News from the Net From our reporter, Alex van Kaam Welcome to this issue of the Web News. ==o== The 1st thing I found on the web was http://www.3dfiles.com/games/journeysend.shtml which was presented as: "A 3D RPG with accelerated graphics, this action game takes place in a realm of magic and fantasy, where a long-forgotten evil reaches out one last time for eternal power. Use your reflexes, wits, and magical items to follow the path of light, or that of darkness. Full version includes multiplayer and the editing capability to create your own 3d RPG." ... which sounded cool, so I downloaded the 42MB demo and all I can really say is that I am very impressed in how to use 42MB to create such a heap of @&^ś ... but I guess some people might like it, it reminded me of my own attempt on the Atari for a DM clone... but then that was using like 700kb and not 42MB.... ==o== At http://pc.ign.com/previews/15224.html I found a preview of X- COM: Enforcer, the new 3D game from Microprose based on the X-COM series: "Well, it's not X-COM Alliance and I thought I'd hate it just for that reason, but after a few minutes, I found myself having lots of fun with X-COM Enforcer. This third-person action shooter is based on the Unreal engine and places you in the role of a robot designed to "rid the planet of alien invaders." In typical X- COM fashion, the world has been totally overrun by little grey men and giant burnt-umber crocodiles. The scientist who created you sends you out in the world to set things right and send the bad guys packing. " ==o== Over at ZDNet they have a preview of DragonRiders of Pern, so head over to http://www.zdnet.com/gamespot/stories/previews/0,10869,2681 704,00.html: As the game starts, you take control of D'kor, one of the younger dragonriders, who awakens from a long night of celebration over the passing of the Weyrwoman Nalaya. Unfortunately, D'kor's dragon, Zenth, must relay the information that Morrath, the queen dragon of the Weyr, may abandon her eggs because she's no longer connected to a Weyrwoman. However, much to the dismay of the older members of the Weyr, there are no potential Weyrwomen in the immediate area, so one must be selected from outside the Weyr and within the regular villages that populate Pern's landscape. D'kor and Zenth must scour the world of Pern to locate and retrieve any women who are worthy of being linked to Morrath. Along the way, various subplots begin to unfold -- the emergence of a disease that's killing everyone in its path, as well as a conflict that appears to be brewing among different dragonriders within the Weyr. ==o== Of course RPG Vault have their 6th part up for the Dragon Riders of Pern Diary, find it at http://rpgvault.ign.com/features/den/dragonriders6.shtml By Oliver Sykes, Lead Designer A breakthrough! Eureka! We have a stable enough game to be able to play right from the beginning all the way through to the start of chapter 4! The final chapter of the game! Although I'm not about to go running through the streets like Archimedes as the sight of my naked body has shocked more than one person I can tell you! At the moment, the three scripters on the game are all working towards a three-week schedule to complete the final chapter, with a final week for testing. And then you all know what that means don't you? We've done it! It then goes to test (a period of a few weeks) and then we have a finished game. Phew. But it's not over yet so we've got to focus on getting over that final hurdle and cross the finish line. Somehow I think we'll be limping across rather than sprinting. There is, relatively, very little to do on the project, the engine is going through the final stages of compatibility testing, all the sequences have been done (apart from little touches here and there) and most of the code is in place. So it's just getting that final chapter finished and tidying up loose ends.and believe me, there are a lot of them. From a design point of view it's now a question of going through the game and balancing it very finely. Is this section of the game too hard or too easy, does the player need an extra clue and what form will it take? How can we aid the player without making it too easy for them? This tuning has involved every department and the game as a whole is looking very polished and seems to hang together nicely. ==o== ZDNet also have a preview of Dark Age of Camelot, another RPG in the making, http://www.zdnet.com/gamespot/stories/previews/0,10869,2680 368,00.html If you've played a graphical online role-playing game like Ultima Online, Asheron's Call, or EverQuest, you'll likely find Dark Age of Camelot's basic structure to be familiar. The game lets you create a character from a specific character race and class, and then you jump in and explore the game's virtual world, fight monsters, and gain experience points and levels. However, Dark Age of Camelot will have a number of distinctive features, not the least of which will be its mythological setting. The game's world consists of three realms: the Celtic land of Hibernia, the Nordic land of Midgard, and the British land of Albion. In the final version of the game, you'll be able to create characters of different races and character