News From our reporter, Alex van Kaam - Might and Magic VI; racism ??!! - Might and Magic VII - A New RPG - Official LMK Site Open - Return to Krondor - EverQuest Express - Klingon Honour Guard - Sierra Launches new Division - HeavyGear II Page - Ultima Online pains - Daggerfall / Redguard - Ultima 9 Page - Wheel of Time - LMK Combat >>> Might and Magic VI; racism ??!! <<< @~Well let's first start with some Might and Magic 6 news, the MM @~Newsboard was very busy last week after a player wrote that he @~sent his game back for the following reasons: 1- Black Cannibals as bad guys 2- Oriental Monks as bad guys 3- only White male and female character to be selected as heros Lots of people responded to that, personally I find it a bit sad, but if you'er the easily offended type then bear the above in mind but also remember it is a FANTASY GAME. Right onto the next MM VII news: >>> Might and Magic VII <<< @~The following post floated around the WWW so here it is: "Might and Magic VII will use substantially the same engine as Might and Magic VI, allowing the development team to concentrate on designing the gaming world, instead of focusing on technology. The development team has a target release date for the game of March, 1999. Rather than the random townfolk stalking the streets in Might and Magic VI, the development team is considering scripting each and every non-player character in Might and Magic VII, making the wandering NPCs less cardboard. Some improvements will be made to the turn-based combat: the party will be allowed move during turn-based combat, and enemies may be visible from more than one angle (i.e. side and rear views) and may attack each other. As a result, townpeople may defend themselves from creatures that wander into town, and monsters may fight between each other. The keyboard controls will be fully customizable. The storyline will also pick up where Might and Magic VI left off, and will involve the exploration of another continent in the world of Enroth. Some of the character classes from prior Might and Magic games that were excluded from Might and Magic VI may return, provided that they do not unbalance the game, including Ninjas and Thieves." @~That monster attack themselves sounds good, let's hope they @~include the fact that when you get hit by a Fireball generator @~in a corridor, any monster following you will get damage too, @~this bugged me big time in MM VI. @~One mistake I think they make is that there will be no 3DFX @~and/or D3D and/or OpenGL version of the game. So far the only @~real criticism you can hear about the game is that is does not @~have the above mentioned support. At this point in time when 3D @~accelerators are not yet as common as a sound card they can get @~away with it, but by March 1999 many more people will have a 3D @~card, either a 2D/3D combo they got with their PC or a good 3DFX @~card they bought separately and I don't think New Word Computing @~can get away with it then. @~As some of you may remember MM VI was originally also 3DFX @~accelerated, the reason they gave for dropping it was "loss of @~detail and the game will slow down"..... for those of you who @~have played GL Quake II or Unreal on their 3DFX will know that @~loss of detail is a lame excuse. And slowing the game down is @~even a worse excuse (Quake II software will get 18 or so frames @~on a P300, GLQuake II 69 frames ) @~Enough about Might and Magic, onto the next news: >>> A New RPG <<< @~Here is a nice little blurb on a new RPG being created by Studio @~Blue. It will take place in a Fantasy setting and should have @~fairly nice 2D graphics. "Our graphics are going to be good (better than Diablo), but I don't know if they will win us any awards. So instead of trying to create the most technologically impressive 3D game engine, we are creating a solid 2D game engine and we are concentrating on gameplay and story since those are the areas we can compete with the larger companies out there. We will work hard to produce a game with deep characters, solid stories, and as much non-linearity as we can manage (within our allowed development time and story constraints). But most of all we will work to make a game that is fun to play." @~hmmmmm 2D graphics, it'd better be very good to compete with 3D @~graphics these days. >>> Official LMK Site Open<<< @~The official LMK site which I mentioned last issue is now @~opened, so once again here is the URL: http://www.lmkworld.com/ >>> Return to Krondor News <<< @~Sierra have a nice new page for Return to Krondor at @~http://www.sierra.com/studios/sierrastudios/games/krondor/bot.html @~and that is the same location I got the following article from @~for you: Product Description Return to Krondor is the highly anticipated sequel to the best-selling RPG of all time, Betrayal at Krondor. It is set in Raymond