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As any reader of the
History section knows, I'm acutely aware of the way my work has
organically evolved over the years - and I'm more than happy to excavate my
past to build the future. Popscene, Sure Shot 3D, Wrecked,
Grass Roots (and arguably every single wrestling game!) were all the
ultimate incarnations of ideas that dated back as far as 2000. But no concept
has sat on the shelf longer than World War Alpha! The product of a
brainstorming session in a long forgotten filmmaking class, this cinematic
tale told of a warmongering army travelling back in time to conquer the world
thousands of years in advance. As both a movie and a game, it was as ambitious
as it was farcical - but the passage of time has made it more feasible than
ever, so it's finally time to give it a shot...
Meet The Forefathers
A lot of things have come to a
conclusion since the last preview - not least the selection of units! 3 more
ancient civilizations have brought the home team's total to a respectable 9.
The most striking is the horned Viking unit, who wears dark brown pelts over
light brown garments - complete with various gold accessories. Another
blinging unit is the Egyptian warrior - who wears a unique armoured necklace
and gold bands on the upper body, while a humble skirt and scandals adorn the
lower body. The third and final new unit is a Zulu warrior who's clad in
various animal hides, and brings a tribal motif to African cultures. Not only
are the civilizations visually different, but they also play differently -
ranging from slow but durable armoured knights to quick but vulnerable
tribesmen. Naturally, they also have their own unique weapons too - with
Samurai swords, Medieval swords, Arabic swords, Nordic axes, and tribal spears
all favoured by their native civilization...
Soldiers Of Fortune
After getting by with just one
standard trooper, the range of military units has finally been completed too. As you can
see, the classic "Armoured Trooper" from Sure Shot 3D has enjoyed a
faithful remake - and once again provides a slower-but-tougher alternative to the
standard grunts. Meanwhile, the "Special Forces"
version is both strong AND fast - and saunters around the battlefield in a
menacingly dark costume! The army is completed by the remaining Sure Shot
regulars - the "Knifeman"
(a fast but vulnerable hand-to-hand unit) and the "Muscleman" (a
bare-chested bruiser, who now doubles as the explosives expert). And, unlike in
previous games, these casually dressed units are even prone to wear the odd
helmet now too (or in the knifeman's case, a camouflage headband)...
Face Of The Future
The characterization has also
benefited from having faces and hairstyles that are closely linked to the
civilization they come from. As in real life, each part of the world has its
own predominant race and those are considered when generating a character in
that territory - so you see mostly white faces in Europe, tanned faces in the
Middle East and the Orient, and black faces in Africa and South America. The
hairstyles are then influenced by those races, and we end up with authentic
looking people from all over the world. Furthermore, there's even a difference
between the past and the present - as the military favours contemporary short
styles, while the ancients have dishevelled long hair and exotic styles...
The Statues Of Liberty
In parallel to the characters,
the architecture has also grown to a healthy conclusion. While the cottage was
the only option, the feature hadn't been fulfilling its potential - but that's
no longer the case as all manner of structures bring the scenery to life! Here
we see a gigantic Roman statue that towers over the real-life soldiers, and a
beautiful ancient temple...
The Home Of Kings
Meanwhile, some larger and more
extravagant structures include the Egyptian pyramid and Medieval castle that
you can see above. I must point out that it's not actually possible to enter
such structures (or even climb on them unless you find yourself that high by
freak accident!). They're nothing more than scenery that you can run around
and hide behind. Anything more would make a mockery of the battlefield concept
and turn it into some sort of frustrating platform romp...
The Ancient Ruins
The selection of ancient
landmarks is completed by the dispersed structures we have here. The network
of stones on the left is a vague reference to Stone Henge (although it appears
all over the world), while the village of tepees on the right is used to
represent tribal cultures...
Unidentified Flying Object
Even the military are
represented by a fighter jet that seems to have crashed into the ground!
Although it's a freeware model that I can't take credit for, it looks great
and is a handy reminder of the time-travelling twist...
The Land Before Time
Like the characters, these
structures have been tightly linked to their parent countries - so you tend to
see them where you'd expect. The same is even true of the actual terrain. The
dozens of visual and structural variations have been piling in, and the most
relevant options are made available for each area - such as snowy tundra for
Russia and sandy plains for the Middle East. Combined with the architecture
and units, it gives you a strong impression of where you are in the world...