classes in each of the three realms with the immediate purpose of adventuring in your homeland and with the ultimate goal of invading either (or both) of the other realms. Dark Age of Camelot is currently in its second phase of closed beta testing, and the realm of Albion has already been implemented and is being explored (and exploited) by diligent beta testers ==o== Staying at ZDNet there's a Wizardry 8 Q&A at http://www.zdnet.com/gamespot/stories/news/0,10870,2687310 ,00.html GS: How long has the game been in development? IC: The game has been in development for four years. It hasn't always been full steam ahead, though, although the last year and a half was very intense. At the beginning, we didn't have the full (or proper) staff complement or the technology. We had to overcome a few bumps related to this. We've never been so much a technology- oriented company as we are one that specializes in gameplay, and back then the various 3D engines that exist now weren't available. So, while we did license some 3D technology, a lot of it we've had to build ourselves. There were other complex issues as well--from a design perspective. One of our dilemmas was how to modernize Wizardry without completely changing the type of game it was, and another was the transformation from 2D to 3D and all the issues that come with such a change. GS: You've announced that the game is mostly finished. What's left to do on the game, if anything? IC: All we're doing at this point is trying to break some of the more complex quests in the game. The game is huge and very nonlinear, so there are lots of possibilities for things to go wrong. We try to do quests in reverse order or other (sometimes stupid) things to try and break or confuse the game. Balancing the game was a huge undertaking (nonlinear games are always more challenging in this respect), but we're quite happy with it now and aren't making any more changes. Everything is pretty much done and "locked down" at this point. ==o== CNet has another preview of Wizardy 8, which is probably gold by the time you read this... or not.... http://www.gamecenter.com/Pc/Previews/W8/ "Charles Miles, one of Wizardry 8's writers and creators, does not mince words about his upcoming game's place in the market. "Diablo II is to watermelon as Wizardry 8 is to ice cream," asserts Miles. "Diablo II is sweet, but a wee bit thin and watery. Wizardry 8, though, is sweet, rich, and filling." Gameplay, the most appetizing element of any game, has always been king in the Wizardry franchise--and it looks to be a defining aspect of the upcoming title. "Two things that separate Wizardry 8 from other RPGs," Miles continues, "are the combat system and the game's characters." Wizardry 8's character development model alone should be sophisticated and deep enough to keep players enthralled for months. Gamers will be able to create a wide range of party members, and select from a serious variety of elements. Miles explains, "There are 11 races, 15 professions, two sexes, and 18 different voices for each sex, which gives you a huge number of different combinations." Players will not only be able to fashion up to six party members, but they'll also be able to guide their development throughout their life cycles. "Once your characters start adventuring, you can tweak them even more," Miles continues. "For example, some of our testers make their samurai into master swordsmen, while others prefer to make their samurai into expert spellcasters." The combat system and character development will feed off each other in ingenious ways, providing players with new features and opportunities. Indeed, the combat system will be designed to develop along with the players' characters. Miles explained, "In a lot of RPGs, combat eventually becomes a dull routine of just hitting the attack button over and over. The combat system in Wizardry 8, on the other hand, is so rich that you're always finding new tricks and gaining new abilities." There's even a new Continuous real-time battle system thrown in with the traditional turn-based Phased system. The Continuous system speeds up combat considerably, and works especially well in lopsided battles that you don't wish to micromanage. Just click Continuous and go vacuum your room while your party beats up on your enemies." GA-RPG has a quick update of Wizardry 8 http://www.ga- rpg.com/article.cfm?id=4890 with some screenshots, one of which I sent to Sue with this mail. ==o== Over at Wizards of the Coast http://www.wizards.com/dnd/article.asp?x=dnd/ps/ps20010202a there is an interview with James Wyatt and Rob Heinsoo who talk about the process of designing monsters for the Forgotten Realms and beyond. Wizards of the Coast: Okay, we've read the advertising for Monster Compendium: Monsters of Faer–n. Now tell us in your own words: What's cool about this book? James Wyatt: More monsters! What could be cooler than that? Some of my personal favorites: the draegloth (half-fiend), the Tyrantfog zombie, and the yuan-ti tainted one. And those are just from the ones I made up. Rob Heinsoo: Funny you should use the word cool. I've found that when you're really, really enjoying a book, one of the best things you can do with it is