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Mario Kroll G-2's Red Storm Entertainment
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![]() "With the [digital communication] capabilities of Force 21, two units could maneuver around opposite sides of a hill. Each unit would then essentially see what the other sees, allowing for excellent coordination of efforts and better-shared fields of fire," explained John. To get a real feel for the game and the flow of combat John even called some of his buddies at Fort Irwin, allowing the Force 21 development team members a fun-filled week at NTC, where it looks like they had an absolute blast. Basically, as commander of your company-sized combat
element, you can view the action as an omnipotent observer, able to oversee the entire
action from above. Are you more of a fan of first person perspective? No problem, just
zoom in close to your vehicle of choice or take control of an individual unit and view
events from that unit's vantage point. The view could best be described as a
"tank-cam," to borrow a term from David Letterman: It is a true 360 degree
free-floating camera that allows you to pan in and out as desired, looking in all
directions and from all possible vantage points. All in all, the interface and graphics looked
fantastic and elegantly developed. As in all of their games currently under development at
Red Storm, Force 21 will rely heavily on realistic physics modeling. "Tanks
running into obstacles will react realistically," commented John. "We want to
make this game as real as is possible without actually being in combat." This should
be a refreshing change from the slew of recent tank simulation titles from other
companies, where individual trees, sandbags, and similar relatively flimsy objects
single-handedly put a stop to the full momentum and force of an armored attack. As soon as
more information or initial art for Force 21 is available, I'll be sure to let you
know. Tom Clancy tie-in hardback
novel of the same name, places you in command of a multinational anti-terrorist force,
battling to save the world from the maniacal plans of evil terrorists. The action is
primarily first person, although the view can be maneuvered similar to the observation
model for Force 21. Graphics, currently nearing their final version, looked
beautiful and were reasonably fluid, with particular attention to character equipment to
include some of the most modern weapons from the H&K arsenal. Background sets for the
action were very attractive and obviously very painstakingly created in every detail. You initially have a very ecclectic
multi-national, multi-disciplinary pool of 20 agents from which you must choose up to
eight agents per mission (such as Ayana, pictured below). Each agent is rated in ten
unique abilities and possesses one specialty skill such as Assault, Electronics, Recon, or
Demolitions. Although common abilities such as Leadership and Firearms skill are fairly
obvious in their purpose, I particularly liked the fact that Aggression and Self-Control
were included. "A character with high Aggression ratings and a low Self-Control may
open fire at an inappropriate time, whereas a character with low Aggression may cower or
refuse to attack when needed," explained Wendy. "It adds a great deal of flavor
and unpredictability to the game." This comes in very handy as many missions
require multiple small teams to approach the objective in a well-orchestrated, coordinated
fashion. Each team may be provided with rules of engagement (coined "go codes")
that can be changed at each way point. The available rules of engagement include
instructions to clear an area of hostiles, engage hostiles if they pose an immediate
threat, or simply advance at the fastest speed possible. Agent teams may further be
controlled by assigning them speeds of advance, which can include virtually running to the
next way point by selecting "blitz"; advancing deliberately, using reasonable
caution; or moving with the utmost of stealth. As in actual anti-terrorist situations,
planning the overall mission is very important to the success of the game and a poorly
conceived plan can spell doom for your team of agents, no matter how professionally they
execute the mission. As you may have heard from other sources, Red Storm brought in a
wide range of experts in anti-terrorism to lend Rainbow Six a high degree of
accuracy and realism. Over 200 individual motion capture moves were used in creating the
agents under your control. Advanced concepts such as muscle memory and weight carrying
capabilities of the individual agents has been modeled. Agents, for example, cannot pick
up and effectively use a weapon found during a mission, as Wendy clarified: "Actual
anti-terrorist professionals simply do not do that. They get used to training with a
specific weapon, the balance and weight of their own ammo loads, and are intricately
familiar with every minute detail of their weapon. They use muscle memory to engage
targets and picking up an unfamiliar weapon would severely disrupt this delicate
balance." Rainbow Six producer Carl Schnurr further elaborated on this fact,
"It's primarily a matter of the time factor. It may take longer to engage a target
with an unfamiliar weapon and this could make the difference between life and death."
Health and welfare of your agents can be monitored via non-obtrusive heart monitors that
will allow you to feel the pain as your fellow teammates are picked off by the terrorists
one by one. Even friendly fire is a real possibility in this white-knuckle thriller, as
you play solo or explore the possibilities provided by the game's option to link multiple
players in competitive or cooperative modes. In this resource gathering strategy game, you can compete with up to three
additional players, building units of ever-increasingly savagery and combat ability.
Humans play an external role in the game, acting as the unpredictable wild card by
invading your native planet and attempting to steal its resources. Fog of war and
realistic day and night lighting cycles provide additional replay value. What I really
found fascinating about Dominant Species was the fantastic scenario editor that's
being included. This editor includes a very intuitive
layout and permits any grayscale bitmap to be converted into terrain tiles. Additionally,
the editor provides plenty of tiles for desert, snow, water, lava, rocks, trees, and all
game creatures. The scenario editor also allows direct manipulation of terrain elevation
and permits programming relatively sophisticated AI behavioral logic. "You can use the terrain
to your tactical advantage, to exploit strengths that specific creatures possess,"
explained Wendy, as she showed me how a Rambeast could be used to literally shove enemy
units off a nearby cliff. "We also plan on supporting Dominant Species through
our website after its release, perhaps showcasing the best user-made scenarios
there." All in all, Dominant Species looks to be a witty and fun game that the
whole family can enjoy. If you're a fan of designing game levels or custom scenarios, I
would recommend checking out Dominant Species for the cool editor alone. Expect to
see it in stores in October of this year. Up to six players can compete in this
sinister look at the entertainment software industry, where corporate takeovers take on
another meaning entirely. Players attempt to expand their growing business empire, while
at the same time hindering the progress of their opponents by any means necessary.
Frivolous lawsuits are on the tame side of the tactics employed in ruthless.com,
where kidnapped CEOs, assassinations, industrial espionage, and sabotage are commonplace
business tools. Throughout the game, your CEO and subordinate executives (should they
survive) gain experience, skills, and personality traits. Unfortunately I was unable to see an alpha version
of this game in progress but from the screen shots and background information, ruthless.com
sounds like a total blast for all those with a slightly twisted mind. (Ed. - I was just
notified that a working version is ready for media preview and will provide additional
details on ruthless.com in a future column.) I hope you'll join me and the rest of
The Wargamer's staff in an Internet multi-player session when the game is released this
fall.
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