Prisoner Of War
The above cavern should look
familiar to fans of Wrecked! The saga continues here as a series of
cut-scenes help to make sense of the time travelling concept. At random
intervals, you may be treated to another episode in an ongoing dialogue
between the ancients and a soldier they have captured. Naturally, each party
extols the virtues of their way of life over the other - as they try to make
sense of an insensible situation. It helps to break up the constant fighting,
and puts it all into a little more context. It's perfectly optional though, so
you can switch it off once you've seen it for the thousandth time...
Twist Of Fate
More importantly, your own
story is also waiting to unfold on the battlefield - courtesy of wrestling
style promos! Every now and then, one side will taunt the other with a twist
of some kind - and the information is imparted via a brief exchange of words.
Although this is usually trivial bravado, it can also lead to life-altering
civil wars! Whenever there's a clash of cultures in any one area, they risk
fighting amongst themselves for supremacy. It's a thoroughly
counter-productive affair which means the world becomes increasingly difficult
to hold together as you gradually take back the reigns. The civil war
storyline is also accompanied by a smaller mutiny that involves just one
traitor. It can work either way too, so a conscientious soldier can defect to
you as surely as you're deserted by a gullible warrior! A follow-up angle even
sees traitors being confronted by their old comrades and asked (in vein) to
return to the fold. Meanwhile, other storylines address the issue of
disarmament. One sees the ancients advancing with no weapons hoping to
negotiate a peaceful compromise, which forces you to stop taking weapons for
granted when it backfires and they're left at a disadvantage. On the other
hand, a similar angle sees the military disarm because they've planted mines
all over the battlefield to do the hard work for them! You're then forced to
help your bewildered warriors avoid the pitfalls of technology as they
carefully advance on an arrogant enemy. All enjoyably unpredictable stuff that
gives you a break from standard warfare...
Heal The
World
It's not all back-biting
though. One surprise last-minute development is that it's now possible for characters to heal one another
on the battlefield! By simply pressing Defend and Pick-Up simultaneously over
a nearby team-mate, you kneel down and begin prodding them into better health.
It's a nice touch, but the frantic nature of the battles means there's rarely
time to execute it with any degree of success. Fortunately, it's not all down
to you though. The CPU soldiers know how to use the feature themselves and
will even nurse you back to help should the opportunity arise...
The End Is
Near
As things draw to a close, the
game has finally received its own theme tune! I was expecting to reuse the Sure Shot
theme as surely as my wrestling games stick to the Wrestling MPire theme,
but it felt a little inappropriate so I knocked up something more epic. It's
another surprisingly good piece of work too - featuring melancholy strings and
keys over a militant drum beat. And it's just subtle enough not to give you a
headache as it rings out in the background of the menu screens. The game's
intro has already been implemented too, and actually ties into the theme quite
nicely. As a 3D globe spins behind a 3D MDickie logo, a shuttle flies
towards the screen before turning back and darting down to Earth through the
eye of the "D"! The minute it impacts, the music kicks up a gear and we're
ready for battle...
Give And Take
The bloodshed has finally been
put into some sort of context now that the Risk-style strategy elements
have arrived! It borrows from the system we saw in Grass Roots, but
replaces the flag imagery with plain green and red segments to indicate the
past and present respectively. More importantly, each territory also displays
a population figure which indicates how many warriors are available to attack
or defend. Each side of the war takes it in turns to make their move, and can
choose any friendly territory from which to launch an attack. The action then
turns graphical, and any surviving soldiers take up residence in the seized
territory. However, if you don't fancy your chances of winning a battle you
can always spend your turn fortifying neighbouring territories - by
transferring a handful of units from one area to another. I've even got the CPU playing along too. Some nice
artificial intelligence programming makes them scan the globe as surely as you
do, and then attack or fortify wherever appropriate...
Sign Of The Times
Whatever's happening in the world, some neat presentation helps you make sense
of the action. Whether at the map screen or in battle, a simple timeline acts
as a running commentary of the proceedings. Basic messages such as "1066: The
Invaders hatch a plan in Western Europe" clarify what's happening on the map
screen, while others such as "1067: 12 soldiers advance on Britain" keep you
informed of how many enemies are on the battlefield. Speaking of who's on the
battlefield, a major development is that each territory now has its own cast
of characters (much like a wrestling roster) and their location is
consistently recorded throughout the game. That means you'll notice some
familiar faces when you return to a part of the world that you've already
seen, and you can look forward to using old heroes again! And if you want them
to live to fight another day, you'll pleased to know that it's now possible to
retreat with the Escape key. Doing so sacrifices the territory to your enemy,
but it safely relocates any remaining men to the nearest friendly base. It's
actually rather fun too, because you literally see the characters running away
once you decide to do it! The CPU has even been known to take advantage of the
feature if the battle is a lost cause...