E. Feist's world of Midkemia, and will offer many of the key RPG elements found in the original while simultaneously incorporating the latest gaming technology. During the quest, players assume the roles of five main characters, Squire James, a reformed thief; the Keshian sorceress Jazhara; William Condoin, son of the magician Pug; a roughhewn Warrior-Priest of Ishap named Brother Solon; and Kendaric, the reluctant wizard whose magic is the group's only hope of victory. The story revolves around the disappearance of the Ishapian Church's most sacred relic, the Tear of the Gods. A band of ruthless pirates - in the employ of Sidi, a shadowy, half-mad sorcerer - attempt to seize the Tear from the Ishapian treasure ship; but in the process, they sink the ship accidentally, sending the Tear to the bottom of the Bitter Sea. The characters' efforts to recover the Tear inadvertently draw them into a violent, three-sided battle over the relic. Their quest leads them from the dizzying heights of Krondor's Palace, through the twisting tunnels of the sewers beneath the city, and into the haunted depths of a temple dedicated to an evil as ancient as the gods themselves. Raymond E. Feist's bibliography dominates the world of literary fantasy with more than a dozen books translated into 13 languages. His work appears regularly on best-seller lists including The New York Times and The Times of London. Two of the original works, Magician: Apprentice and Magician: Master have been reprinted 22 and 21 times respectively. His most recent title, Rage of a Demon King, has ranked on The New York Times list since its release in April 1997. Net sales of Mr. Feist's books, worldwide, is over 12 million copies. The game is being developed by Cincinnati-based PyroTechnixr, a technology and development house whose credits include Tanarus and the upcoming online RPG EverQuest. Key Features: 10 plot-twisting chapters based on the writings of best-selling author Raymond E. Feist True3Dr engine provides real-time lighting and a host of special effects never before seen in an RPG More than 150 real-time 3D characters Over 60 spells, each with its own unique effects Comprehensive alchemy system that allows you to create your own potions and spells Tactically complex 3D combat, featuring intuitive smart cursors for ease of play System Requirements: O/S Requirements: Windows 95 or Windows NT (DirectX 5.0) Hardware Requirements: Pentium 166, 4x CD-ROM, 100MB hard disk space Memory Requirements: 16MB RAM Monitor/Card Support: 1MB PCI Video Card Sound Card Support: 16 bit sound card @~Sounds good so far, I just hope it's a bit "faster" then the @~previous one, but that was just my experience with it >>> EverQuest Express <<< @~Check out http://eqx.simplenet.com/ for the EverQuest express, @~which has some good short stories for you to read, it looks @~good, is fast, HIGHLY recommended by me, myself and I. >>> Klingon Honour Guard <<< @~At this page: http://www.pcfan.com/pcfan/previews/khg.html I got @~the following info for KH: "I'm a big fan of the Star Trek universe, well, at least on TV. And I would have thought that with the generous amount of material available (such as the TV show, the books, the movies, the strategy games) video game developers would have more than enough at their fingertips to release successful, decent quality games based upon this franchise. Unfortunately, however, this does not seem to be the case. Throughout the years many Star Trek games have been released by the likes of Interplay and Microprose. 90% have sucked. Yet, this trend looks like it's about to end with the release of Klingon Honor Guard. Based on the Unreal engine, you assume the role of an elite member of the Klingon Honor Guard who must investigate an assassination attempt on Chancellor Gowron (head of the Klingon empire). This choice of plot by Microprose is a very clever one indeed, by making the protagonist a Klingon, they don't have to worry about corny Starfleet morality. They can make this game the bloodfest we all want to see. As far as the plot goes, like I said before, you take on the role of a Klingon enlisted in the Klingon Honor Guard (the Klingon equivalent of the Tal Shiar, or Obsidian Order). An assassination attempt has been made upon the life of Chancellor Gowron, leader of the Klingon High Order. It is your duty to find out who's behind it, so you go pick up your disruptor and your d'k tagh (a three bladed dagger) and head out on the quest. Along the way the plot thickens, and you meet up with people from the Star Trek universe. From what I understand your main contact in the game is Kurn, Worf's brother (although I thought he had his memory erased...I guess this is a bit of artistic liberty). I wouldn't be surprised if the Duras sisters have something to do with this, either (actually I'd be kind