off limbs and heads, is in keeping with the source material from author Robert E. Howard, and will soon be available to try out in the GameSpot player-versus-player beta weekend. We sat down with game director Gaute Godager for more details.

GameSpot: Give us an overview of the beta. What can players expect to experience?

Gaute Godager: The beta is in its final stages in terms of content and code right now. Classes are getting more and more balanced. The quests, items, and spells are getting their final touches. We still have issues, sure. Plenty of bugs and optimizations to finish off, but we are en route to a fantastic, involving game! What you will experience in the upcoming beta session is hardcore, hands-on, action PVP combat.

You select one of 12 classes. You may choose to play through the [levels] one-through-five story introduction to the game. (I urge you to do this, as you will get a glimpse of the final game in terms of soloing and player-versus-environment, or PVE, gameplay.) After this session, which takes about an hour, you will be automatically leveled up to 20, and will be participating in minigame PVP action. Using the automatic search option, you will be playing either "capture the skull" or "team annihilation."

GS: How much of the game will players get to see in the beta weekend?

GG: In terms of class variety, core control, and PVP fun, I think almost everything! You will be able to sample all 12 classes and their strengths and weaknesses. You will see tons of different, sexy outfits. You will fight in various groups for PVP glory. You will gain PVP levels and track your progress in the kill/death ratio.

GS: Can you give us a general update on the game's progress? What is being worked on at this time?

GG: The game is on schedule for launch the 20th of May as we speak. We polish, remove annoyances, and optimize. Finally the client is approaching the target rendering performance, and it certainly is looking smooth. We are working hard on the features we haven't shown off in beta, features we have held back on purpose to have some new revelations at launch. Among these are spellweaving, massive PVP, and DirectX 10 [graphics]. In addition to this, the classes are getting their final overhauls before launch. We are doing some balance focused only on PVP now, something I prefer doing after the PVE aspects have been more or less stabilized.

I played with spellweaving the other day, and I must say: It is a very scary experience. My necromancer character had dark matter and skulls growing out of the ground everywhere around her, and gradually my powers changed. Spells that normally were applied to only a single target started spreading out and damaging huge belts of opponents in a cascading madness. It's a truly unique feature I am very excited about.