Field Of Dreams
With the gameplay in the bank,
I've finally be able to polish up the structure of the game. All of the menus
are now in place - from the options to the various setup screens. And the good
news is that multiplayer looks set to be a major feature. Not only can you wage
war against a human opponent, but you can also have them JOIN you in
co-operative play! An even bigger revelation is that this also extends to the
main world domination game - making it the first long-term multiplayer
experience in the history of my games. You simply select the format you want
upon starting a new campaign, and a human will then be able to either join you
on the battlefield or take control of the opposition. And even solo players can
enjoy the freedom to choose whether they play as the ancients or the military,
so the whole game looks set to be supremely versatile! Back to the deathmatch
mode, another development there is that you can get away from the game's
storyline and construct battles involving ANY combination of civilizations - and
extend the action to include up to 4 separate armies instead of 2. Inversely,
you can dispose of teams altogether and try your luck in a free-for-all
involving as many individuals as you want! All of this plus the option to
configure any combination of weapons and scenery you want...
The Tourist Trap
The scenery options even extend
to some simple architecture now - such as the
medieval cottage shown above! They slot neatly into the terrain, and share all
of its fully interactive qualities as the characters potter around it. Such
additions may look good, but the downside is that they give the camera and AI
a lot of headaches (and aren't always appropriate for the randomized nature of
the terrain). They're important for livening up the scenery though, and the
introduction of pyramids and temples will help to portray more exotic
locations so it's worth persevering with...
Instruments Of
War
In the meantime, the
range of weapons has concluded at a satisfying 20 different items! The final entries being a
re-mastered axe (which is bigger and more metallic than what we saw in
Wrecked), a chunky wooden club, an improved wooden cane, the
curvaceous Arabic sword you see above, and a terrifyingly brutal
spiked mace! There
are also 3 brand new variations on the existing silver shield - those being a
golden version, a wooden version, and one with a tribal motif. Even old
weapons are being used in new and improved ways. For instance, the spear and
dagger weapons that were added previously are now benefiting from their own
dedicated stabbing animations - so they're much more satisfying to use than in
either Wrecked
or Wrestling Encore. And there are now different colours for the "laser
sword" - ranging from the standard green to red and blue variations...
Super Cuts
The game might be approaching the
home straight, but it has still found time to squeeze in yet more innovations!
I spent an intense couple of days revolutionizing the way character heads are
textured. Most noticeably, the long hair now uses transparency to portray
the strands of hair that you'd expect to see in real life. It's a feature I
dabbled with as far back as 2001, but it hasn't produced satisfactory results
until now. I was on the brink of an even bigger breakthrough with
this super-realistic
alternative, but that was a little less reliable and caused more
problems than it solved. What you can't see from this shot is that the hair
texture itself has improved considerably, and even enhances the appearance of
short styles. The poor quality loops have now been replaced by gigantic 512x512
textures that wrap themselves around the whole hair model and produce a much
more realistic appearance...
Head Re-start
Meanwhile, the head itself has enjoyed just as much
polishing. In an effort to get rid of plain textures once and for all, even the
head images now include contours that give the back of the head a
significantly different appearance! It's a godsend for bald characters, and
makes them look just as good as their hairy counterparts. Similarly, the freshly
arrived ear models
have now been made even more at home with a dedicated texture that offers them
more detail. And to make the most of all of this, the face textures are being
redrawn from scratch - and in high resolution to boot, so they look better than
ever (especially close up!)...
The Usual Suspects
With all these aesthetic
improvements intact, I've been able to dive into the characterization like
never before. A string of new unit types include a Native American warrior
who's bare-chested except for a series of tribal tassels, and wears baggy
trousers made of hide and emblazoned with various patterns. Similarly, a
muscular Barbarian is on the scene - sporting the brown Conan look and some
much improved flesh textures to compliment it! Meanwhile, the fully clothed
society now includes a chubby Persian warrior dressed in purple and gold silk
- complete with a turban on top. And even the military have started to
introduce a little diversity with suited officers that fight alongside the
grunts! As you can see, that refined unit also benefits from an infinitely
more detailed suit texture...