of disappointed if they didn't ). Enough about the story, however, thanks to the power of the Unreal engine, and the flexibility of Unreal's editor, Microprose has been able to faithfully reproduce many familiar areas from Star Trek movies. You'll fight on the Klingon home world, inside a Bird of Prey, and then scale the hull and fight on the outside of it. Apart from the single player mode, Microprose has stated that this game will support a multiplayer mode (which I suppose will be very similar to Quake's deathmatch mode). This game looks to be very promising. The graphics (thanks to the Unreal engine) are cutting edge, the story is interesting, and hopefully the gameplay will be top notch. To be honest, I'm kind of getting sick of the whole first-person shooter genre, but I still find myself wanting to add this to my collection when it is released. Now if we could only get a first person shooter featuring the Jem'Hadar." @~Sounds good to me so far, having played and finished UnReal I @~downloaded one of the weapons from Honor Guard and used it in @~UnReal, looks very good :-))). With so many companies using the @~Unreal engine it seems that the Quake II engine has finally - or @~should I say already - lost its place at the top .... Quake III @~is on its way so it had better be good. >>> Sierra Launches new Division <<< Sierra has announced the launch of a new division, called Sierra Studios. The Sierra Studios brand line-up including Half-Life (slated for Summer 1998), King's Quest: Mask of Eternity (Fall 1998), Gabriel Knight III: Blood of the Sacred, Blood of the Damned (Fall 1998), Return to Krondor (Fall 1998), Caesar III (Fall 1998) and Homeworld (Fall 1998), a genre-melding game featuring space combat, strategy and cinematic-quality graphics Those are some nice titles to start a new division with I say !! >>> HeavyGear II Page <<< @~All HeavyGear fan check out @~http://www4.activision.com/games/heavygearii/ for news on this @~game from the makers themselves >>> Ultima Online pains <<< @~I took a few parts of an article posted at @~http://www.avault.com/articles/brokbrit.asp about how Ultima @~Online can turn out to be a huge pain/frustration. Check out the @~full article if you are interested, it's a good read. .....Everyone's heard the expression, "I feel like my whole world is just falling apart!" For Ultima Online players like myself, who choose to do their adventuring on the Atlantic game server, this has become our credo. Simply put, the Atlantic server is about as stable as a moongate during a lunar eclipse. One minute it's there, and then "poof!" ... all gone. A fly on the wall of my computer station would have gotten quite a show this past week, watching as I pulled the hair out of my head, and shouted obscenities at my monitor. At least ten times in a one week period I have been booted from the game without warning, only to find that rejoining was impossible, because Atlantic was no longer on the list of available game servers. Going through this process is like sitting in NORAD during a nuclear war, watching as cities get wiped off the map. "Look sir! There goes New York! My God, we've lost Boston too!" The worst thing about getting dropped from a game because of a downed server is the immediate sinking feeling that all the character building you've just gone through has been for naught. You see, when the server you're playing on fails, all of the game data since the last system backup is lost forever. It's like playing a game and almost completing a level, only to have the power go out; but the real hurt comes when you remember you haven't saved the game in about 30 minutes! Naturally, Murphy's Law completely dominates in Ultima Online. Chances are you'll play for two hours straight without encountering a single monster. But then, after you've slain two ettins and 3 orcs, and accumulated a backpack full of treasure, the game will unceremoniously boot you out. It's enough to make a ranger take a bow to his head.... ...In Ultima Online, it is every player for himself (or herself, as the case may be). For every cool person I've hooked up with, I've encountered 5 complete jerks who would just as soon stab me in the back as watch it. This in itself is not a fault of Ultima Online; the blame rests solely on those miscreants who find enjoyment in making other, paying customers miserable. And that's the real problem -- people don't want to pay to be harassed. There are plenty of mean, selfish people in the world and it doesn't cost a cent to be victimized by them; they'll gladly do it for nothing! .... ....The most serious side-effect of this docile nature of the animals is that the concept of pets has gotten way out of control. It is just much too easy to train an animal, even if you have very little ability. Taming a gorilla only requires 5 skill