keep it in the refrigerator. When you take it out of the refrigerator, the pages are all cold and crisp in your hands. It truly enhances your reading pleasure. Hopefully, Monsters of Faer–n is a refrigerator-worthy read. ==o== At Desslock there is an article on StoneKeep 2: http://desslock.gamespot.com/#20010205-01 it's a nice read, to see what ever happened to this game. The original Stonekeep game was in development for nearly five years - one of the lengthiest development period for any computer game. Not surprisingly, for a game with such an extended development, the game looked dated by the time it arrived at retail shelves, and generally disappointed gamers in spite of (or because of) the fact that the game had generated decent anticipatory buzz. A first person perspective dungeon romp, Stonekeep featured motion captured animation and looked incredibly revolutionary when it was first demonstrated to the gaming press in the early 90s - shortly after the release of Looking Glass's classic Ultima Underworld games. But by the time the game finally was released in late 1995, it received a lukewarm reception in spite of (or again, in part because of) being released during arguably the worst year ever for RPGs - with the only significant competition being Anvil of Dawn. The original game is probably more notable today for its unique (and gigantic) box shape then for any aspect of its gameplay. While the original game failed to generate significant goodwill, Interplay surprisingly began planning almost immediately to produce a sequel for the game. For years, various developers at Interplay and Black Isle Studios worked on the design, and the actual engine for the sequel. The engine was going to a fully 3D engine that used polygonal objects instead of 2D sprites (which were the norm for the genre until 1998) ..... ==o== Over at http://echelon.bethsoft.com/dlscreenshots.html thesre are some very very cool looking screenshots of Echelon, a futuristric Flight Combat game created by Bethesda software, better known to us I think for they Elder Scroll games. ==o== At Gamespy they have an interview wtih Clive Barker on his Undying game If you've ever seen a Clive Barker film (Candyman, Hellraiser), or read a Clive Barker novel (Imajica, Books of Blood), you've ridden on that roller coaster and witnessed evil close up. All of Barker's works (IMHO), skillfully infuse his trademark writing techniques -- a stylized way to unify horror with supernatural, spiritual themes -- which make things that much more frightening, and his debut into the PC gaming space with Clive Barker's Undying, is a true testament to this ability. Before loading up our pre-gold preview copy of Undying, I had some predisposed reservations about the game, most of which stem from playing other games in the horror genre which promised to instill a sense of terror, but failed to deliver. I mean, come on, we've all killed enough zombies and seen enough blood (just play any FPS) in today's batch of PC games, and although those are defiantly elements of horror, much, much more is needed to make something truly frightening. Thankfully, Clive Barker's Undying successfully melds together all of horror's components into one kick-ass FPS. This was, honestly, the first game I've ever played that made me jump from my seat and flinch during cut-scenes. If you're a fan of fear, Undying is shaping up as a game to die for. ==o== GameSpy also have a preview up for Elder Scrolls 3: Morrowind at http://www.gamespy.com/previews/february01/morrowind/ It would appear that epic role-playing games are a dime a dozen these days. With pretty much every major publisher out there having their own unique RPG, quite frankly, we're all getting sick of hearing about "the next best thing." RPG fans are constantly looking for something more. Now don't get us wrong, there are some great games out there such as Baldur's Gate 1 and 2, Icewind Dale and Planescape: Torment, but quite honestly there hasn't been an RPG of late that has taken our breath away. Well as the old saying goes, "Good Things Come To Those Who Wait," that's all about to change. GameSpy recently paid a visit to Bethesda Softworks and got a first hand look at Morrowind, the latest chapter in the famed Elder Scrolls series. Showcasing some unbelievable graphics, exquisitely tuned gameplay and, of course, Bethesda's signature storytelling and depth, Elder Scrolls 3: Morrowind is an epic RPG that will surely exceed all of your expectations. Bethesda Softworks claim to fame has undoubtedly come from their Elder Scrolls series. The brilliance behind the series was the amount of exploration and detail the player could experience. How detailed were the worlds? Think along the lines of Tolkien and Frank Herbert and you'll get the idea. The developers wanted to create a single-player game with the heart and soul of popular pen and paper RPGs. The first of the series was Arena. Taking place in the world of Tamriel, Arena showcased full character generation and over 18 unique character classes, it was praised for its ambitious scope and innovative design. Daggerfall, the second in the series, debuted in 1996. This time around, players got to explore only two of Tamriel's