Ringside Seat
What of the biggest developments for me
is that I've finally settled on an official
camera system. Behind the scenes, it's been quite a headache deciding whether to
use the directional movement of the wrestling games or the "turn & advance"
system of Wrecked. In the end, I managed to combine the two! What we have
here is a system whereby you can always move literally in the direction pressed,
but then the camera gradually sways to follow your line of sight - and before
you know it your perspective has shifted nicely, allowing you to move
effortlessly AND explore the territory. Hard to explain, but if you've played
Zelda 64 you should know what to expect...
Declaration Of War
Finally, if you thought this
was going to be a mindless bloodbath you may be surprised to discover that my
infamous "promo" system even reappears here! To communicate the rather
fanciful storyline and lend more meaning to each battle, the warring factions
are now prone to talk to each other when they first meet. It's quite a smooth
system whereby you head into battle as usual, and then the camera zooms in on
the first enemies to meet and uses them to deliver a few lines. Once the
wisdom has been imparted, the cinematic mode gently fades out and you resume
control of your original character. It's very much in its early stages and no
meaningful storylines exist yet, but it's hoped that it'll fuel some novelty
battles - such as civil wars between the different civilizations in your own
territories. The possibilities are endless, so stay tuned...
The Gunpowder Plot
Following the sword and shield
that got us started, the range of weapons now extends to guns - and they look
set to dominate the battlefield! There are both rifle and pistol variations,
which fire off rounds at different paces but do equally horrific damage when on
target. Unlike Sure Shot 3D, the bullets in this game are practically
invisible and simply burst into the target within seconds of pulling the
trigger. The effect is no less satisfying though - not least because the
characters now aim their bodies at enemies as surely as their heads! That means
they veer up, down, and side-to-side to give you the best possible accuracy
without worrying about it. However, the one catch that holds the weapons back is
that they need reloading quite frequently - and will eventually run out of ammo
completely. This gives the bewildered ancients plenty of opportunities to
intercept lazy gunmen and turn the tide...
Sharp Shooter
Another tool in the fight against
bullets is that the past has a long range weapon of its own! The bow & arrow has
been missing from my games until now because it's more sophisticated than a
static object, but it's finally here now and all you have to know is that it
works as you'd hope. Tiny arrows are loaded into it as the string is visibly
pulled back and launches the projectile in the direction of your enemy (it even
lingers in the flesh and scenery upon making an impact!). All in all, it looks,
sounds, and works great - and is a welcome addition to the battles. Not least
because it prevents the military from having a monopoly on ranged attacks.
Speaking of which, the dominance of bullets and projectiles is diluted further
now that it's possible to block while running (albeit at a slower pace). This
means a shielded warrior can still advance on an armed opponent without being
harmed...
Weapon Of Choice
Despite the recent obsession with
novelty weapons, I've still found time to pile in more of the classics. The
slim-line Samurai sword is now joined by a chunky Medieval broadsword, which is
even more deadly! There's also a much smaller dagger, which is used in a
stabbing motion rather than a slicing one. Some of the homemade weapons from
Wrecked have even resurfaced in this game. There are more threatening
versions of the hammer and axe, as well as a re-mastered spear which promises to
be used a little more appropriately. And if all else fails, the humble rock has
even returned - which allows you to crush the skulls of your opponents at close
range...
Technological Warfare
The military even have their own
technological answer to those primitive weapons! The vibrant Star Wars inspired light sabre
from Popcorn resurfaces as a practical weapon in this game, and serves as
a deadly example of what the future is capable of. Speaking of technological differences, a nice new feature is
that the characters are now mystified by weapons that don't come from their
time. Upon picking them up, they waste valuable seconds studying the object
before proceeding to use it with any confidence. So anybody expecting to turn an
army of knights into a gun-slinging posse overnight may run into a few problems!
Another new touch is that it's possible to snatch items from your enemy's hand
instead of picking them up for yourself. By pressing the dedicated "Throw"
command when you've got nothing to throw, your character reaches out for your
opponent instead and hopes to turn the tide on him. Considering weapons are so
important in this game, it's a handy addition to the gameplay...