points, which is akin to nothing. That's realistic? It's not surprising to find people with entire menageries of animals -- dogs, rabbits, bears, panthers, deer. That's ridiculous. What's even more distressing is the fact that it's become completely commonplace to see a person wandering around with pet demons or dragons. One of the things that originally peaked my interest in Ultima Online was knowing that it would be some time before I was good enough to face, even see, Britannia's most mystical creatures. Sadly, this has not been the case, and I find there is little now to look forward to.... ... A ranger lives in the woods. A rangers thrives in the woods. A ranger needs the woods. In Ultima Online, my ranger has the equivalent of a garden to snoop around in. The problem is with the game's availability of houses. At around $13,000, a small building would seem pretty expensive. But apparently, it's not expensive enough. Either that, or Lord British needs to draw up some new zoning laws. Britannia's wilderness is like one big urban renewal project. No matter where you are, in the deepest forest or murkiest swamp, you will find a player-owned house. Sure it's cool to be able to own such property, but such overcrowding really shatters the illusion that the gameworld is a giant, largely unsettled continent..... >>> Daggerfall / Redguard <<< @~A letter floating around about RedGuard, the new game from @~Bethesda, all I can say is this, if they don't get 3D graphics @~and please please get a Windows based version and not one @~running in a DOS window which gives problems with new graphics @~cards then they can forget this game. I've read every comment on Daggerfall and everything on most other games as well. We're not under any delusions as far as the state of our games and their success and failures. REDGUARD will NOT be DAGGERFALL. They are different games, different types of games. REDGUARD is something nobody has really tried (well not since the early days, when designers actually tried something new). It is not an RPG, it is not an adventure, and it is not an action game. There are elements of all those things in it, but it is the combined effect of many types of interaction into an epic swashbuckling tale. Daggerfall may have been a game in the world of Tamriel, but you've never really touched the world the way you can in REDGUARD. Again, I'll post more when I can, and keep in mind that for all the hits we take, we're still going to make the games that capture our imaginations. Perhaps Markus will even like it? Who knows? If he doesn't, I welcome his comments Todd Howard Project Leader REDGUARD Bethesda Softworks >>> Ultima 9 Page <<< @~Head over to http://www.walrus.com/~sith/ for all the Ultima 9 @~info that is available on the WWW. >>> Wheel of Time <<< @~Yet another RPG announced, this time it's called Wheel of Time, @~I have not checked it out myself but if you're interested then @~head over to http://www.wheeloftime.com/ - it seems it is based @~on the UnReal Engine, just like KH is. >>> LMK Combat <<< @~The following was posted on one of the newsgroups and it is @~about the combat in LMK, turnbased or real time, it seems while @~New World Computing is going to expand turnbased more, the LMK @~team have chosen Real Time: @~LMK Commentary, I found an interesting post by Swen Vincke of @~Larian Studios on one of the message boards for The Lady, The @~Mage & The Knight. I was wondering how long it would take for somebody to pick up the turnbased versus multiplayer issue :) It's something we have been giving a lot of thought, and to be quite honest, if we had gone for turnbased, our lives would have been a lot easier. It's easier to code, it's easier from a design point of view, and it's much easier to implement in a multiplayer environment. Our initial idea was that what worked great for real time strategy games, would work well for multicharacter RPG games too. We quickly found out that that was a stupid idea. The difference is that you are much closer to the action in a multicharacter RPG like LMK than in for instance C&C. However, we did learn a lot of things from that mistake. *GOOD* realtime multi character control during fights in a RPG is undiscovered territory, which is why I think most people are very sceptical about it. The system we've come up with however turns out to be a pretty good solution for the problem, and I've no doubt that we'll show with LMK that it is possible to combine strategy and adrenalin in a RPG, just like you can in a real time strategy game. The two keywords are interface and balance. If the interface is fast enough, and the gameplay well balanced then there is no problem. But I must say that if I were you, I'd also be a bit sceptical. @~Well that's it for this issue, I reached my 20K and boss Sue @~does not want me to go over that - o -