eight provinces. It took the foundation that Arena had built and continued the series signature non-linear gameplay on an epic scale. In their latest game, players are limited to one province -- Morrowind. Voodoo Extreme also have a Design Diary up for Morrowind at http://www.voodooextreme.com/articles/morrowinddesigndiaryiii .html I've spent two weeks reworking the jail cells of Pelagiad's Keep. The dirty stonewalls finally appear just like I want them. It's too bad that I couldn't get the textures quite right the first time around. It seems I always want to change the look of something to improve it. Re-texturing the Imperial castle pieces in Morrowind is just one improvement on a long list of things to do. As I look around the room I laugh thinking that the textured jail cell in the game is not a far cry from the basement in which the development team has been placed. If nothing else at least the subterranean environment here has been an inspiration. Let me introduce myself, my name is Matthew Carofano and I'm the Lead Artist on Morrowind........... ==o== Staying at VE, they also have a Neverwinter Nights (yes it'll be out by the time you read this !!) at http://www.voodooextreme.com/games/interviews/nwnjan/ Voodoo Extreme -- It's stated on the official NWN site that while the game is primarily multi-player, it contains a solid single player episode that spans some sixty hours. What it doesn't mention is what the single player story is about (other than "drawing its players into an epic and unforgettable tale of faith, war, and betrayal along the windswept Sea of Swords"). Please share with us the epic saga behind NWN! Trent Oster - In Neverwinter Nights, the single-player story and the multiplayer story are really the same thing - it's just a question of whether you choose to play alone or with friends. Your characters will be able to move freely between single- and multiplayer games. As for the actual content of the story, here's a little bit of the setup for Chapter 1 (there will be four chapters in all): Players begin in the northern city of Neverwinter on the eve of a deadly and all-consuming plague. The sickness spreads quickly from its origin in the beggars' quarter, and soon all of Neverwinter is under quarantine, victims of what will become known as the Wailing Death. A plea for help is sent to the allied city of Waterdeep and the powerful wizard, Khelben Blackstaff Arunsun, arranges for a collection of rare and magical creatures to be delivered to Neverwinter where they might serve as reagents to a cure. As adventurers within the quarantined city, the players are asked to aid in the creation of that cure and unravel the mystery behind the plague's origins. As for the rest of the story, we'll leave it to your imagination for now. ==o== I am not sure if you have heard yet of ShadowBane, it's an online RPG and they have posted a journal of one of the beta testers at http://shadowbane.godgames.com/alchemy/journal/beregund/in dex.shtml from which I also included a screenshot, it looks really nice from what I can tell and looks less hard then Everquest :-) Anyway, about twenty-two Grobolds later, I've hit third level (woo hoo!), and night has fallen in Aerynth. Also, it looks like a lot more of the German testers have come out. At one point it got so bad that Arcane threatened to install a German/English translator as part of the chat function. Oh yeah - one more thing about me and my machine - because of the video card in my machine, I can't play the game with full terrain resolution or I'll run out of texture memory and lock up. The problem will be corrected for future installments of the journal. But just in case you think the terrain looks a little weird... well, it doesn't really look like that. Check out the other screen shots on the site and you'll see what I mean. Night fighting is pretty cool - I really like the way the Grobolds just melt out of the darkness. At one point I actually managed to get trapped inside one of the Grobold tents - a quirk of the collision detection let me slip in while in combat mode, and it took me a while to get out once the fight was over! ==o== Quarter To Three have an interview up with Blizzard about the Diablo 2 Expansion pack http://www.quartertothree.com/features/interviews/bill_roper/ bill _roper_part1c.shtml Quarter to Three: How's the Diablo 2 expansion coming along? Bill Roper: Really well. It's on schedule even. We have weekly, worldwide teleconference calls to update others on our progress with our projects. We just had one and we said, "We're in this weird place right now. We're on schedule." It got a good laugh. As to the expansion, it's neat. At Blizzard we all have played Diablo 2 so much so it would be understandable if people weren't that enthused about playing it, but the expansion has people excited again. People are out in the hallways going, "Come look at this cool unique item I just got!" Just this past Monday we opened the expansion up for everyone at Blizzard to play for the first time. We ordered pizza and people played all evening. We even converted veteran Battle.net characters so people could play with their familiar characters. We've gotten some great feedback. Alex - o -