Mine Games
Of the many weapons that have
been added in recent weeks, the explosives have obviously made the biggest
impact! The TNT from previous games is now available to be picked up and thrown
like any other weapon - only with more explosive consequences. And new to this
game is the option to plant it as a mine! By "dropping" the item instead of
throwing it, your character gently slots it into the ground - where it waits to
detonate on the next person that stumbles into its proximity. The all new
terrain has even opened up more possibilities in this area. Segments of land can
be added or removed in real-time, so explosions now cause a slight crater in the
ground wherever they go off! It certainly makes them feel more powerful - and
makes the battlefield look like it's seen some action...
Marine Corpse
With all these deadly devices on
offer, it shouldn't be much of a surprise that it's now possible to die in this
game. The characters can't come back fighting in the way we've come to expect
from other games, so they're not getting up once their precious health has been
diminished. It certainly adds a sense of urgency to the proceedings, and we're
finally beginning to see how the battles pan out as each army gets smaller and
smaller. And it's not just bullets and blows that came claim your life. As in
Wrecked, you can also succumb to nature if you find yourself incapacitated
in the wrong place at the wrong time! When lying underwater, for instance, your
character occasionally chokes and loses even more precious health than he has
already - eventually resulting in death...
At Your Command
As the gameplay draws to a
conclusion, I've finally been able to bring some structure to the proceedings.
Up until now, it was playing like some sort of God-forsaken Royal Rumble
- but the units have now been divided into teams to create a proper battle
environment. I've also taken the opportunity to squeeze in some tactical
gameplay! When holding down the dedicated "Tactics" command you have access to 4
basic orders - instructing your team-mates to either attack, retreat, follow
you, or even find a weapon. That may sound disappointingly simple, but it's easy to
execute any tactics you like by mixing and matching the orders. Plus you can
assume control of any character you like at the touch of a button, so you're
always in complete control. The system has already proved to be a great addition
to the gameplay, and has elevated it above the glorified beat 'em-up that it
could've been...
Racial Harmony
The characterization also
promises to play a larger role as the game progresses. Each character now has
their own unique head generated from the many faces we've seen in previous games
- complete with the racial shading from Grass Roots, which keeps the rest
of the costume consistent. Combined with the various hairstyles and hair
colours, that ensures every single man on the field is recognizable at a glance.
And although statistics won't factor into this concept quite as much as they
have in others, it's still possible for the characters to have various movement
speeds and body sizes...
An Ideal World
In addition to constructing the
characters, I've also taught the game how to construct its own worlds! Not only
can you load in your own terrain maps, but you can also fine tune how they're
used - from the the ground height and water level to the textures and
atmosphere. And, of course, to make this possible I've also had to make a start
on the menu system! As you can see from this early shot, it has more in common
with Grass Roots than any other game - with the options listed alongside
a dominant circular logo. As in the game, there's a "time and space" motif here
though - as ancient bronze blocks linger against a galactic backdrop...
Pincer Movement
Speaking of presentation, I'm
already making preparations for a multi-player mode! One of the most overlooked
achievements of Wrecked was that it effortlessly nailed this feature. It
hasn't been appropriate in any other game since, but it's definitely handy here
as each player can enjoy a close-up view of their area of the battlefield.
There's no discernable damage to the frame rate either, so it's a very welcome
addition to the game. It just remains to be seen whether it'll factor into the
Risk-style world domination part or will be confined to the exhibition
mode. Either way, you'll get to pit your warmongering skills against a human
opponent...
Sign Of The Times
As you can see, the project is
finally official now that it has its own logo! It was hard to avoid
duplicating the Grass Roots logo since this game lays even greater
claim to the "world domination" theme, but I've managed to produce something
suitably different. While that game had a ball consumed by the world, this
time it's the globe that's consumed by a circular gimmick - in this case a
clock bearing Roman numerals. The horizontal text is also a noticeable
departure (the colour scheme of which is largely faithful to the
2000 original!).
Naturally, this is just an early attempt and will probably go through another
phase of polishing before you see it on your box cover. In the meantime, at
least the game has its own identity to proceed under...
New World Order
The time-travelling gimmick is
also plain to see in the game now that a selection of ancient units have hit the scene!
It all began with a
Samurai warrior, which uses a re-mastered version of the costume we
saw in Popcorn and subsequent games. However, the key difference here
is that each unit can receive its own dedicated model. In this case, the
Samurai armour is bulkier at the shoulders and the material is baggier at the
thighs - not to mention the fact that there's an authentic Samurai helmet with
horns and fanned sides! The
Medieval knight is
similarly bulky, but his shiny silver armour sits over chainmail and offers a
starkly different appearance. He too has a helmet which covers the entire head
- leaving only a slit for the eyes. Finally, the third new unit is the Roman
soldier that you can see above. He's perhaps the best looking yet - featuring
gold-plated armour over red & brown garments and strapped sandals. And that's
just to get us started! We're still waiting for Persian warriors, Native
American and African tribes, Vikings, and Barbarians. Not to mention the
variations of soldier that we saw in games like Sure Shot 3D...
