Caddoc and E’lara are always going everywhere together. The grocery store. Demon’s forges. Press events.
The latter was the case not a few weeks ago, and now journalists are chiming in with their impressions of Hunted, the co-op action game starring the fantastical duo. Game Informer says: “It’s not often that players have the chance to play co-op games in a fantasy setting–particularly in dungeon crawlers–and it’s a welcome change of pace.”
Like the RAGE roundup, we’ve got a running list of every article for you to explore. Take a look:
Coverage on the game continues to roll in, so we’ll update you on anything new that we see. And after the break, we’ve got Giant Bomb’s interview with inXile President, Matt Findlay, as well as an interview with Game Director Maxx Kaufman
Yesterday’s deluge of previews based on the aptly-named “BFG 2010” press event brought with it our latest look at RAGE, the upcoming shooter from the first-person pioneers at id Software.
The slick new screens sure look great, but journalists say the game looks even better when hitting your eyes with 60 frames per second. “The game is at least a year away from release, but visually, it’s almost flawless,” said Eurogamer.
To facilitate your digestion of the sweet new info, we’ve compiled a handy list of all the RAGE articles we’ve spotted so far. Take a look below to read all about the post-apocalyptic tech marvel — and if you spot any additional coverage, let us know in the comments.
All of the additions to the gameplay sound exciting and the core of what made Fallout 3 so fantastic is completely intact. Want more of a great thing with plenty of new additions to make it feel fresh all over again? New Vegas has your back.
With most of our department out on travel this week, Nick and I will be heading out in a few. But before we go, here’s some the latest we’ve seen around the web.
Brink Creative Director Richard Ham has been pretty busy with interviews as of late. This week he answered questions from UK site GamesTM, as well as a few community questions from Australian site Games On Net. Here’s an excerpt from the latter:
Otto-matic: If it is P2P, will you implement a strong localisation mechanism that makes it very unlikely for Australian gamers to suffer lag connecting to a US host? Richard: On PC, we’re fully supporting a traditional dedicated server system so connections should be fine and dandy. For consoles, we’re peer-to-peer and are definitely focusing on quality of service for all our matchmaking. We’re also keying our matchmaking on friends, so that should help give console players control over the quality of the connections.
We have a lot of love for the original DOOM, and so does Gareth Ward. After getting his start modding on Team Fortress Classic — the Half-Life version of the original Quake mod — Ward made his name in modding by leading the Classic DOOM team, which sought to recreate the shareware levels of DOOM in the DOOM 3 engine. The result was a mod that not only nailed the look of the first DOOM, but also its distinct flavor.
In our interview, Gareth recalled the experience of crafting Classic DOOM, which involved the efforts of around a dozen modders:
Under the hood there are a lot of modifications going it that most people would probably take for granted. From the most obvious things like the new levels, the weapon models, item models and sound effects, through to simple things like how much damage each monster has, how fast they move and the amount of bullets that can be fired by each weapon at any given time.
Where would the mod community be without id Software? DOOM and Quake were some of the first games to spark what would become an entire generation of amateur game developers. And as id grew, so did the scene; some of those early mods went on to become the basis of successful retail games, and countless modders found their way into the industry by leveraging their modding experience.
But plenty of id Tech mods are still being released today. In our first id-related modding interview, we talk with Bryan Henderson, creator of “Zombie Slayer,” a mod that implements Heavy Rain/Dragon’s Lair-style quicktime events in DOOM 3. In addition to Zombie Slayer chat, the 29-year-old network administrator tells us about his first modding experiences, what he thinks the secret to a good mod team is, and what he’s working on next.
When did you first start modding?
Back in the late 90s, people started hacking apart game demos made using the game Quake to make movies. I found the entire process to be incredibly interesting since I had made movies back in the day using Red Baron’s movie editor. I never thought that taking a gameplay capture of someone playing a game and redoing the camera angles was possible. Continue reading full article ›
“For a game that’s coming near the end of this year, Hunted already looks very polished, with great animations, solid fighting situations, and interesting tactics as the two fighters take advantage of their strengths and minimize their weaknesses.”
The internet asked me to pass along this information on our games. I’m happy to comply.
GameStop.com is currently running their GameDays10 promotion, and one of their deals is that you can pick up Fallout 3 (PS3, 360) for a low price of $19.99. Head here for more details.
GamePro has a new interview with Brink’s Game Director Paul Wedgwood. It’s a good read with information about Splash Damage and their work on Brink. Here’s a snippet:
GamePro: How has the group’s history helped in the creation and building of a new IP?
Paul Wedgwood: The idea of setting a game inside a floating arcology was actually one of the first things I wanted to do even before we founded Splash Damage, but the technology to really pull that off wasn’t available at the time. When we were close to finishing up Enemy Territory: Quake Wars in 2007 and starting to think about our next game, that idea immediately popped back into my head, and I worked with Ed Stern, now our Lead Writer, to come up with a compelling narrative for it.
For more on Brink check out new interviews with Creative Director Richard Ham and NowGamer and IncGamers.
Splash Damage has a new developer profile up at their site — this week you can get to know environment artist Angelo ‘clasact’ Dal Pra. I’d try to explain what he does for a living, but he does such a good job answering that himself, I’ll leave you with this excerpt…
What do you do at Splash Damage?
I’m an Environment Artist here at Splash Damage. I create assets, props, textures and sometimes assemble them in a nice way. I also work closely with our level designers and fellow artists trying to make our levels as beautiful and interesting as possible.