One Inch Punch
The biggest development since
last time is that we've seen the debut of the
fighting gameplay - and it looks set to be even more playable than Wrestling
Encore! All that work in the wrestling genre had me thinking "slow" when it
comes to action, but the fast-paced responsiveness of Grass Roots is the
standard now. The animations that have got us started are exactly that - fast
and responsive. A nicely animated punch connects within seconds of you hitting
the button, and the pained reaction is just as satisfying (right down to some of the
most flamboyant falls yet!). Despite being a battlefield game, the aim is to
make it play as well as possible close up - and then zoom out and times the
action by a hundred...
The Art Of War
Although hand-to-hand combat is
only meant to be a last resort, there are plenty of variations to make it as
engaging as anything we saw in the wrestling games. The standard punch is
accompanied by a kick
that hits low and a stomp
for grounded opponents. Plus, you can combine commands to launch a more powerful
double-axe handle - or even the special "rear attack" you see above, which aims
for enemies sneaking up behind! You can have some pretty impressive brawls once
you've mastered that move, and the CPU certainly doesn't hesitate to use it...
The Sword In The Stone
As entertaining as those
fisticuffs are, they're just the tip of the iceberg. It's the introduction of
swordplay that has unlocked the game's true potential! The Samurai Sword from
recent games is the first weapon on the scene, and it already has a range of
dedicated animations for making use of it. The command for punching swipes high,
while the lower attack kneels down and swipes across the legs (it looks great
when you alternate between the two!). You can also deliver a powerful overhead
smash with the combination command, and a special sword-swinging version of the
rear attack which has even better range. Lest we forget, the process of picking
up, dropping, and throwing weapons has been implemented to make all of the above
possible. It's the same old story from recent games, but things are noticeably
smoother and working at their best...
On The Defensive
Where this game really builds on
Wrestling Encore's gameplay is the addition of defensive moves! By
hitting the dedicated "Defend" button, your character will immediately block
either high or low depending on the incoming attack. Thankfully, it's not
foolproof though and will only prevent damage half of the time. That is unless
you have a SHIELD! This weapon is available along with all the others, but is
collected with the left arm to allow you to combine hardware. The block command
then automatically makes use of it to give you the best protection possible
(it'll no doubt be key to surviving against modern-day gunfire). And in the
absence of a shield, you can even block with your regular weapon! Lengthy items
such as a sword can be held in a defensive stance, and offer a level of
protection that's a notch better than using your bare hands. Plus you can feel
like a Jedi master when you defend and then immediately parry into an attack of
your own...
The Thick Red Line
Whenever weapons are introduced
to a game, the bloodshed is never far behind! The scarring system from previous
games inevitably reappears here, and is also joined by the splashes of gore that
spill onto the scenery. It's not ideal since the size of this game means there
could be hundreds of puddles at any one time (which isn't good for performance),
so it's the most temporary version of the system that we've seen yet. The effect
is good while it lasts though, and makes you feel as though you're doing fatal
damage with your weapons...
Casualties Of War
And if it was possible to lose
limbs in a wrestling match, you can bet it's possible in a war! That feature has
also returned to dispose of body parts that simply can't bleed anymore - ranging
from major limbs to individuals fingers and even the new ears. For what it's
worth, the casualties can once again continue with these ailments and hobble
around as best they can! It is more likely to result in death in this game
though, because there are hundreds of units to dispose of. It's also possible to
incur standard injuries that haven't nothing to do with losing limbs - such as
from an awkward fall. The victim then hobbles around at half the speed and
becomes easy pickings for the enemy. And yet another feature to return is the
dazed state from the wrestling games, which temporarily blinds characters when
they suffer facial damage. Whether controlled by human or CPU, they're then
doomed to stumble in the opposite direction until it wears off!
Back To The
Future
Over the years, I've had plenty
of time to endow this surreal concept with a shred of credibility. Although
the idea predates Sure Shot, its current incarnation would be foolish
not to borrow from that established universe. Afterall, the treacherous ending
gives us a readymade maniacal villain - complete with an impressionable army
to command! Sure Shot's detractors needn't fear though. Beyond that one
contrivance, this game is an entirely different battlefield affair - which
finally lets the soldiers loose to explore the territory and fire at will.
Besides, they'll have different opponents to contend with this time! The crux
of this concept is that it pits the past against the present in a battle for
world domination. The gun-slinging soldiers of today will come up against the
sword-swinging warriors of the past - and there's no guarantee that they'll
come out on top. For those of you waiting to accuse me of glorifying war (or
being insensitive to the world's current plight), you'll be disappointed to
find that this project actually highlights the futility of the process...
Feeding The
Five Thousand
The concept will justify itself
as the project progresses, so let's concentrate on the game itself. And why
not start with the fact that it's already the biggest that my work has ever
produced? The above screenshot may look like an artist's
impression, but it's actually no fewer than 50 characters on screen at once! And
that's just the tip of the iceberg. That's just your "tag team match" in
Wrestling Encore. Depending on the power of your computer, the game will
be running battles that range from at least 20 men to as many as 100 - all in
a fully playable, live-action format! That state of affairs didn't come
without great sacrifice though. It was achieved by making the latest character
model at least 3 times LESS detailed than in recent games. That may sound like
a backwards move to those that are already critical of my graphics, but it's a
necessity for a game of this scale...
Standard
Issue
Fortunately, the drop in
quality isn't that noticeable - not least because the texture quality has been
improved to compensate! Following on from the success I had with high
resolution scenery in Grass Roots, this game now brings it to the
characters - dressing them in images that are twice as big (and therefore more
detailed) from head to toe. The textures in question are being drawn up from
scratch too, so they're going to be more detailed no matter how I give them to
you! We've even seen some mapping improvements that ensure the feet get a
better deal - using different parts of the image to texture the top and sides
separately. Very few of the current screenshots use these improved visuals,
incidentally, so look out for them in future previews...
The Hills Are
Alive
Yet another breakthrough, which
dwarves even the 50 characters on screen, is the introduction of a brand new
terrain system. It's a standard feature of Blitz 3D, so I don't intend
to take credit for it in any way. However, as with all the other features, I
do intend to take great pride in pushing it to its limit! The feature in
question is a generator that produces extremely detailed landscapes from
within the game - rather than from an external (painstakingly sculpted) model
- and does so quickly and efficiently. The most exciting news is that it can
also construct them from the contours of an image, so editors can look forward
to creating their own maps! To make the most of it, I've also mastered a
technique whereby the colour of the landscape is distinct from its texture.
That effortlessly produces the smooth blending of colours that was practically
impossible in other games, and stops the scenery from looking so bland and
repetitive...
Control
Freak
Higher character counts, more
detailed visuals, and beautiful terrain would normally be enough for one
preview, but we're not done breaking through yet. Following on from the
top-down and side-on variations of Grass Roots, this game takes things
even further by adjusting the controls to suit ANY camera angle! No matter
where it's positioned or where it's facing, your movement will always remain
in orientation with the camera. Up and down always make your character move in
and out of the screen's depth, while left and right always head for the sides.
You wouldn't believe how easy it was to implement, so just be glad that it's
there now and waiting to help you enjoy the game from any perspective you
choose...
Here's
Looking At You
The final breakthrough of the
day opens up even more possibilities. I finally figured out how to override a
character's animation and manipulate their body parts manually in the game.
Roughly translated, I can now make a character's head look at his opponent (or
an other point of interest) WHILST executing any given action! That means I
can have these guys aiming their gestures and attacks anywhere in 3D space -
which is a godsend for the shooting side of things. It also means we'll see
some more realistic movement, as a character's eyes focus on what he really
would be looking at in real life. It's a shame the breakthrough comes too late
for the wrestling games, because it would be great to have the wrestlers
staring down at opponents on the mat or up at those on the buckles. We'll
see...
The New World
Order
As in Grass Roots, all of the action on the field is just half the
story - as you spend the rest of your time plotting on world domination!
Although there are likely to be some changes, the basic premise of inhabiting
one territory and approaching another will be very much intact. In fact, that
should govern who attends the battle! Each territory will have a certain quota
of units that are there to defend it (or attack from it), and so manpower
becomes just as important as territorial advantage. Naturally, it's too early
to go into details - but we can definitely look forward to a strategic side
dish to complement the bloody main course...
Copyright © MDickie 2000 - 2006
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